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.