TEXT: Exotic Encounters:
  Darkmantles
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line of 
  monstrous encyclopedia that came before it, do a great 
  job of attacking the problem of providing game statistics 
  and mechanical information for a very wide variety of 
  creatures. There are a lot of strange creatures from fantasy 
  novels and movies, from ancient mythology, and, as time 
  went on, from the twisted minds of game designers and 
  even GMs, for that matter. Anyone today who tried to go 
  about creating an extensive bestiary of all the different 
  cool and interesting fantasy monsters could fill three or 
  four volumes with three hundred monsters each, and still 
  have a long way left to go, with fans crying out for various 
  “forgotten” monsters to get some attention. That kind of 
  breadth doesn’t leave a whole lot of room for depth, and 
  that’s where Exotic Encounters comes in.
   
  There are all kinds of reasons why you might 
  not want to use a monster stat-block straight from the 
  core rules. For one thing, if your players have a habit of 
  browsing through such books, or are long-time veterans 
  who know the basic ins and outs of most fantasy staples, 
  you may need an unusual stat-block just to throw them a 
  curve ball and teach them that they can’t count on their 
  out of character knowledge to take all the mystery out of 
  the game. Alternatively, many GMs can recall a time when 
  they wanted to make use of a certain monster in their 
  game, only to find that it was a few CRs too high or low for 
  what they had in mind.
   
  Exotic Encounters takes a single, iconic monster, 
  and creates three new variants on that theme. These 
  variants aren’t simple tweaks, and are more than simply 
  advancing or removing Hit Dice, though that occurs 
  as well. Each of these three variations on the monster’s 
  theme has a specific, flavorful goal in mind, and a role to 
  play, and their statistics entries are gently massaged in 
  order to make them fit those roles. Further, each of these 
  variants comes with brand new specially-crafted special 
  abilities, which are unique to Exotic Encounters and not 
  found anywhere else.
   
  This particular installment of Exotic Encounters 
  focuses on the unusual darkmantle. These stalactite-
  resembling magical beasts are typically fodder for 1st-level 
  adventurers, and are notable mostly for their annoying 
  ability to drench the area around them in darkness. The 
  first of the new exotic darkmantles is the death’s hood 
  darkmantle (CR 3), whose smaller size is not the liability 
  that it initially seems, as it allows it to better conform to 
  the faces of its victims. It attaches itself to its prey’s face 
  and quickly strangles it, then uses the corpse like a puppet 
  for its own nefarious ends. The equally insidious shadow 
  weaver darkmantle (CR 5) is more powerful in areas of 
  darkness, and is surrounded by an aura that subtly lowers 
  the light level around it. Finally, the goliath darkmantle 
  (CR 8) is a huge darkmantle whose favored tactic is to 
  drop from above on unsuspecting victims, and can grapple 
  a large number of victims at once, weakening them with 
  its acidic drool before swallowing them whole.
  
  3
  Death’s Hood Darkmantle
   
  The creature before you vaguely resembles a small 
  squid or octopus, though its body is slightly more conical in 
  shape, almost like a slightly floppy, very rubbery conical hat. 
  Tendrils extend from its base in every direction, and a ring 
  of red eyes circumnavigate the midsection of the creature’s 
  otherwise black, featureless body.
  DARKMANTLE, DEATH’S HOOD 
   
             CR 3
  XP 800
  NE Tiny magical beast
  Init +6; Senses blindsight 90 ft., darkvision 60 ft., low-light 
  vision; Perception +4
  DEFENSE
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
  hp 30 (4d10+8)
  Fort +6, Ref +4, Will +1
  Weaknesses light vulnerability
  OFFENSE
  Speed 20 ft., fly 30 ft. (poor)
  Melee slam +4 (1d3 plus grab)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks grab (Medium or smaller), suffocating grasp 
  (DC 10)
  STATISTICS
  Str 7, Dex 15, Con 14, Int 2, Wis 11, Cha 10
  Base Atk +4; CMB +0 (+4 grapple); CMD 12 (can’t be 
  tripped)
  Feats Improved Initiative, Skill Focus (Stealth)
  Skills Fly +7, Perception +4, Stealth +17; Racial Modifiers 
  +4 Perception, +4 Stealth
  SQ tenacious grip
  ECOLOGY
  Environment any underground
  Organization solitary, pair, or clutch (3-12)
  Treasure none
  SPECIAL ABILITIES
   
  Animate Victim (Ex): A death’s hood darkmantle 
  can attach itself to the head of a recently-deceased corpse 
  and animate it, controlling it like a puppet. As a standard 
  action, the death’s hood darkmantle can attach itself to the 
  corpse of a humanoid creature of Medium or Small size that 
  it is adjacent to or currently grappling, which has not been 
  dead for more than one week. The affected creature gains the 
  zombie template for as long as the death’s hood darkmantle 
  is attached to it. The zombie takes no actions on its own, 
  but as a full-round action the death’s hood darkmantle can 
  control the zombie, allowing it to take a full round’s worth 
  of actions (the staggered quality still applies). If the death’s 
  hood darkmantle becomes detached from the zombie for 
  any reason (whether voluntarily releasing it or because it is 
  slain or pried off), the animation effect ends and the creature 
  becomes a corpse. The death’s hood darkmantle’s thin body 
  ability applies while it is attached to the zombie in this way.
   
