trentonjoe
Explorer
WHat I did:
-Add 9 HD
-Changed Size to Large
-Added 3 feats
-Adjusted stats and skills
Questions:
Any glaring errors?
Is there a neat template I could add to this, I was thinking half-fiendish but that seemed blase?
Advanced DARKMANTLE
Large Magical Beast
Hit Dice: 10d10+40 (115 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 30 ft. (poor)
Armor Class: 18 (-1 size, +11 natural,-2 dex), touch 8, flat-footed 16
Base Attack/Grapple: +10/+21
Attack: Slam +16 melee (1d8+10)
Full Attack: Slam +16 melee (1d8+10)
Space/Reach: 10ft./10 ft.
Special Attacks: Darkness, improved grab, constrict 1d8+10
Special Qualities: Blindsight 90 ft.
Saves: Fort +11, Ref +5, Will +3
Abilities: Str 28, Dex 6, Con 19, Int 2, Wis 10, Cha 10
Skills: Hide + 6, Listen +8*, Spot +8*
Feats: Improved Initiative, Skill Focus (Hide), Improve Natural Armor x2
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
The darkmantle hangs from a ceiling by a muscular “foot” at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.
These darkmantles are about 12 feet long from the tips of its tentacles to the top of its head. It weighs about 360 pounds.
COMBAT
A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent’s head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.
Darkness (Su): Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking.
Improved Grab (Ex): To use this ability, a darkmantle must hit a huge or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it attaches to the opponent’s head and can constrict.
Constrict (Ex): A darkmantle deals 1d8+10 points of damage with a successful grapple check.
Blindsight (Ex): A darkmantle can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle.
Skills: A darkmantle has a +4 racial bonus on Listen and Spot checks.
These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Hide checks.
-Add 9 HD
-Changed Size to Large
-Added 3 feats
-Adjusted stats and skills
Questions:
Any glaring errors?
Is there a neat template I could add to this, I was thinking half-fiendish but that seemed blase?
Advanced DARKMANTLE
Large Magical Beast
Hit Dice: 10d10+40 (115 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 30 ft. (poor)
Armor Class: 18 (-1 size, +11 natural,-2 dex), touch 8, flat-footed 16
Base Attack/Grapple: +10/+21
Attack: Slam +16 melee (1d8+10)
Full Attack: Slam +16 melee (1d8+10)
Space/Reach: 10ft./10 ft.
Special Attacks: Darkness, improved grab, constrict 1d8+10
Special Qualities: Blindsight 90 ft.
Saves: Fort +11, Ref +5, Will +3
Abilities: Str 28, Dex 6, Con 19, Int 2, Wis 10, Cha 10
Skills: Hide + 6, Listen +8*, Spot +8*
Feats: Improved Initiative, Skill Focus (Hide), Improve Natural Armor x2
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
The darkmantle hangs from a ceiling by a muscular “foot” at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.
These darkmantles are about 12 feet long from the tips of its tentacles to the top of its head. It weighs about 360 pounds.
COMBAT
A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent’s head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.
Darkness (Su): Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking.
Improved Grab (Ex): To use this ability, a darkmantle must hit a huge or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it attaches to the opponent’s head and can constrict.
Constrict (Ex): A darkmantle deals 1d8+10 points of damage with a successful grapple check.
Blindsight (Ex): A darkmantle can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle.
Skills: A darkmantle has a +4 racial bonus on Listen and Spot checks.
These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Hide checks.