Deepmantle | CR 0 Aquatic Darkmantle / Alternative Familiar

by WinkingWizard

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Deepmantle

Small monstrosity, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4-1)
  • Speed 5 ft., fly 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 9 (-1) 4 (-3) 10 (+0) 4 (-3)

  • Skills Perception +2, Stealth +4
  • Senses Darkvision 60 ft., passive Perception 12
  • Challenge 0 (10 XP)

  • Amphibious. The deepmantle can breathe air and water.
  • False Appearance. While the deepmantle remains motionless, it is indistinguishable from underwater formations such as coral.

Actions

Crush. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage, and the deepmantle attaches to the target. If the target is Medium or smaller and the deepmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the deepmantle is attached in this way. While attached to the target, the deepmantle can attack no other creature except the target but has advantage on its attack rolls. The deepmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the deepmantle by making a successful DC 10 Strength check as an action. On its turn, the deepmantle can detach itself from the target by using 5 feet of movement.

Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the deepmantle if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the deepmantle can use the Dash action as a bonus action.

Variant: Monstrous Familiar

With the DM's permission, a person who casts the find familiar spell can choose to conjure a deepmantle instead of a traditional familiar.


Art Credits:

"Darkmantle" by Matt Bulahao (Skaya3000)

 

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