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Darkmantle

Small · Monstrosity · CR 1/2 · Chaotic Evil

Source. Black Flag SRD
Armor Class
11
Hit Points and Hit Dice
25
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
12
+1
CON
12
+1
INT
2
-4
WIS
10
+0
CHA
4
-3

Overview

Category Monsters
Size Small
Type Monstrosity
Alignment Chaotic Evil
XP 100
Initiative Bonus +1

Movement

Walk 10 ft (3 m)
Fly 30 ft (9.1 m)
Swim 5 ft (1.5 m)
Climb 5 ft (1.5 m)
Crawl 5 ft (1.5 m)

Senses

Passive Perception 10

Saving Throws

Strength +3 Dexterity +1 Constitution +1 Intelligence -4 Wisdom +0 Charisma -3

Languages

-

Resistances & Immunities

Damage Resistances
Monstrosity Resilience

Traits

Echolocation

The darkmantle can't use its keensense while deafened.

False Appearance

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

Jagged Hide

A creature that hits the darkmantle with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.

Monstrosity Resilience

The darkmantle is resistant to exhaustion and to the frightened condition.

Actions

Crush

+5 to hit, reach 5 ft (1.5 m). Hit: 1d6+3 bludgeoning damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to it. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, the darkmantle attaches to the target's head, and the target is blinded and unable to breathe while the darkmantle is attached. While attached, the darkmantle can't make Crush attacks, and at the start of each of the darkmantle's turns, the target takes 6 (1d6+3) bludgeoning damage.
The attached darkmantle moves with the target whenever the target moves, requiring none of the darkmantle's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can take its action to detach the darkmantle by succeeding on a DC 13 STR check.

Topple

While attached to a creature, the darkmantle swings its body to throw off the balance of the creature to which it is attached. The attached target must succeed on a DC 13 DEX save or be knocked prone. If the target fails the save and is already prone, it is restrained while the darkmantle is attached to it, as the darkmantle pins it to the ground.

Bonus Actions

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.

About Darkmantle

Darkmantle is a small monstrosity with a Challenge Rating of 1/2. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 11 and possesses 25 hit points (derived from None).

Darkmantle has communication capabilities including -. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Darkmantle

1 tips available

When using Darkmantle in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Darkmantle

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Darkmantle?
Darkmantle has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Darkmantle?
Darkmantle is a Small Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Darkmantle speak?
Darkmantle can communicate in -.

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