CAVE FISHER ven spirits include cave fisher blood as part of the rec-
ipe, and some dwarves, especially berserkers, drink the
A cave fisher is a subterranean arachnid with a long
blood straight. If they are gathered after being extruded,
snout that houses spinnerets, enabling the creature to
cave fisher filaments can be woven into rope that is thin,
produce sticky filament, much like the strands of a spi-
tough, and nearly invisible. Cave fisher meat is edible,
der's webbing, which the creature uses to snag prey.
tasting much like crab cooked in strong wine. The crea-
Ambushers. A cave fisher usually hunts small ani-
ture's shell is used in the manufacture of tools, armor,
mals and is fond of bats, so it stretches its filament over
and jewelry.
an opening that such prey might travel through. It then
Reluctant Servants. While some folk hunt cave
climbs to a hiding spot and adheres itself to the surface
fishers to kill them for their filaments and their blood,
to rest and wait. When prey blunders into the filament,
others capture cave fisher eggs and rear the hatchlings.
the cave fisher reels in its meal. A group of cave fishers
Cave fishers have a natural aversion to fire, since their
might work together to cover a large area with filaments,
blood is flammable. As such, chitines and hobgoblins
but as soon as one captures potential food, every cave
sometimes use the threat of fire to train cave fishers
fisher in the area competes for the prize. If a victim es-
then employ them to guard passages or as beasts of ~ar.
capes from the initial ambush, a cave fisher can reclaim
its prey by shooting a filament out to capture it again.
Mavin; Up in the World. Scarce food might draw a CAVE FISHER
group of cave fishers up to the surface, into a shadowy Medium monstrosity, unaligned
canyon or a gloomy forest that features both native an-
imal prey and creatures such as explorers or travelers Armor Class 16 (natural armor)
occasionally moving through the area. Hit Points 58 (9d8 + 18)
A cave fisher instinctively knows that larger targets Speed 20 ft., climb 20 ft.
such as humanoids are more difficult to overcome, so
the creatures shy away from attacking such prey unless STR DEX CON INT WIS CHA
they come across a solitary target. They might try to 16 (+3) 13 (+l) 14 {+2) 3 (-4) 10 (+O) 3 (-4)
pick off a scout moving ahead of a group of travelers or
Skills Perception +2, Stealth +5
a straggler lagging behind, rather than attracting the
Senses blindsight 60 ft., passive Perception 12
attention of the entire group. Languages-
Valuable Innards. Nearly every part of a cave fisher is Challenge 3 (700 XP)
useful after the creature has been dispatched. Its blood
is alcoholic and tastes like strong liquor. Several dwar-
Adhesive Filament. The cave fisher can use its action to extend
a sticky filament up to 60 feet, 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 DC 13 Strength
check to pull free. Destroying the filament deals no damage to
the cave fisher, which can extrude a replacement filament on
its next turn.
Flammable Blood. If the cave fisher drops to half its hit points
or fewer, it gains vulnerability to fire damage.
Spider Climb. The cave fisher can climb difficult surfaces in-
cluding upside down on ceilings, without needing to make an
ability check.
ACTIONS
Multiattack. The cave fisher makes two attacks with its claws.
Claw. Melee Weapon Attack: +5 to hit, reach S 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 Strength saving throw, provided
that the target weighs 200 pounds or less. On a failure, the
target is pulled into an unoccupied space within S 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 tar-
get, the cave fisher can't extrude another filament.