DarkmantleCR 1

Always N Small Magical Beast

Init +4; Senses blindsight 90 ft.; Listen +5*, Spot +5*


AC 17, touch 11, flat-footed 17
(+1 size, +6 natural)

hp 6 (1 HD)

Fort +3, Ref +2, Will +0

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

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)

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.