N Small Magical Beast (Aquatic)
blindsight 90-ft, low-light vision; Listen +5*, Spot +5*
14 (-1 Dex, +1 size, +4 natural), touch 10, flat-footed 15
7 (1 HD)
-2 Fort on gases, contact poisons, inhaled poisons, similar effects
10-ft, fly 20-ft (poor), swim 30-ft
Slam +5 melee (1d4+4)
improved grab, constrict 1d4+4
Str 16, Dex 8, Con 15, Int 2, Wis 10, Cha 10
amphibious, breathing skin
Hide +9, Listen +5*, Spot +5*, Swim +3*
An amphibious darkmantle can breathe both air and water with equal ease
Breathing skin (Ex):
Because an amphibious darkmantle's skin aid in its breathing, it takes a -2 penalty on Fort saves against gases, contact poisons and inhaled poisons and effects.
Once per day an amphibious 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, an amphibious darkmantle must hit a Large 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.
An amphibious darkmantle deals 1d4+4 points of damage with a successful grapple check.
An amphibious 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 amphibious darkmantle.
An amphibious 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. An amphibious darkmantle gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.