Adherer (CR 3)
Alignment: Always lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +5, and Spot +6
AC: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Hit Dice: 4d8+4 (22 hp)
Fort +2, Ref +2, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Slam +5 melee
Full Attack: Slam +5 melee
Damage: Slam 1d3+3 and adhesion
Special Attacks/Actions: Improved grab, adhesion, suffocation
Abilities: Str 14, Dex 12, Con 12, Int 4, Wis 11, Cha 11
Special Qualities: Fire vulnerability
Skills: Hide +7*, Listen +5, and Spot +6
Advancement: 5-9 HD (Medium-size); 10-12 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
The adherer attacks by pummeling its foe with its fists. Those successfully attacked will be stuck to the adherer. A favorite tactic of the adherer is to bind up an opponent and use it as a shield.
It will usually hide by sticking debris and leaves and such to its body, and attempt to ambush an unwary victim.
Improved Grab (Ex): To use this ability, the adherer must hit with its slam attack. A successful hit also allows it to use its adhesion ability.
Adhesion (Ex): Any weapon or creature striking an adherer deals only half damage and will become stuck to its skin in the process. Creatures using natural weapons are automatically grappled if they get stuck. Likewise, the adherer sticks to any creature it successfully hits with its slam attack. Only stone weapons are immune to the foul-smelling and sticky secretions of the adherer. Stuck creatures or weapons can be freed by making a successful Strength check (DC 22).
Anyone attempting to free a stuck creature must succeed at a Reflex save (DC 12) or become stuck as well.
Stuck weapons or creatures can be freed by applying boiling water, fire or the universal solvent to the adherer. The adherer can release stuck weapons or creatures at will. Creatures and weapons are automatically freed 1-2 hours after the adherer dies.
Suffocation (Ex): If the adherer manages to cover a foe's nose and mouth with its body, the victim takes suffocation damage (see Suffocation).
Fire Vulnerability (Ex): An adherer takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
*An adherer receives a +12 racial bonus to Hide checks when it uses its surroundings to camouflage itself (such as sticking leaves and twigs to its body when in the wilderness).
The Adherer first appeared in the Fiend Folio (1981).