Darkmantle

CR: 1 XP: 400


N Small magical beast


Init: +6 Senses: blindsight 90 ft., darkvision 60 ft., low-light vision Perception: +4


Defense

AC: 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)


hp: 15 (2d10+4)


Fort: +5 Ref: +5 Will: +0


Offense

Speed: 20 ft., fly 30 ft. (poor)


Melee: slam +3 (1d4+4 plus grab)


Special Attacks: constrict (1d4+4), grab (any size)


Spell-Like Abilities: (CL 5th) 1/day—darkness


Statistics

Str: 11 Dex: 15 Con: 14 Int: 2 Wis: 11 Cha: 10


Base Atk: +2 CMB: +1 (+5 grapple) CMD: 13 (can’t be tripped)


Feats: Improved Initiative


Skills: Fly +5, Perception +4, Stealth +10, Racial Modifiers +4 Perception, +4 Stealth


Ecology

Environment: any underground


Organization: solitary, pair, or clutch (3–12)


Treasure: none


Description

A darkmantle’s tentacle-span measures just under 5 feet—when attached to a cave roof and disguised as a stalactite, its length varies from 2 to 3 feet. A typical darkmantle weighs 40 pounds. The creatures’ heads and bodies are usually the color of basalt or dark granite, but their webbed tentacles can change color to match their surroundings.

The darkmantle isn’t a particularly good climber, but it can cling to a cave roof like a bat, hanging by the hooks at the ends of its tentacles so that its dangling body looks nearly indistinguishable from a stalactite. In this hidden position, the darkmantle waits for prey to pass beneath, at which point it drops and swoops down to attack its victim, slamming its body against the foe and attempting to wrap its webbed tentacles around the target. If the darkmantle misses its prey, it swoops back up and drops again until its prey is vanquished or the darkmantle is grievously injured (in which case the creature f lutters back up to the roof to hide and hope its “prey” leaves it alone). The darkmantle’s inborn ability to cloak the area around it in magical darkness gives it an additional advantage over foes that rely upon light to see.

Darkmantles prefer to dwell and hunt in the caves and passageways that are closest to the surface, as these tend to possess more traffic for the monsters to feed upon. Yet they do not confine themselves to these dark caverns, and can sometimes be found dwelling in ruined fortresses or even in the sewers of bustling cities. Anywhere food is plentiful and there’s a ceiling to cling to is a possible den for a darkmantle.

A darkmantle’s life cycle is swift—young grow to maturity in a matter of months, and most die of old age after only a few years. As a result, generations of darkmantles quickly accrue, and over the years the evolution of these creatures is similarly swift. In this manner, a cavern’s ecosystem can have a significant effect on a group of darkmantles’ appearance, abilities, and tactics. Aquatic caverns might develop darkmantles that can swim, while those beset with volcanism might generate darkmantles with a resistance to fire. Other darkmantle variants might develop much stonier hides, and instead of swooping down to crush prey might simply drop and pierce them through with their stalactite-like lengths. The deepest, darkest caverns are rumored to host darkmantles of incredible size, capable of smothering multiple human-sized foes at once in their leathery folds.

As this creature falls from the cavern roof, it opens like a hideous octopus, its thin, hook-lined tentacles connected by a fleshy web. Dark Stalker–Darkmantle Demon Demons exist for one reason—to destroy. Where their more lawful counterparts, the devils of Hell, seek to twist mortal minds and values to remake and reshape them into reflections of their own evil, demons seek only to maim, ruin, and feed. They recruit mortal life only if such cohorts speed along the eventual destruction of hope and goodness. Death is, in some ways, their enemy—for a mortal who dies can often escape a demon’s depredations and flee to his just reward in the afterlife. It is the prolonging of mortal pain and suffering that fuels a demon’s lusts and desires, for it is partially from mortal sin and cruelty that these monstrous fiends were born. Demons are the most prolific and among the most destructive of the fiendish races, yet despite what some lore might preach, they were not the first forms of life to rise in the stinking pits of ruin and cruelty known across the multiverse as the Abyss. Before the first fledgling deity gazed upon reality, before mortal life drew its breath, before even the Material Plane itself had fully formed, the Abyss was infested with life.

Known to many scholars as “proto-demons,” these wretched and deadly beings were the qlippoth. Today, because of the influence of sinful mortal souls upon the Abyss, mixed with unholy tamperings at the hands of the daemonic keepers of Abaddon and the cruel whims of fate and evolution, the rule of the qlippoth has receded. The proto-demons dwell now in the noxious and forgotten corners of the Abyss, and the far more fecund and prolific demons rule now in their stead. With each evil mortal soul that finds its way into the Abyss, the ranks of the demonic hordes grows—a single soul can fuel the manifestation of dozens or even hundreds of demons, with the exact nature of the sins carried by the soul guiding the shapes and roles of the newly formed fiends.

The Abyss is a vast (some say infinite) realm, far larger than any other plane save possibly the primal chaos of the Maelstrom itself. As befits such a vast and varied realm, the demonic host is likewise diverse. Some carry in their frames humanoid shapes, while others are twisted beasts. Some flop on land while others flap in air or sea. Some are schemers and manipulators of emotion and politics, others are destructive engines of ruin. Yet all demons work to the same goal—pain and suffering for mortal life in all its forms.

Yet despite this, mortals have sought demonic aid since the start. Be it an instinctual draw to self-destruction or a misguided lust for power, conjurers to this day continue to draw forth demons with forbidden magic. Some conjure demons for lore, while others call upon them to serve as assassins or guards. Demons view such summoners with a mix of hatred and thanks, for most demons lack the ability to come to the Material Plane to wreak havoc on their own. They depend on the mad to call them up from the Abyss, and while they gnash their fangs and rail against the commands and strictures enforced, most demons find ways to twist their summoners’ demands so that even the most tightly controlled demonic slave leaves a trace of ruin and despair in its wake. More often than not, a foolish spellcaster makes a fatal mistake in the conjuring and pays for it with blood, unwittingly releasing a terrible blight upon the world as his conjuration breaks free of his control.

The truly mad call upon demons to offer themselves, both body and soul, in the misguided belief that alliance with the demonic can buy salvation and protection when the demonic apocalypse finally comes to call. Tales of desperate kings who sought to engage demons to serve as generals for their armies or of lunatics who seek demonic sires to gift them with horrific children are common enough, yet worst are those mortals who worship the most powerful demons as gods, and who pledge their lives in support of that which would bring destruction to all. Demon Lords Demon lords are the most powerful of their kind—and as with the demonic horde itself, they are countless and varied. Although mighty, and in some cases gods themselves, no demon lord can claim rule of the Abyss as a whole—the best one can attain is rulership over a handful of Abyssal realms, and most can barely maintain sway over even one layer of the Abyss. Another category of unique demons exists between the mighty balor race and the demon lords—these are nascent demon lords, powerful entities that, in time, might achieve enough power that the Abyss takes note and elevates them to the status of actual demon lords.

The following list of demon lords is by no means complete, but it does enumerate many whose influence can be felt across countless worlds.

Abraxas, Master of the Final Incantation Baphomet, Lord of the Minotaurs Dagon, the Shadow in the Sea Demogorgon, the Maws of Madness Flauros, the Burning Maw Haagenti, the Whispers Within Jubilex, the Faceless Lord Kostchtchie, the Deathless Frost Lamashtu, the Demon Queen Nocticula, Our Lady in Shadow Orcus, Prince of Undeath Pazuzu, King of the Wind Demons Shax, the Blood Marquis

Source: Pathfinder Roleplaying Game Bestiary