  Light Vulnerability (Ex): Death’s hood darkmantles 
  are weakened by sunlight. Whenever a death’s hood 
  darkmantle is in an area of normal light it becomes fatigued 
  for as long as it remains in conditions of normal light. 
  Whenever a death’s hood darkmantle is in an area of bright 
  light, it is exhausted and suffers 1d4 points of nonlethal 
  damage per round that it remains in conditions of bright 
  light. After being removed from bright light, a death’s 
  hood darkmantle is fatigued for twice as long as it was in 
  conditions of bright light.
   
  Suffocating Grasp (Ex): When a death’s hood 
  darkmantle successfully grapples a creature, it wraps itself 
  around the target’s face and throat, potentially suffocating 
  him. As long as the death’s hood darkmantle remains in 
  control of the grapple, the target is unable to breathe (treat 
  him as holding his breath). Further, whenever it successfully 
  maintains the grapple, the death’s hood darkmantle can 
  constrict around the target’s throat, possibly hastening the 
  suffocation process. The target must succeed on a Fortitude 
  save (DC 10) or begin to suffocate. A failure indicates that 
  the target immediately falls unconscious (reduced to 0 
  hit points). In the following round, if the death’s hood 
  darkmantle continues to maintain the grapple, the victim  
  drops to -1 hit points and is dying. If the death’s hood 
  darkmantle continues to maintain the grapple for one 
  additional round, the victim dies of suffocation. The saving 
  throw DC is Strength-based.
   
  Tenacious Grip (Ex): A death’s hood darkmantle’s 
  tentacles are deceptively strong and covered in a number 
  of suction cups that make it very hard to remove once it is 
  attached. The death’s hood darkmantle gains a +5 racial 
  bonus to CMB and CMD for the purposes of maintaining a 
  grapple that it has already initiated, but not for the purpose 
  of initiating or avoiding being grappled. Because these 
  bonuses to not apply to all grapple checks, they are not 
  included in the death’s hood darkmantle’s statistics.
   
  Thin Body (Ex): It is virtually impossible to harm a 
  death’s hood darkmantle that is grappling a creature without 
  also harming the creature it is grappling, as the death’s 
  hood darkmantle’s body is quite thin, and clings closely 
  to the target’s face and neck. Whenever the death’s hood 
  darkmantle takes damage, if it is in control of a grapple, the 
  creature that it is grappling takes the same amount of damage 
  of the same type.
  Ecology
   
  Named for their tendency to wrap themselves around 
  the heads of their victims, death’s hood darkmantles are 
  horrifying foes not only capable of stealing the breath from 
  their victims—who are often attacked in an ambush in dark 
  places—but can even animate and control the bodies of those 
  who they suffocate, turning its victims into what appear to 
  observers to be a faceless killer whose head is shrouded in 
  some sort of black mask or hood.
  
  4
  Shadow Weaver Darkmantle
   
  You notice the room around you dimming, though 
  all the light sources remain where they are, as though a 
  palpable curtain of darkness had fallen over you. Looking 
  up, your eye is drawn to movement, and you can just make 
  out the form of what appears to be a midnight-black cone 
  with several octopus-like tentacles crawling across the 
  ceiling towards you. Its eyes glow with an unnatural dark 
  light that defies explanation, and without warning it drops 
  down, its tentacles reaching towards you.
  DARKMANTLE, SHADOW WEAVER  
            CR 5
  XP 1,600
  NE Small magical beast
  Init +6; Senses blindsight 90 ft., darkvision 60 ft., low-
  light vision; Perception +10
  Aura aura of darkness (20 ft.)
  DEFENSE
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 45 (6d10+12)
  Fort +7, Ref +5, Will +2
  Defensive Abilities cloak of shadows
  OFFENSE
  Speed 20 ft.
  Melee 4 tentacles +9 (1d4+2 plus grab)
  Special Attacks constrict (1d4+4), grab (any size)
  Spell-Like Abilities (CL 6th)
       Constant—fly
       3/day—ghoul touch (DC 12) scare (DC 12)
       1/day—dispel magic, shadow conjuration (DC 14)
  STATISTICS
  Str 14, Dex 15, Con 14, Int 2, Wis 11, Cha 10
  Base Atk +6; CMB +7 (+11 grapple); CMD 19 (can’t be 
  tripped)
  Feats Improved Initiative
  Skills Perception +10, Stealth +10; Racial Modifiers +4 
  Perception, +4 Stealth
  ECOLOGY
  Environment any underground
  Organization solitary, pair, or clutch (3-12)
  Treasure none
  SPECIAL ABILITIES
   
