3e SRD:Darkmantle
This material is published under the OGL 1.0a. |
Darkmantle
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) |
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: 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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