Darkmantle

Darkmantle

Small aberration
Challenge

STR
3
DEX
1
CON
1
INT
−4
WIS
0
CHA
−3

22
5d6+5
13
Fort
+2
Ref
+3
Will
−2

Speed 2 m., fly 5 m.
Skills Stealth +2 (13)
Senses blindsight 10 m.

Echolocation. The darkmantle can’t use its blindsight while deafened.

False Appearance. While the darkmantle remains motionless, it is indistinguishable from an ordinary cave formation such as a stalactite or stalagmite.

Maneuvers. The darkmantle uses maneuvers (maneuver save Difficulty 13). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, dive attack, spring attack, stalking shadow

Actions (1)

Crush. Melee Weapon Attack: +4 to hit. Hit: 6 (1d6 + 3) bludgeoning damage and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.

While attached to the target, the darkmantle can attack no other creature except the target but it has advantage on its attacks made against the target. The darkmantle is immobilized and it moves with the target.

A creature can detach the darkmantle by making a successful Difficulty 13 Brawn check as an action. On its turn, the darkmantle can detach itself from the target by using 1 meter of movement.

Darkness Aura (1/long rest). A 5-meter radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 1 mana or lower, the spell creating the light is dispelled.

Shadowfell, Underdarksrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.