Mantid
Huge Vermin
Hit Dice: 12d8+48 (102 hp’s)
Initiative: -1 (Dex)
Speed: 50ft
Armor Class: 15 (-1 Dex, -2 Size, +8 natural)
Attacks: Claws (2) +17, Mandibles +12
Damage: Claws 2d4+8, Mandibles 2d6+8
Face/Reach: 10ft x 5ft/ 15ft
Special Attacks: Grapple
Special Qualities: Immune to Mind-affecting spells and powers
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 26, Dex 8, Con 18, Int -, Wis 10, Chr 1
Skills: Listen +6, Spot +6
Feats: None
Climate/Terrain: Any temperate
Organization: Solitary, but rarely in groups of up to 3
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement Range: 12-15 HD (Huge)

See the Alternity Gamma World campaign setting for more information.

Combat:
Mantids have little fear of anything, but they will not carelessly charge into a battle it has no hope of winning.  Mantids will attempt to flee if dropped to over half of their hit point total.

Grapple: If both claw attacks hit, the mantid has grabbed its prey and bites with a +3 bonus to hit.  A victim of a grapple can break free if he passes an opposed Strength check.

Society:
See the Alternity Gamma World campaign setting for more information.