Or here...(from Tome of Horrors Revised):
Cave Fisher
Medium Vermin
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+6
Attack: Filament +3 ranged touch (drag) or claw +6 melee (1d4+4)
Full Attack: Filament +3 ranged touch (drag) and 2 claws +6 melee (1d4+4)
Space/Reach: 5 ft./5 ft. (60 ft. with filament)
Special Attacks: Drag, filament
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 18, Dex 12, Con 16, Int —, Wis 10, Cha 4
Skills: Climb +12
Feats: —
Environment: Underground
Organization: Gang (1-4)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: —
This man-sized creature resembles a cross between a lobster and a spider. It has eight legs, two of which end in serrated pincers. Its snout is long and pointed.
The cave fisher lairs on ledges and cliffs underground, where it can quickly strike and reel in its prey. Its lair is always littered with bones and gear from its previous victims. The cave fisher is a 7-foot long insect-like creature with a hard outer shell. The cave fisher’s snout fires a strong, web-like adhesive filament it uses to reel in its prey. Often, the ground and walls nearby are covered with this filament.
Combat
The cave fisher’s preferred method of attack is to anchor itself to its ledge and string its filament across the ground of its lair. When a living creature touches or passes near the filament, the fisher attempts to trap it and reel it in. If the cave fisher fails this, it can fire its filament at an opponent up to 60 feet away. Another favored method of attack for the cave fisher is to secret itself in a crack or a ledge above a cavern and dangle its filament down onto unsuspecting creatures passing below it (DC 20 Spot check to notice the filament).
Drag (Ex): If a cave fisher hits with its filament attack, the filament latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 19 Escape Artist check or a DC 15 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A cave fisher can draw in a creature within 5 feet of itself and attack with its claws with a +4 attack bonus in the same round. The filament has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a cave fisher’s filament does not provoke an attack of opportunity. If the filament is currently attached to a target, the cave fisher takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing the filament deals no damage to a cave fisher.
An application of liquid with high alcohol content dissolves the adhesive and forces the cave fisher to release its hold (though it may strike again normally with it on its next turn). An application of the universal solvent likewise forces a cave fisher to release its grip.
Filament (Ex): Most encounters with a cave fisher begin when it fires its strong, sticky filament. The creature can strike up to 60 feet away (no range increment). If the filament is severed, it grows back within 1 hour.
Skills: A cave fisher has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Credit
The Cave Fisher originally appeared in the First Edition module A4 In the Dungeons of the Slave Lords (© TSR/Wizards of the Coast, 1981) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.
15. Copyright Notice
Author Scott Greene, based on original material by Lawrence Schick.