Adherer

System: Pathfinder | SRD

Adherer CR 3
XP 800
LE Monstrous Humanoid Medium
Init +3 ; Senses darkvision 60 ft.; Perception +5
Defense
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 30 (4d10+8)
Fort +3 Ref +7 Will +5
DR 5/-
SR 14
Offense
Speed 30 ft., climb 10 ft.
Melee 2 slams +6 (1d6+2 plus grab)
Special Attacks grab (Large)
CMB +7 (+19 grapple) CMD 19
Statistics
Str 14, Dex 16, Con 15, Int 4, Wis 13, Cha 11
Base Atk +4
Feats Agile Maneuvers, Combat Reflexes
Skills Climb +10, Craft (cloth) +3, Craft (traps) +1, Perception +5, Stealth +11
Languages Aklo
SQ adhesive
Special Abilities
Adhesive (Su) A weapon that strikes an adherer becomes stuck fast to the creature's adhesive flesh unless the wielder succeeds at a DC 14 Reflex save. A creature adjacent to the adherer can attempt to pry off a stuck weapon with a DC 17 Strength check, but doing so provokes an attack of opportunity from the adherer. The adherer's adhesive flesh gives it a +8 racial bonus on grapple checks. It can attempt to grapple a foe without spending an action whenever a creature successfully hits it with a natural attack or an unarmed strike. An adherer does not gain the grappled condition when it grapples a foe, nor does it provoke attacks of opportunity when it attempts to do so. Fire can temporarily burn away an adherer's adhesive coating—whenever an adherer takes at least 10 points of fire damage, it loses its adhesive special quality for 1d4 rounds. Universal solvent, alchemical solvent, or a similar fluid removes an adherer's adhesive quality for 1 hour if it fails a DC 15 Reflex save, or for 1d4 rounds if it makes the save. The adherer's skin loses its adhesive quality 1 hour after the adherer dies. An adherer can release anything stuck to it as a free action. The save DCs are Constitution-based.
This pallid humanoid creature is wrapped in wispy strips of skin, with bits of detritus and a sour stink clinging to it.

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