# Mantisma, Matron of Life

<div class='descriptive'>*“She is as beautiful as she is powerful. Thank the Gods she fights for us. Most of the time.”* - Brother Tino's Chronicle of Greater Kaiju</div>

Many kaiju are feared, but Mantisma is unique among them in that she is revered and loved by many. She acts as a guardian of life and civilization, intervening on behalf of sentient and non-sentient life forms alike against other kaiju. She is friendly, forgiving, and a benevolent protector to all in both her fully grown and Nymph stages.


***Giant of the Sky.*** Mantisma differs from other kaiju in that she only stands around 250 feet tall, but she makes up for this with her 350 foot shimmering wingspan. Her Nymph form stands around 80 feet tall. 

***Benevolent God.*** While even other Good-aligned kaiju care little for direct interaction with the races of Yamatai, Mantisma is approachable and friendly towards mortals. She can always be counted on to protect the innocent and weak from other kaiju threats.

***Mother of a Nation.*** Mantisma rests between battles on the lush, tropical paradise Lifeseed Island, to the south of Yamatai. Here she presides over the insect-like fey race, the Children of Imago, who act as a go-between between her and individuals that seek her assistance.

***Cycle of Life.*** Mantisma is unique among kaiju in that over time she ages and dies. Upon her death, her essence reforms into an egg on Lifeseed Island that will hatch into a Nymph stage, which will eventually metamorphosize into her adult form once again. This cycle has repeated numerous times over the course of thousands of years.

***Peacemaker.*** The benevolence shown by Mantisma extends to her fellow kaiju. She has managed to rally opposing kaiju to face a greater threat on several prior occasions, such as allying with Hurriking and Galewing to face the dark dragon Orochi.

***Dark Reflection.*** A dark side of Mantisma emerges if she meets her demise while experiencing intense negative emotions, such as betrayal by allies or witnessing destruction of her forest home on Lifeseed Island. She will be reborn as a vengeful, evil goddess that seeks to bring vengeance upon those who wronged her. When this incarnation perishes, she is reborn into her typical benevolent persona.


> ##### Variant: Dark Queen Imago
> If Mantisma dies while harboring feelings of great grief or betrayal, she may be reborn as a destroyer of life instead of a guardian of it. Replace the radiant damage dealt by Mantisma and Nymph Mantisma's Radiant Strike with necrotic damage and rename the attack to Vengeful Strike.



 <img 
  src='http://orig00.deviantart.net/a72b/f/2015/127/d/2/d2dbc4c0bac150c0880cb6b4c798314c-d8sgsxh.jpg' 
  style='width:325px;mix-blend-mode:multiply;'/> 

  
<div  style='position:absolute;bottom:30px;right:65px;'>#### Created by Patrick Hessman - www.drillsoul.com  

Artwork: "Orchid Mantis" By drachenmagier (Deviantart)</div>
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> ## Mantisma, Matron of Life
>*Colossal fey (kaiju), neutral good*
> ___
> - **Armor Class** 20 (natural armor)
> - **Hit Points** 676 (33d20+330)
> - **Speed** 150 ft., Fly 150 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|18 (+3)|30 (+10)|18 (+3)|30 (+10)|16 (+3)|
>___
> - **Saving Throws** Dex +9
> - **Damage Resistances** fire, bludgeoning, piercing, and slashing from non-kaiju attacks
> - **Damage Immunities** necrotic, poison
> - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, blindness, disease
> - **Senses** darkvision 200 ft., passive Perception 20
> - **Challenge** 30 (15,5000 XP)
> ___
> ***Gigantic Flyer.*** Mantisma’s flight speed is unaffected by weather conditions.
>
> ***Kaiju Hide.*** Any time Mantisma is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Mantisma is unaffected. Additionally, Mantisma is immune to spells of 6th level or lower. It has advantage on saving throws against all other spells and magical effects.
>
> ***Innate Spellcasting.*** Mantisma’s spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). Mantisma can innately cast the following spells, requiring no material components:
>
> - At will: *color spray*, *magic missile*, *shatter*
> - 3/day: *insect plague*, *wall of thorns*, *chain lightning*
> - 2/day: *sunburst*, *prismatic spray*
> - 1/day: *prismatic wall*
>
> ***Legendary Resistance (3/Day).*** If Mantisma fails a saving throw, it can choose to succeed instead.
>
> ***Massive Combatant.*** Mantisma's Bite and Claw attacks can hit all creatures within a 25 foot square. All creatures in the area whose AC is equal to or lower than its attack roll are affected.
>
> ***Rebirth.*** If Mantisma is reduced to 0 hit points, her essence will coalesce into a gargantuan-sized egg. This egg will hatch 1d4 days later into a Nymph Mantisma. This Nymph will eventually enter a pupa state and emerge as a fully formed Mantisma.
>
>***Shield Scales (1/day).*** As a full around action, Mantisma shudders and releases mystic scales in all colors of the rainbow in a 50-foot radius around her from the petal-like fronds of her limbs. These glittering scales reflect energy attacks of any creature back upon its source within a 50-foot cone in front of Mantisma, dealing 10d8 force damage against everything within the cone. The effect lasts for 10 rounds. This surge of energy does not affect Mantisma. Use of Shield Scales reduces her flight speed to 100 feet for the rest of the day.
>
> ***Siege Monster.*** Mantisma deals double damage to objects and structures.
>
> ***Titanic.*** Because Mantisma is so massive, all forms of Difficult Terrain except for mountains do not hinder her on-foot movement. Huge or smaller creatures can move through any squares occupied by Mantisma, or vice-versa. Creatures that are Large or smaller cannot provoke attacks of opportunity from Mantisma. It is possible for a Huge or smaller creature to climb Mantisma—this requires a successful DC 30 Strength check, and the creature must roll at disadvantage if Mantisma targets it with the Frightful Presence action.


