Monsters / Cave Fisher
Cave Fisher
CR 2 - 600 XP - N Medium Vermin
Stat block
AC15 (touch 11, flat-footed 14)HP22 (3d8+9)SavesFort +6, Ref +2, Will +1Melee2 claws +5 (1d4+3)Rangedfilament +3 (drag)Speed20 ft., climb 20 ft.AbilitiesStr 17, Dex 12, Con 17, Int -, Wis 10, Cha 4BAB / CMB / CMD+2 / +5 / 16Sensesdarkvision 60 ft.; Perception +0Environmentany underground
immune mind-affecting effects
Combat brain - every behavior cites its line (1 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
mindless (from intelligence)
Int - (no Intelligence score)
Int - (no Intelligence score)
On-hit riders and breath
pull
From the entry
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.
A cave fisher has a +4 racial bonus on CMB checks made using its pull special attack.
The cave fisher is a highly specialized predator that dwells in caves. The creature's mode of hunting is unique-...