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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|
|Face/Reach:||5 ft by 5 ft./5 ft.|
|Special Attacks:||Darkness, improved grab, constrict 1d4+4|
|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*|
|Organization:||Solitary, pair, clutch (3-9), or swarm (6-15)|
|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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