  Aura of Darkness (Su): A shadow weaver 
  darkmantle’s body is suffused with magical energies 
  that constantly shroud the area within 20 feet of it with 
  darkness. The light level in the affected area decreases 
  by one step (bright light becomes normal light, normal 
  light becomes dim light, dim light becomes darkness, and 
  darkness becomes magical darkness, as the spell deeper 
  darkness).
   
  Cloak of Shadows (Su): As long as a shadow 
  weaver darkmantle is in an area of darkness or 
  supernatural darkness, it gains a +4 competence bonus to 
  AC, and a +1 competence bonus to all saving throws. These 
  bonuses are not included in its statistics entry.
   
  Light Vulnerability (Sp): A shadow weaver 
  darkmantle’s spell-like abilities do not function when it is 
  in areas of dim light or brighter, and it cannot use them to 
  target creatures in such conditions. Its shadow conjuration 
  spell-like ability only functions in areas of supernatural 
  darkness (such as that created by the deeper darkness 
  spell). Any creatures summoned by its shadow conjuration 
  cannot leave the area of supernatural darkness in which 
  they were created, nor can they attack creatures outside of 
  that area. Similarly, its shadow conjuration ability cannot 
  target creatures that are not in areas of supernatural 
  darkness.
  Ecology
   
  Shadow weaver darkmantles are an offshoot race 
  of darkmantles that are usually only found deep below the 
  earth, much further down than most normal darkmantles 
  live. They are suffused with some of the strange magical 
  radiation from these buried and forgotten realms, which 
  has altered their bodies and granted them powerful magic. 
  They lack the webbed body of the average darkmantle, 
  and, as such, do not share their gift of flight, though this 
  does give them much greater manual dexterity with their 
  various tentacles, which are somewhat larger and more 
  powerful, as they are the creature’s primary means of 
  locomotion.
   
  More importantly, however, the shadow weaver 
  darkmantle is suffused with magical ability, that allows it 
  to perform a variety of feats that the average darkmantle 
  is incapable of. While it is incapable of creating darkness 
  (a generally unnecessary ability so far underground), it is 
  able to fly magically while in dark areas, and it can easily 
  scare away predators and paralyze prey for a swift kill. 
  When truly threatened, shadow weaver darkmantles are 
  capable of molding shadows to create shadowy defenders 
  that can protect them from predators that they are unable 
  to flee from.
   
  Despite their expanded magical ability, shadow 
  weaver darkmantles are not particularly more intelligent 
  than standard darkmantles, and have only basic animal 
  intelligence. They tend to be very territorial, and will fight 
  with each other and other predators in their subterranean 
  realms for prime hunting spots. They primarily prey on 
  creatures smaller than themselves, but have been known 
  to attack and eat humanoids, on occasion, and will 
  certainly attack if they think that their territory is being 
  threatened.
  
  5
  Goliath Darkmantle
   
  Looking up, you see a massive creature with pale, 
  rubbery-grey skin. Its body is immense, and resembles some 
  sort of octopus or squid, tightly gripping the ceiling, its 
  tentacles fanned out in every direction, clutching stalactites 
  and reaching into crevices. A thin, fleshy membrane connects 
  the tentacles from the base of the creature’s body out to about 
  half of their length. Almost as soon as you notice it, it lets out 
  a shriek and releases its hold on the ceiling, plummeting down 
  towards you.
  DARKMANTLE, GOLIATH 
   
   
            CR 8
  XP 4,800
  NE Huge magical beast
  Init +6; Senses blindsight 90 ft., darkvision 60 ft., low-light 
  vision; Perception +17
  DEFENSE
  AC 20, touch 10, flat-footed 18 (+2 Dex, +10 natural, -2 size)
  hp 105 (10d10+50)
  Fort +8, Ref +6, Will +4
  DR 5/magic
  OFFENSE
  Speed 40 ft., climb 20 ft., fly 40 ft. (poor)
  Melee slam +14 (2d6+6 plus grab) and bite +14 (1d8+6 plus 
  acid drool)
  Special Attacks acid drool, ambush drop, grab (any size), 
  swallow whole (4d6 acid damage, AC 15, 9 hp)
  Spell-Like Abilities (CL 5th)
       3/day—blur, deeper darkness, invisibility (self only)
       1/day—hallucinatory terrain (DC 16), illusory wall (DC 16)
  STATISTICS
  Str 23, Dex 15, Con 18, Int 13, Wis 11, Cha 14
  Base Atk +10; CMB +18 (+22 grapple); CMD 30 (can’t be 
  tripped)
  Feats Improved Initiative, Iron Will, Skill Focus (Fly), Skill 
  Focus (Stealth), Toughness
  Skills Climb +14, Fly +10, Perception +17, Stealth +14; Racial 
  Modifiers +4 Perception, +4 Stealth
  SQ multi-grapple
  ECOLOGY
  Environment any underground
  Organization solitary, pair
  Treasure none
  SPECIAL ABILITIES
   
