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Size & Type (subtype):Small Magical BeastHit Dice:1d10+1 (6)
Initiative:   +4 (Improved Initiative)   Speed:   20 ft., fly 30 ft. (poor)  
Armor Class:   17 (+1 size, +6 natural)   Attacks:   Slam +5 melee  
Damage:   Slam 1d4+4   Face and Reach:   5 ft by 5 ft./5 ft.  
Special Attacks:   Darkness, improved grab, constrict 1d4+4   Special Qualities:   Blindsight  
Saving Throws  Fortitude: 3  
Reflex: 2  
Will: 0  
Abilities:   Str: 16
Dex: 10
Con: 13
Int: 2
Wis: 10
Cha: 10
Skills:   Hide +11, Listen +5*   Feats:   Improved Initiative  
Climate and Terrain:   Any underground   Climate:   cold,temperate,warm  
Terrain:   underground   Organization:   Solitary, pair, clutch (3-9), or swarm (6-15)  
Challenge Rating:   1   Challenge Rating Value:   1  
Treasure:   None   Alignment:   Always neutral  
Advancement:   2-3 HD (Small)  



A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent's head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.

Darkness (Su): Once per day a darkmantle can cause darkness as the spell cast by a 5th-level sorcerer. It most often uses this ability just before attacking.

Improved Grab (Ex): To use this ability, the darkmantle must hit with its slam attack. If it gets a hold, it can constrict.

Constrict (Ex): A darkmantle deals 1d4+4 damage with a successful grapple check.

Blindsight (Ex): A darkmantle can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this and effectively blinds the darkmantle.

Skills: A darkmantle receives a +4 racial bonus to Listen checks. *This bonus is lost if its blindsight is negated. The creature's variable coloration gives it a +4 racial bonus to Hide checks.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002