b'Darkmantle, Trained \n'b'  Small   beast ,  unaligned  \n'b'  Armor Class  12  Hit Points  27 (5d6 + 10);  Wound Threshold  7  Speed  10 ft., flight 40 ft.\n'b' STATS STR: 18 (+4) DEX:  14 (+2)  CON:  14 (+2)  INT:  4 (-3)  WIS:  12 (+1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +4  Senses  blindsight 60 ft., passive  Perception  13  Languages  \xe2\x80\x93  Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Echolocation . The darkmantle can\xe2\x80\x99t use its blindsight while  deafened . \n'b'  False Appearance . While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. \n'b'\n'b' ACTIONS \n'b'\n'b'  Crush .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 7 (1d6 + 4) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the  attack  roll, it attaches by engulfing the target\xe2\x80\x99s head, and the target is also  blinded  and suffocating while the darkmantle is attached in this way. While attached to the target, the darkmantle can  attack  no other creature except the target but has advantage on its  attack  rolls. The darkmantle\xe2\x80\x99s speed also becomes 0, it can\xe2\x80\x99t benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 14  Strength  check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. \n'b'  Darkness Aura (1/Day) . A 15-foot radius of magical  darkness  extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can\xe2\x80\x99t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. \n'b'\n'b' ABOUT \n'b' It\xe2\x80\x99s possible to tame darkmantles. Their way of life naturally makes them effective sentinels, and this is how several societies in the Netherworld use them. \n'b' Once trained, a darkmantle is more aggressive than its wild counterpart, and may be taught to react to certain stimuli, so it will only attack specific individuals or in response to certain signals. \n'b' In the Netherworld, a darkmantle may be used as a guard animal or even a pet, in the same manner as a mastiff on the surface. In subterranean towns, it isn\xe2\x80\x99t rare to find darkmantle trainers, or \xe2\x80\x9cmantlers\xe2\x80\x9d as they\xe2\x80\x99re commonly called. \n'b' A rather young, frail, or untrained darkmantle will cost about 200 gp as a fair price. A trained darkmantle will cost double that, and \xe2\x80\x9cpurebred\xe2\x80\x9d specimens with rare patterns or colors may be worth up to 1,000 gp! \n'b' In addition, these are prices for underdwellers. \n'b' A surface dweller can expect the price to be raised by 10 to 50 %, depending on their relations with the peoples of the Netherworld and the seller\xe2\x80\x99s hostility toward the traveler\xe2\x80\x99s kind.'