DarkmantleAberration · CR 1/2
DarkmantleSmall Aberration, Unaligned
STR16+3DEX12+1CON13+1INT2-4WIS10+0CHA5-3
AC11HP22CR1/2SPD10 ft., Fly 30 ft.
ACTIONS
Crush

Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way. While attached to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target. A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.

Darkness Aura (1/Day)

Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can’t penetrate this area, and no light can illuminate it.

Darkmantle [1/2]
Small Aberration, Unaligned
1/2
11Armor Class
22Hit Points
10 ft., Fly 30 ft.Speed
STR16+3
DEX12+1
CON13+1
INT2-4
WIS10+0
CHA5-3

Initiative. +3

Senses. Blindsight 60 ft.; Passive Perception 10

Languages. None

Actions

Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way. While attached to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the

Aberration
Monster card
Darkmantle [2/2]
Small Aberration, Unaligned
1/2
11Armor Class
22Hit Points
10 ft., Fly 30 ft.Speed
STR16+3
DEX12+1
CON13+1
INT2-4
WIS10+0
CHA5-3

Actions (cont.)

target. A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.

Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can’t penetrate this area, and no light can illuminate it.

Aberration
Monster card

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Darkmantle — printable monster card

Small Aberration, Unaligned

  • CR 1/2
  • Aberration
  • Small

Full stat block

Armor Class
11
Hit Points
22
Initiative
+3
Speed
10 ft., Fly 30 ft.
Senses
Blindsight 60 ft.; Passive Perception 10
Languages
None
Challenge Rating
1/2 (100 XP)
Proficiency bonus
+2
Skill proficiencies
Stealth
Ability scores
STR DEX CON INT WIS CHA
16 +3 12 +1 13 +1 2 -4 10 +0 5 -3

Actions

Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way. While attached to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target. A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.

Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can’t penetrate this area, and no light can illuminate it.

See also