Size:
Small
Type:
Magical Beast
Form:
cephalopodan
Temper:
# App:
1, 2, 3d4
Lair:
Diet:
tiny lizards, rodents, insects
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: lurker
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Crush
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 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 roll, it attaches by engulfing the target's head, and the target is also blinded and suffocating while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
Action
Darkness Aura (1/Day)
A 15-foot 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 2nd level or lower, the spell creating the light is dispelled.
Special
Echolocation
The darkmantle can't use its blindsight while deafened.
Special
False Appearance
While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
slam
3 (1d4 plus

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Constrict
You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Improved Initiative
Action
Melee 1
slam +3 (1d4 plus grab)
Special
1/day
darkness

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Constrict
1d8 bludgeoning, DC 17
Ability
Shed Darkness
(darkness, evocation, 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-level or higher spells. From the outside, it appears as a globe of pure darkness. The darkmantle can't shed darkness again for 24 hours.
Offense
Melee
Circumstance: combat round (melee)
tentacles +7 [+3/-1] (agile, finesse), Damage 1d8+1 bludgeoning plus Grab
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
These creatures cling to cavern ceilings, appearing to an unwary observer to be stalactites. In reality, they are small predators of the Netherworld. Flying octopi of a sort, darkmantles lead frugal lives, mainly hunting bats, lizards, and various arthropods. Driven by hunger or tricked by the appetizing size of a halfling, they may attack parties of adventurers. One must be mindful of group attacks, when several darkmantles simultaneously swoop at their prey to blind and suffocate them.
5e SRD