| Id | 26 |
|---|---|
| Name | Darkmantle |
| Size and Type | Small Magical Beast |
| Hit 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 |
| Saves_Fort | 3 |
| Saves_Ref | 2 |
| Saves_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 |
| Organization | Solitary, pair, clutch (3-9), or swarm (6-15) |
| CR | 1 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 2-3 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. |