Armor Class 11
Hit Points 22 (5d6 + 5)
Speed 10 ft., fly 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 0 (-3) |
Skills Stealth +3
Senses blindsight 60 ft., passive Perception 10
Languages --
Challenge 1/2 (100 XP)
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 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 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.