Mantis Noble II

The black-shelled ebon mantis and red-shelled crimson mantis, warlike psionic builders of far northern cities who send scouts south into the city-state lands.

Setting: Dark Sun · Sources: Dark Sun Appendix II - Terrors Beyond Tyr

Overview

Mantis nobles are big, intelligent insects much like mantis warriors, but they build permanent towns and cities in lands far north of the city-state heartlands. For years they have sent scouts south, which their own people call far-scouts but southerners simply call mantis nobles. The two main northern breeds are the ebon mantis, with black chitin, and the smaller crimson mantis, with red. Both are aggressive and otherwise much like mantis warriors. They are carnivores, and they work with a kindred mantis species to produce the far-scouts.

Both breeds have a natural AC 5 from their shells and are immune to charm person and hold person. Both gain extra abilities as they grow; statistics assume mature adults.

Ebon Mantis

Ebon mantises have black chitin overlaid with skin, long antennae and four-fingered hands. Their mouths are unusual for mantis folk: a flexible circle ringed with inward-pointing fangs that deliver venom, with side extensions that hold food in place. They age one category every two years until mature.

They love war and make able commanders, opening with psionics and closing to melee only when that fails. Their favorite weapon is the mantis glaive, slashing for 1d6 against man-sized or smaller foes and 1d10 against larger ones. They leap 20 feet up or 50 feet forward but never backward. Two crystal throwing wedges per round fly up to 270 feet, dealing 1d6+2 and returning on a miss. Mature ones dodge physical missiles on 9 or better on 1d20, modified by a magic missile's bonus, but cannot dodge magical effects.

A bite forces a save vs. paralyzation or paralysis for 2d10 rounds if the victim is smaller than man-sized, 2d8 if man-sized, 1d8 if large and 1 round if huge or gargantuan. Half are psionicists; the rest have wild talents. They never use magic items, but each carries at least one psionic item.

They live in the rocky badlands and sandy wastes common to their northern nation. Many are philosophers whose creed demands they stay fit for battle. Breeding and gestation match the mantis warriors', and they live to 80. Their art and building are ordinary, but their literature is superb, and they carry books and gems as treasure, with psionic items in place of magical ones.

Crimson Mantis

Crimson mantises have red shells, large antennae, three-clawed hands and a small abdomen that makes them look almost humanoid. They suit stony barrens and rocky badlands, which cover most of their nation, and age one category per year until mature.

Many are warriors and some psionicists. They open from a distance with psionic attacks and thrown weapons, but also leap into a charge (the usual -2 initiative, +2 to hit, +1 AC penalty), then fight with the glaive, or claws and bite if they must. They leap 30 feet up, 60 feet forward or 10 feet back. Each round they hurl two wedges (1d6+2) or spined war-boomerangs (1d8+2) up to 270 feet, both returning on a miss. Mature ones dodge physical missiles on 8 or better on 1d20, with the same limits as the ebon mantis.

Most turn their venom into the crystal for their throwing weapons; only 5% have a venomous bite, which paralyzes for 1d4 rounds, or 1 round against huge and gargantuan creatures. In any group at least one, and up to 25%, are psionicists, and about half the rest have wild talents. They rarely use magic but may carry psionic items.

They are the most gifted builders and crafters of their kind, raising huge, ornate cities of broad parks, lofty walkways and tall spires. Psionicists and all warrior types are popular careers; gladiators are rare, yet they love watching bouts and their arenas draw northern crowds. Breeding matches the mantis warriors', and they live to 50. Alone among mantis folk they routinely work metal, and they make fine clothing, tools and beautiful crystal weapons. Treat their art treasure as finely made crystal weapons and their magical treasure as psionic items.

More: Monsters starting with M · Dark Sun monsters · All monsters A-Z

Statistics

J'ezJ'hol
Climate/TerrainAny landAny land
FrequencyCommon in the North, very rare elsewhereCommon in the North, very rare elsewhere
OrganizationClutch and stateClutch and state
Activity CycleConstantConstant
DietCarnivoreCarnivore
IntelligenceAverage to genius (8-18)Average to excentional (8-16)
TreasureU (see below)U (see below)
AlignmentAny lawfulAny non-good
No. Appearing3d123d10
Armor Class55
Movement1818
Hit Dice6+36+3
THAC01313
No. of Attacks5 or 25 or 2
Damage/Attack1d3 (×4)/1d6+1 or 1d6+1 and by weapon1d4 (×4)/1d4+1 or 1d4+1 and by weapon
Special AttacksParalyzationLeap
Special DefensesMissile dodgeMissile dodge
Magic ResistanceNilNil
SizeL (9' long)M (6' tall)
MoraleChampion (15-16)Fanatic (17-18)
XP Value1,4001,400