ADHERER

Medium-Size Aberration

Hit Dice: 4d8+4 (22 hp)

Initiative: +1 (Dex)

Speed: 30 ft

AC: 17 (+1 Dex, +6 natural)

Attacks: 2 slams +5 melee

Damage: Slam 1d3+2 and adhesion

Face/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Adhesion

Special Qualities: Immunity to weapons, fire vulnerability, darkvision 60 ft

Saves: Fort +2, Ref +2, Will +4

Abilities: Str 14, Dex 12, Con 12, Int 4, Wis 11, Cha 11

Skills: Hide +5*, Listen +6, Move Silently +5, Spot +4

Feats: Alertness

 

Climate/Terrain: Any land and underground

Organization: Solitary or gang (2-4)
Challenge Rating:
3

Treasure: None

Alignment: Always lawful evil

Advancement: 5-9 HD (Medium-size); 10-12 HD (Large)

 

The adherer is a strange creature that closely resembles a mummy. A creature viewing the adherer at a distance greater than 10 feet can make a Spot check (DC 15) to realize that it is in fact not a mummy, but something else.

   The adherer appears as a humanoid about 6 feet tall. Its skin is dull white and hangs in folds (resembling the bandages of a mummy). Its eyes are pale white. The adherer exudes a sour smell that can be detected at a range of 10 feet.

   Adherers do not communicate (at least as far as sages know).

 

COMBAT

The adherer attacks by pummeling its foes 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.

   A favored tactic of the adherer is to camouflage itself with leaves, sticks, or debris, and then spring out when prey passes nearby.

   Adherers are cowardly, and if spotted while hiding, may flee rather than engaging in combat.

   Adhesion (Ex): A creature striking the adherer with natural weapons, or a creature struck by the adherer’s slam attack, will become stuck to its body. Stuck creatures are considered automatically grappled.

   Stuck creatures can free themselves by making a successful Strength check at DC 22. Another creature can aid in removing a stuck creature, but must make a successful Reflex check (DC 12) or become stuck as well.

   Boiling liquids, fire, or secretions from the adherers own body weakens the adhesive (DC 15 rather than 22 to escape). An application of the universal solvent automatically frees a stuck creature.

   The adhesive automatically dissolves 1d2 hours after the adherer’s death.

   Immunity to Weapons (Ex): Any slashing or bludgeoning weapon that strikes an adherer deals one-half damage and becomes stuck to its body. Stuck weapons can be freed by making a successful Strength check (DC 22).

   Piercing weapons deal normal damage, but require a full round action to be pulled free (no Strength check is required). Stone weapons of any type are not subject to the secretions of the adherer and will not become stuck to its body.

   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.

   Skills: *An adherer receives a +8 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 1e FF (1981).