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Darkmantle

Creature 1 (uncommon) — beast

Pre-Remaster content. May include legacy alignment.

FlankerAnvilLANDAERIALSUBTERRANEANbeast

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; darkvision, tremorsense 60 feet
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 (agile, finesse) +7, Damage 1d8+1 bludgeoning plus Grab

Abilities

Tremorsense (Precise) 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Constrict — 1d8 bludgeoning, DC 17 Fortitude

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
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

WORKS WELL WITH

CrasherLAND / AERIAL / SUBTERRANEANThe darkmantle pins a target while a crasher delivers the burst finish, splitting the party's focus between two threats.
SniperLAND / AERIAL / SUBTERRANEANA grabbed target cannot effectively pursue a sniper, granting the darkmantle multiple rounds of uncontested constriction.
WeaverLAND / AERIAL / SUBTERRANEANShed darkness masks the weaver's position while the darkmantle controls the frontline, doubling targeting difficulty.

PUNISHES

✖ light dependence✖ low Fortitude
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Adventure: Crown of the Kobold King.

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