|
Small Magical Beast |
Hit Dice:
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1d10+1 (6 hp) |
Initiative:
|
+4 |
Speed:
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20 ft. (4 squares), fly 30 ft. (poor) |
Armor Class:
|
17 (+1 size, +6 natural), touch 11, flat-footed 17 |
Base Attack/Grapple:
|
+1/+0 |
Attack:
|
Slam +5 melee (1d4+4) |
Full Attack:
|
Slam +5 melee (1d4+4) |
Space/Reach:
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5 ft./5 ft. |
Special Attacks:
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Darkness, improved grab, constrict 1d4+4 |
Special Qualities:
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Blindsight 90 ft. |
Saves:
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Fort +3, Ref +2, Will +0 |
Abilities:
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Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10 |
Skills:
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Hide +10, Listen +5*, Spot +5* |
Feats:
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Improved Initiative
|
Environment:
|
Underground |
Organization:
|
Solitary, pair, clutch (3-9), or swarm (6-15) |
Challenge Rating:
|
1 |
Treasure:
|
None |
Alignment:
|
Always neutral |
Advancement:
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2-3 HD (Small) |
Level Adjustment:
|
- |
The darkmantle hangs from a ceiling by a muscular "foot" at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.
A darkmantle is about 4 feet long from the tips of its tentacles to the top of its head. It weighs about 30 pounds.
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
darkness spell (
caster level 5th). It most often uses this ability just before attacking.
Improved Grab (Ex): To use this ability, a darkmantle must hit a Large or smaller creature with its slam attack. It can then attempt to start a
grapple as a
free action without provoking an
attack of opportunity.
If it wins the
grapple check, it attaches to the opponent's head and can
constrict.
Constrict (Ex): A darkmantle deals 1d4+4 points of
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 ability and effectively blinds the darkmantle.
Skills: A darkmantle has a +4 racial bonus on
Listen and
Spot checks.
These bonuses are lost if its
blindsight is negated. The creature's variable coloration gives it a +4 racial bonus on
Hide checks.
Find topic in: Epic |
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