Darkmantle · CR 1/2
Type: Monstrosity · Size: Small · Grade: Low (capacity 10 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Time | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Oozing Heart | Unique | Medium | 100 | Medicine or Survival 15 | 10 minutes | Necrotic, Piercing, Poison | Radiant |
| Reverberating Vocal Cords | Unique | Medium | 100 | Medicine or Survival 15 | 10 minutes | Necrotic, Piercing | Thunder |
| Tentacle | Creature Part, Trophy, Unique | Low | 10 | Medicine or Survival 10 | 1 minute | Acid, Necrotic | – |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Trait parts
Grade = the creature’s grade (Low), DC 10.
- Ossicle Bones – from Blindsight
- Levitatum – from Flight (magical)
Part descriptions
Oozing Heart
A rubbery pink heart that leaks inky black ooze.
Use: crush it (action, destroyed) in a puff of black smoke: magical darkness fills a 15-foot radius around the spot for 10 minutes (it doesn’t move).
Reverberating Vocal Cords
Fibrous vocal cords that hum a tone too high to hear, used to find prey in the dark.
Good for: darkvision items (minor fit), e.g. goggles of night.
Tentacle
A slimy tentacle with suckers, one of many the creature grips with.
Good for: a tentacle rod – it is a required ingredient.
Statblock
Darkmantle – SRD 5.2
Small Aberration, Unaligned
AC 11 · HP 22 (5d6 + 5) · Speed 10 ft., Fly 30 ft.
Score Save Score Save STR 16 (+3) +3 INT 2 (−4) −4 DEX 12 (+1) +1 WIS 10 (+0) +0 CON 13 (+1) +1 CHA 5 (−3) −3 Skills Stealth +3
Senses Blindsight 60 ft.; Passive Perception 10
Languages None
CR 1/2 (XP 100; PB +2)
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.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 204); SRD 5.1 (size) – part descriptions rewritten in our own words.