Template:SRD Template:Monster


Small Template:Magical Beast

Hit Dice: 1d10+1 (6 hp) Template:HD

Initiative: +4

Speed: 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: 5 ft./5 ft.

Special Attacks: Darkness, improved grab, constrict 1d4+4

Special Qualities: Blindsight 90 ft.

Saves: Fort +3, Ref +2, Will +0

Abilities: Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10

Skills: Hide +10, Listen +5*, Spot +5*

Feats: Improved Initiative

Environment: Underground

Organization: Solitary, pair, clutch (3-9), or swarm (6-15)

Challenge Rating: Template:Cr

Treasure: None

Alignment: Always neutral

Advancement: 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)Edit

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)Edit

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)Edit

A darkmantle deals 1d4+4 points of damage with a successful grapple check.

Blindsight (Ex)Edit

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.


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.

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