Cave Fisher (CR 2)
Alignment: Always neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., blind, and Spot +3
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Hit Dice: 3d8+9 (22 hp)
Fort +6, Ref +2, Will +1
Speed: 10 ft.
Space: 5 ft./5 ft. (60 ft. with filament)
Base Attack +2; Grapple -2
Attack: Filament +3 ranged, or 2 claws +8 melee
Full Attack: Filament +3 ranged, or 2 claws +8 melee
Damage: 2 claws 2d4+9
Special Attacks/Actions: Filament
Abilities: Str 23, Dex 12, Con 16, Int 3, Wis 10, Cha 8
Special Qualities: Vermin
Skills: Climb +17, Hide +4, Move Silently +2, and Spot +3
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
Climate/Terrain: Any underground
Organization: Gang (1-4)
Cave fishers prefer living on ledges and caves located above well-traveled paths, sharing their lairs with others of their kind. Their filaments are always strung before their lair, and they attempt to kill anything they trap, often storing food for future use.
The cave fisher appears as a large insectoid that combines many of the characteristics of a spider and a lobster. It has a hard, chitinous shell of overlapping plates and eight legs. The six rear legs are used for movement and traction on stony walls and corridors. The front pair of legs is equipped with powerful pincers, which are used for killing and dismembering prey. The most unusual feature of the cave fisher is its long snout, which can fire a strong, adhesive filament.
The filaments of the cave fisher are highly prized by many thieves' guilds, for they can be made into thin and very strong rope that is nearly invisible. The filaments are wound onto reels and then specially treated to dilute the adhesive. The resulting strands are made into ropes, while the diluted adhesive is turned into a special solution, which when applied to gloves and boots greatly increases traction for climbing (treat as masterwork gloves and boots which provide a +4 to Climb checks).