Darkmantle Species in KELLDORIA (DRAGON REALMS) | World Anvil
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Darkmantle

A Darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone. Then it drops from the ceiling and unfurls, surrounding itself with magical darkness as it engulfs and crushes its prey.   Darkmantles are found throughout The Underdark, but they are equally common on The Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on The Material Plane. Intelligent creatures of The Shadowfell sometimes train Darkmantles as guardians or companions.

Basic Information

Ecology and Habitats

Darkmantles are found throughout The Underdark and The Shadowfell.

Additional Information

Perception and Sensory Capabilities

Blindsight 60ft & Passive Perception 10
A Darkmantle by forgottenrealms
Origin/Ancestry
Monstrosity
Darkmantle by dndbeyond


Cover image: A Darkmantle by forgottenrealms

DARKMANTLE CR: 1/2 (100XP)

Small monstrosity, unaligned
Armor Class: 11
Hit Points: 22 (5D6+5)
Speed: 10 ft , fly: 30 ft

STR

16 +3

DEX

12 +1

CON

13 +1

INT

2 -4

WIS

10 +0

CHA

5 -3

Skills: Stealth +3
Senses: Blindsight 60ft & Passive Perception 10
Challenge Rating: 1/2 (100XP)

ECHOLOCATION:

  THE DARKMANTLE CAN’T USE ITS BLINDSIGHT WHILE DEAFENED.  

FALSE APPEARANCE:

  WHILE THE DARKMANTLE REMAINS MOTIONLESS, IT IS INDISTINGUISHABLE FROM A CAVE FORMATION SUCH AS A STALACTITE OR STALAGMITE.

Actions

CRUSH:

  MELEE WEAPON ATTACK: +5 TO HIT, REACH 5FT, 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 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 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.    

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.

Comments

Author's Notes

Original Article by Wizards of the Coast (WotC) for D&D Monster Manual 5e.


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