Kryx RPGThemesCreatures
Cave Fisher

Cave Fisher

Medium monstrosity
Challenge
3

STR
3
DEX
1
CON
2
INT
−4
WIS
0
CHA
−4

58
9d8+18
18
Soak
2
Fort
+3
Ref
+3
Will
−2
Defense note natural armor

Speed 4 m., climb 4 m.
Skills Insight +0 (11), Perception +2 (13), Stealth +3 (14)
Senses blindsight 10 m.

Flammable Blood. If the cave fisher drops to half its health or less, it gains vulnerability to fire damage.

Maneuvers. The cave fisher uses maneuvers (maneuver save Difficulty 13). It has 9 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, grapple (two claws), spring attack, swipe, tear flesh

Spider Climb. The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions (2)

Claw (2/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 10 (2d6 + 3) slashing damage.

Adhesive Filament (1/turn). The cave fisher can extend a sticky filament up to 10 meters, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape Difficulty 12), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (15 Defense; 5 Health; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful Difficulty 12 Brawn check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn

Filament (1/turn). One creature grappled by the cave fisher’s adhesive filament must make a Difficulty 12 Reflex saving throw, provided that the target weighs 100 kilos or less. On a failure, the target is pulled into an unoccupied space within 1 meter of the cave fisher, and the cave fisher makes a claw attack against it. 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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Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.