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Cave Fisher Level 3 Elite Lurker

Medium Natural Beast


Initiative +6 Senses: Perception +5; Darkvision HP: 82; Bloodied: 41

AC: 19 Fortitude: 18 Reflex: 17 Will: 15 Saving Throws +2

Speed: 6; Climb 6 (spider climb) Action Point: 1

m Claws (standard; at-will) Two Attacks; +8 vs. AC; 2d4+3 damage

r Filament Strand (standard; at-will) Range 20; +6 vs. Reflex; Target is grabbed and pulled 4 squares

toward the cave fisher.

r Reel (minor; at will) Only grabbed targets can be reeled in; +6 vs. Fortitude; the target is pulled 4

squares

Stonehue Carapace- A cave fisher that starts its turn with cover also has total concealment from

nonadjacent enemies.

Alignment Unaligned Languages - Skills Stealth +10

Str 17 (+4) Dex 13 (+2) Wis 12 (+2)

Con 14 (+3) Int 2 (-3) Cha 7 (-1)

Cave Fisher Tactics: Cave fishers are intelligent enough to avoid fights they cannot win . . . unless they

are hungry. When pressed into combat, cave fishers prefer the high ground. From this vantage they can

fire off their filaments and drag their prey to them. Also, when at a distance or behind cover, their

stonehue carapace makes locating them difficult. Most times, cave fishers will have already extended

their filaments. These sticky hazards are subtle traps for the unwary and sure death to those to weak to

escape.

Cave Fisher Lore: A character knows the following information with a successful Nature check.

DC 15: A cave fisher is sneaky predator. They often leave an adhesive filament out as a snare to catch

the unexpected. They rarely attack bands of monsters or adventurers unless desperate.

DC 20: Cave fisher filaments can be made into a light, strong, and nearly invisible rope if processed with

an alchemical solution

Filament Strand Level 3 Warder

Trap- While wandering through a large passage, you are suddenly close line yourself on a sticky strand

and are held fast to it.

Trap- This sticky filament is normally stretched across a corridor or cavern in hopes of catching bats or

other flying prey on its sticky surface.

Perception: A perception check of 25 is required to see the strand

Dungeoneering: A skilled dungeoneer can also detect the strands with a DC 22 check.

Trigger: When an unaware character wanders into a square through which a strand passes, the strand

attacks.
Attack Standard Action Melee Targer: One creature Attack: +6 vs. Reflex

Effect: The target is considered grabbed (until escape vs. a DC 20)

Countermeasures: A character can pour alcohol on the strand to dissolve it

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