Old World» Darkmantle

The stalactite above seems to break apart, revealing itself to be a creature that resembles a squid or octopus, with a stonelike shell covering its body and a tough membrane stretched between its unfolding tentacles.

The darkmantle lurks near cavern roofs, waiting for prey to pass beneath. Its ability to create magical darkness makes it difficult to defeat.

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.

Scholars believe the darkmantle has recently evolved from a similar but far less capable subterranean predator. A darkmantle is about 4 feet long from the tips of its tentacles to the top of its head. It weighs about 30 pounds.

Combat

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.

Darkmantle

Small aberration

Init +6; Senses blindsight 90 ft.; Perception +5

Defense

AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural)

hp 5 (1d8+1)

Fort +1, Ref +2, Will +2

Offense

Speed 20 ft., fly 30 ft. (poor)

Melee slam +3 (1d4+2 plus grab)

Space 5 ft.; Reach 5 ft.

Special Attacks constrict 1d4+2

Spell-like Abilities

Statistics

Str 14, Dex 15, Con 12, Int 2, Wis 10, Cha 10

Base Atk +0; CMB +1 (+5 grapple); CMD 13 (can’t be tripped)

Feats Improved Initiative

Skills Perception +5, Stealth +10

Morale craven (−2)

Ecology

Environment underground

Organization solitary, pair, clutch (1d6+2), or swarm (1d10+5)

Special Abilities

Constrict (Ex)

A darkmantle can squeeze an opponent, dealing bludgeoning damage, when it makes a successful grapple check against a grabbed opponent (in addition to any other effects caused by a successful check, including additional damage).

Grab (Ex)

If a darkmantle hits with its slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The darkmantle can only grab targets that are Large or smaller.

A darkmantle receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.

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.

Skills

A darkmantle has a +4 racial bonus on Perception checks. These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Stealth checks.