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Cave Fisher

This man-sized, crab-like monstrosity clings tenaciously to the rough stone, its enormous pincers held out menacingly before it.
Cave Fisher
CR 2

XP 600
N Medium
vermin
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)

 STATISTICS

Str 17, Dex 12, Con 17, Int —, Wis 10, Cha 4
Base Atk
+2; CMB +5 (+9 with pull); CMD 16 (28 vs. trip)
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.