  Acid Drool (Su): A goliath darkmantle’s saliva is 
  highly acidic and produces noxious fumes. Any creature hit 
  by its bite attack suffers 2d6 points of acid damage and must 
  succeed on a Fortitude save (DC 19) or suffer a -2 penalty 
  to attack rolls, AC, CMB, CMD, saving throws, skill checks, 
  and ability checks for 1d4 rounds. Additionally, the goliath 
  darkmantle’s open maw constantly drips and dribbles its 
  acidic saliva. As a free action once per round, the goliath 
  darkmantle can force all creatures directly beneath it to 
  succeed on a Reflex save (DC 19) or suffer acid damage as 
  though they had been bitten. Characters damaged in this way 
  must also make a Fortitude save to resist the secondary effect. 
  The goliath darkmantle must have line of effect to a creature 
  in order to affect the creature with this ability. The saving 
  throw DCs are Constitution-based.
   
  Ambush Drop (Ex): Goliath darkmantles hunt 
  primarily by dropping down on unsuspecting prey, crushing 
  them beneath its body and grabbing them with its webbed 
  tentacles. As a standard action, a goliath darkmantle that 
  is flying or climbing on a ceiling can fall up to 120 feet and 
  slam into creatures directly below it. Any creatures in the 
  squares that the goliath darkmantle lands in can make an 
  attack of opportunity as it enters their square, if they are 
  not flat-footed. Alternatively, characters that are not flat-
  footed can attempt a Reflex save (DC 19) to move out of the 
  way, in which case they are deposited prone in the nearest 
  unoccupied square. A character cannot do both.
   
  Any characters still in the area when the goliath 
  darkmantle hits suffer 4d6+12 points of bludgeoning damage, 
  plus an additional point of damage for every 10 feet the 
  goliath darkmantle fell. A successful Reflex save (DC 19) 
  halves this damage. The goliath darkmantle takes half the 
  normal amount of falling damage for the distance fallen (roll 
  the fall damage normally, then halve the result, rounded 
  down). Additionally, the goliath darkmantle can attempt to 
  initiate a grapple as a free action against each creature that 
  failed its Reflex save to halve the damage (the normal -2 
  penalty for using its multi-grapple ability applies).
   
  Multi-Grapple (Ex): A goliath darkmantle’s webbed 
  tentacles allow it to grapple many creatures simultaneously. 
  The goliath darkmantle is capable of maintaining multiple 
  separate grapples at the same time. For each grapple beyond 
  the first, the goliath darkmantle suffers a -2 penalty to its 
  CMB and CMD for the purposes of each of the grapples that 
  it is involved in.
  Ecology
   
  Goliath darkmantles are one of the greatest terrors 
  of the deep places of the earth. Ambush predators, they lie in 
  wait on the ceilings of large, vaulted underground caverns, 
  or, in particularly large chambers, fly about in a listless 
  wandering. Either way, when they spot prey they drop down 
  upon it in a sudden burst of speed, crushing their victim 
  with their body and using the element of surprise to get a 
  hold of their victim. Often the first clue a victim receives that 
  it is being stalked by a goliath darkmantle is the creature’s 
  noxious spittle raining down on it from above, and by then it 
  is too late.
   
  Much more intelligent than lesser darkmantles, 
  it is not uncommon for goliath darkmantles to position 
  themselves in such a way as to be worshipped by primitive 
  underground-dwelling tribes of humanoids like orcs, goblins, 
  and kobolds, who routinely provide the creatures with 
  sacrifices in exchange for their protection (and not being 
  eaten themselves).
  
  6
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  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Medusas Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Doppelgangers Copyright 2013, Necromancers of 
  the Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Wyverns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Basilisks Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Nightmares Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Girallons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Gargoyles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Will o’ Wisps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettercaps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettins Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Worgs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Darkmantles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
   
   
  END OF LICENSE 
  
  Exotic Encounters: Darkmantles
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Exotic Encounters - Darkmantles.pdf