Darkmantle | CR 1 |
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Always N Small Magical Beast Init +4; Senses blindsight 90 ft.; Listen +5*, Spot +5* Languages — |
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AC 17, touch 11, flat-footed 17 hp 6 (1 HD) Fort +3, Ref +2, Will +0 |
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Speed 20 ft., fly 30 ft. (poor) Melee Slam +5 (1d4+4) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +0 Atk Options improved grab, constrict 1d4+4 Special Actions darkness |
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Abilities Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10 Feats Improved Initiative Skills Hide +10, Listen +5*, Spot +5* Advancement 2-3 HD (Small) |
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Blindsight (Ex) 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.
Constrict (Ex) A darkmantle deals 1d4+4 points of damage with a successful grapple check.
Darkness (Su) 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) 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.
Skills 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. |