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Monsters

id26
NameDarkmantle
SizeAndTypeSmall Magical Beast
HitDice1d10+1 (6)
Initiative+4 (Improved Initiative)
Speed20 ft., fly 30 ft. (poor)
ArmorClass17 (+1 size, +6 natural)
AttacksSlam +5 melee
DamageSlam 1d4+4
FaceAndReach5 ft by 5 ft./5 ft.
SpecialAttacksDarkness, improved grab, constrict 1d4+4
SpecialQualitiesBlindsight
Saves_Fort3
Saves_Ref2
Saves_Will0
AbilitiesStr 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
SkillsHide +11, Listen +5*
FeatsImproved Initiative
ClimateAndTerrainAny underground
OrganizationSolitary, pair, clutch (3-9), or swarm (6-15)
ChallengeRating_Value1
TreasureNone
AlignmentAlways neutral
Advancement2-3 HD (Small)
Description

Combat

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.