> ### Actions
>

> ***Multiattack.*** Mantisma can use her Frightful Presence. She then makes four attacks: one with her bite, two with her claws, and one with Radiant Strike.
>
> ***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Mantisma can't bite another target.
>
> ***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. Hit: 23 (4d8 + 5) slashing damage.
>
> ***Frightful Presence.*** Each creature of Mantisma's choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of her turns, with disadvantage if Mantisma is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Mantisma's Frightful Presence for the next 24 hours. Kaiju creatures are unaffected.
>
> ***Radiant Strike (Recharge 5-6).*** A stream of radiant energy in the shape of Mantisma’s sigil appears on her chest and fires a blast of radiant energy in a 500-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 145 (36d8) radiant damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine golden dust.
>
> ### Legendary Actions
>
> Mantisma can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of her turn.
>
> **Claw Attack.** Mantisma makes a claw attack.
>
> **Radiant Strike.** Mantisma makes a Radiant Strike attack.
>
> **Radiant Light (Costs 2 Actions).** A surge of revitalizing energy washes through Mantisma, causing her to regain 80 hit points. She can also direct this ability on any other target in sight. The spell also ends blindness, deafness, paralysis, and any Diseases affecting the target.





<div style='position:absolute;bottom:30px;right:65px'>#### Created by Patrick Hessman - www.drillsoul.com</div>
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> ## Nymph Mantisma
>*Gargantuan fey (kaiju),  chaotic neutral*
> ___
> - **Armor Class** 18 (natural armor)
> - **Hit Points** 270 (20d20 +60)
> - **Speed** 100 ft., Fly 100 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+3)|15 (+2)|20 (+5)|15 (+2)|25 (+7)|14 (+2)|
>___
> - **Saving Throws** Dex +9
> - **Damage Resistances** fire, bludgeoning, piercing, and slashing from non-kaiju attacks
> - **Damage Immunities** necrotic, poison
> - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, blindness, disease
> - **Senses** darkvision 200 ft., passive Perception 20
> - **Challenge** 17 (18000 XP)
> ___
> ***Gigantic Flyer.*** Nymph Mantisma’s flight speed is unaffected by weather conditions.
>
> ***Kaiju Hide.*** Any time Nymph Mantisma is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Nymph Mantisma is unaffected. Additionally, Nymph Mantisma is immune to spells of 6th level or lower. It has advantage on saving throws against all other spells and magical effects.
>
> ***Innate Spellcasting.*** Nymph Mantisma’s spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). Nymph Mantisma can innately cast the following spells, requiring no material components:
>
> - At will: *color spray*, *magic missile*, *shatter*
> - 3/day: *insect plague*, *wall of thorns*, *chain lightning*
> - 2/day: *sunburst*, *prismatic spray*
> - 1/day: *prismatic wall*
>
> ***Metamorphosis.*** 1d4 weeks after hatching, Nymph Mantisma will enter a pupa state lasting 1d6 days. It emerges as Mantisma.
>
> ***Siege Monster.*** Nymph Mantisma deals double damage to objects and structures.


> ### Actions
>

> ***Multiattack.*** Nymph Mantisma makes three melee weapon attacks and a Radiant Strike.
>
> ***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Nymph Mantisma can't bite another target.
>
> ***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. Hit: 23 (4d8 + 5) slashing damage.
>
> ***Radiant Strike (Recharge 5-6).*** A stream of radiant energy in the shape of Mantisma’s sigil appears on her chest and fires a blast of radiant energy in a 500-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 72 (18d8) radiant damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine golden dust.





<div style='position:absolute;bottom:30px;right:65px'>#### Created by Patrick Hessman - www.drillsoul.com</div>

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___
> ##### 'Yamatai: The Realm of Kaiju' Supplement Content

> This content is part of a  developing homebrew supplement which will eventually include more monsters, races, and additional content related to the kaiju-themed setting of Yamatai.
><br><br>
> Content will be shared as it is developed, with no set release date.
>
>

<br>

> ##### A note from the Author
>
>If you have any feedback or suggestions, please contact me on reddit under /u/GodofPH or at DrillSoul.com/Contact.
><BR>
>##### V0.1 - 5/15/2017

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### Changelog

##### v0.1 - 5/15/2017
- First Version Created.

##### v0.2 - 6/09/2017
- Changed name of Mantisma's flying skill from "Deity's Wings" to "Gigantic Flyer" to create consistency with other flying kaiju and added the Massive Combatant skill.

<div  style='position:absolute;bottom:30px;right:65px;'>#### Created by Patrick Hessman - www.drillsoul.com </div>