Cave Fisher
System: Pathfinder | SRD
Cave Fisher
CR 2
XP 600
N
Vermin
Medium
Init +1
;
Senses darkvision 60 ft.; Perception +0
Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 22 (3d8+9)
Fort +6
Ref +2
Will +1
Immune mind-affecting effects
Offense
Speed 20 ft., climb 20 ft.
Melee 2 claws +5 (1d4+3)
Ranged filament +3 (drag)
Special Attacks pull (filament, 10 feet)
CMB +5 (+9 with pull)
CMD 16 (28 vs. trip)
Statistics
Str 17,
Dex 12,
Con 17,
Int -,
Wis 10,
Cha 4
Base Atk +2
Skills Climb +11
Special Abilities
Filament (Ex) A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a cave fisher's filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time.
Pull (Ex) A cave fisher has a +4 racial bonus on CMB checks made using its pull special attack.
This man-sized, crab-like monstrosity clings tenaciously to the rough stone, its enormous pincers held out menacingly before it.