Clockwork Mantis

Large Construct, unaligned

Armor Class 15 (natural armor)

Hit Points 68 (8d10+24)

Speed walk +40

Challenge 6

STR
13
+1
DEX
19
+4
CON
16
+3
INT
3
-4
WIS
15
+2
CHA
1
-5

Skills stealth +7, perception +5

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages understands Common but can’t speak

Special Abilities

Hobbling Strike. When the clockwork mantis makes a successful opportunity attack, the target's speed is reduced to 0 until the start of its next turn.

Immutable Form. The clockwork mantis is immune to any spell or effect that would alter its form.

Magic Resistance. The clockwork mantis has advantage on saving throws against spells and other magical effects.

Standing Leap. The clockwork mantis's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The clockwork mantis makes two serrated blade attacks. If both attacks hit the same target, the mantis can make a bite attack against another target within range as a bonus action.

Serrated Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Invisibility. The clockwork mantis turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the mantis wears or carries is invisible with it.

Source: Tome of Beasts 2 · OGL/Open