Size:
Medium
Type:
Vermin
Form:
arachnid
Temper:
# App:
1, 2, 1d4 + 2
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
lurker
Ground:
15
Climb/Arboreal:
15
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Action
Filament
Ranged Weapon Attack: +3 to hit, range 60 ft., one target. Hit: the target is restrained by the filament and must succeed on a DC 13 Strength saving throw or be pulled up to 25 feet toward the cave fisher. As an action, the restrained target can make a DC 13 Strength check, breaking free of the filament on a success. The filament can also be attacked and destroyed (Armor Class 12; 5 hit points; immunity to bludgeoning, piercing, and psychic damage).
Action
Multiattack
The cave fisher makes two Claw attacks.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 claws
5 (1d4+3)
Special (Ex)
Filament
Special (Ex)
Pull

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
Filament
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 Strength check. A caught creature can also attempt to escape a filament by making a Breath check. A filament has the same AC as this creature, has 5 hit points, and resists all damage except slashing.
Special
|Filament
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.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Melee 1
2 claws +5 (1d4+3)
Action
Ranged 1
filament +3 (drag)
Special
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.
Special
Pull (Ex)
A cave fisher has a +4 racial bonus on CMB checks made using its pull special attack.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Pull Filament
The cave fisher pulls a creature grabbed by its filament toward itself, even suspending the target vertically if necessary. The cave fisher attempts an Athletics check against the creature's Fortitude DC. On a success, the cave fisher pulls the creature 15 feet closer to it (30 feet closer on a critical success).
Ability
Sticky Filament
Any creature hit by the cave fisher's sticky filament is grabbed. The cave fisher can move while it has a creature grabbed with its filament, but it automatically releases the creature if the cave fisher moves beyond the filament's 60-foot length. The cave fisher can use only one filament at a time, and it can sever the filament and release any creature grabbed by it as a free action. The filament can be severed by a Strike that deals at least 10 slashing damage to it. This doesn't deal any damage to the cave fisher itself. The filament has AC 17, and its Escape DC is 19.
Offense
Melee
Circumstance: combat round (melee)
claw +10 [+5/+0], Damage 1d10+6 slashing
Offense
Ranged
Circumstance: combat round (ranged)
filament +11 [+6/+1] (range 60 feet), Effect: sticky filament
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Perception
darkvision
Cave fishers are cavern-dwelling crustaceans similar in appearance to a large crayfish with a long proboscis. They have a grayish coloration that allows them to better to blend into their natural habitat and a flat body that allows them to crawl through narrow openings or to press tightly against overhangs and ledges. They hunt by dangling web-like filaments to capture prey but are not averse to shooting these filaments for a more active hunting style. Once reeled in, they go to work with their sharp pincer-like claws, tearing off pieces of flesh or even entire limbs.
5e SRD