Free interactive D&D 5e SRD stat block

Darkmantle

Small Aberration, CR 1/2, AC 11, 22 HP. Unaligned.

Small Aberration, Unaligned

AC
11
Initiative
+3 (13)
HP
22 (5d6+5)
Speed
10 ft., Fly 30 ft.
ScoreModSave
STR 16 +3 +3
DEX 12 +1 +1
CON 13 +1 +1
INT 2 -4 -4
WIS 10 +0 +0
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.

How to run Darkmantle

A darkmantle is a ceiling trap with stats. Its job is to land on a face, kill the lights, and make a fight that should have been trivial into a panic. The setup is everything: a darkmantle on initiative across an open room is a CR 1/2 nuisance, but a darkmantle that drops from a 30-foot ceiling onto the wizard with surprise is a real problem for one round, which is exactly how long it should take to be one.

Lead with Darkness Aura. It is once per day, so spend it. A 15-foot emanation of magical darkness that even Darkvision cannot penetrate, lasting up to ten minutes on the darkmantle's concentration, drops the entire melee line into a blackout. Most parties have no answer to magical darkness at low levels. Move the darkmantle into the cluster of PCs immediately so the cleric and the rogue cannot see each other. On the next turn, dive on the heaviest-armoured target with a Stealth-from-darkness Crush attack, which has Advantage from being unseen, which means a Medium target gets covered, Blinded, and suffocating.

Treat suffocating as the timer. A creature can hold its breath for 1 + Con modifier minutes, then drops to 0 HP at the end of its next turn. Most low-level PCs have two to four minutes, which at six-second rounds is plenty of time for the party to free their friend, but the panic at the table will not understand that. The Athletics escape DC is 13, which a Strength PC clears comfortably. Anyone else needs an ally to spend an action helping. Make the players say out loud who is helping whom.

Darkmantles do not retreat. They have Int 2, Blindsight 60 ft., and a single instinct, which is to attach and crush. If the party kills the attached one, run any second darkmantle the same way and let the dice decide which PC gets a face full of cave-thing this time. They are pack ambushers in lore but mechanically they fight to the last, which is fine because the encounter is short either way.

Describe the Darkness Aura as the cave going wrong, not as a spell. The players know about Darkness. They should not realise the squid on the ceiling cast it.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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