|Size/Type:||Small Magical Beast|
|Hit Dice:||1d10+1 (6 hp)|
|Speed:||20 ft. (4 squares), fly 30 ft. (poor)|
|Armor Class:||17 (+1 size, +6 natural), touch 11, flat-footed 17|
|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*|
|Organization:||Solitary, pair, clutch (3-9), or swarm (6-15)|
|Advancement:||2-3 HD (Small)|
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 actionwithout 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.