Darkmantle
Creature 1 (uncommon) — beast
Pre-Remaster content. May include legacy alignment.
These dark blue or black mollusk-like creatures have a similar appearance to an octopus, save that they have only six tentacles, all of which are connected by a thick leathery shroud. While darkmantle aren't a particularly good climber, they excel at clinging and can clutch onto a cave roof for days, patiently waiting to ambush any prey that walks below them with a disorienting blob of darkness. When clinging to a cave roof, and with their bulbous red eyes closed down to squints, darkmantles in
Source: crown-of-the-kobold-king-bestiary (Pre-Remaster)
Perception +6
Skills stealth +7
Str
+1
Dex
+2
Con
+2
Int
-4
Wis
+1
Cha
+0
AC 15
Fort +7
Ref +7
Will +4
HP 20
Speed 15 feet, fly 25 feet
Offense
Melee Tentacles +7, Damage 1d8+1 bludgeoning
Abilities
Tremorsense (Precise) 60 feet — Tremorsense
Constrict — 1d8 bludgeoning, DC 17 Fortitude
Constrict
Shed Darkness (darkness, primal) — The darkmantle sheds an inky blob of black fluid from the folds of its body. It can shed this blob horizontally to a distance of up to 30 feet, or simply let it fall up to 120 feet below itself (shed darkness that falls more than 120 feet before striking a surface evaporates without effect). When the blob of darkness lands, it explodes into a 10-foot burst of darkness that prevents light from penetrating or emanating within the area. Light doesn't enter this area, and any non-magical light sources, such as a torch or lantern, don't emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of 1st level or lower but has no effect on magical light from 2nd-rank or higher spells. From the outside, it appears as a globe of pure darkness. The darkmantle can't shed darkness again for 24 hours.
Grab — Grab
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