3e SRD:Darkmantle

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Size/Type: Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +4 (Improved Initiative)
Speed: 20 ft., fly 30 ft. (poor)
AC: 17 (+1 size, +6 natural)
Attacks: Slam +5 melee
Damage: Slam 1d4+4
Face/Reach: 5 ft by 5 ft./5 ft.
Special Attacks: Darkness, improved grab, constrict 1d4+4
Special Qualities: Blindsight
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills: Hide +12, Listen +8*, Spot +6*
Feats: Improved Initiative
Climate/Terrain: Any underground
Organization: Solitary, pair, clutch (3-9), or swarm (6-15)
Challenge Rating: 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: 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 and Spot checks. *This bonus is lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus to Hide checks.

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