XP 400
N Small magical beast
Init +6; Senses blindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 15 (2d10+4)
Fort +5, Ref +3, Will +0
OFFENSE
Speed 20 ft., fly 30 ft. (poor)
Melee slam +3 (1d4 plus grab)
Special Attacks constrict (1d4+4), grab (any size)
Spell-Like Abilities (CL 5th)
1/day—darkness
STATISTICS
Str 11, Dex 15, Con 14, Int 2, Wis 11, Cha 10
Base Atk +2; CMB +1 (+5 grapple); CMD 13 (can't be tripped)
Feats Improved Initiative
Skills Fly +5, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +4 Stealth
| Lore Characters with ranks in Knowledge (arcana) or Knowledge (dungeoneering) can learn more about darkmantles. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (Arcana) or Knowledge (Dungeoneering)
DC Result
11 This squid-like dark-skinned creature is a darkmantle, a subterranian predator that attacks by dropping onto its prey. This result reveals all magical beast traits.
16 Though small creatures, darkmantles are strong for their size, and make natural grapplers due to their tentacles and cloak-like skin. Typically attacking by dropping from above, a darkmantle that misses will usually fly back up to the roof of its chamber and try again.
21 As well as having a natural camouflage that allows them to hide easily in underground caverns, darkmantles can also cause darkness once per day. Darkmantles see easily through this magical darkness through the use of bat-like sonar, though this can be disrupted by the use of the silence spell.
Monster Lore from WOTC Community Forums - Monsters and Races - Monster Lore Compendium. Copyright 2007-2008, Author: Evandar_TAybara
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