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Cave Fisher

Medium monstrosity , unaligned
Armor Class 16 (natural armor)
Hit Points 58 9d8+18
Speed 20ft Climb: 20ft

STR
16 +3
DEX
13 +1
CON
14 +2
INT
3 -4
WIS
10 0
CHA
3 -4

Skills Perception +2 Stealth +5
Senses blindsight 60ft, passive Perception 12
Languages -
Challenge 3 (700 XP)


Adhesive Filament: The cave fisher can use its action to extend a sticky filament up to 60 ft, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13) and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC13 Strength check to pull free. Destroying this Filament deals no damage to the cave fisher, which can extrude s replacement filament on its next turn. 


Actions

Multiattack: The cave fisher makes two attacks with its claws. Claw: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 2d6+3 slashing damage.  Filament: One creature grappled by the cave fisher's adhesive filament must make a DC 13 Stealth saving throw, provided that the target weighs 200 pounds or less. Ona failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament. 


 

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