Adherer
Adherers look vaguely like embalmed and mummified corpses wrapped in dirty linen, but they are in fact otherworldly beings of an entirely different nature. Transformed by hideous processes on the Ethereal Plane, their bodies are riddled with tiny, adhesive strands that can stick to anything, allowing adherers to bind their enemies' weapons and capture living creatures for their depraved rituals.
Though once human, adherers have forgotten all traces of humanity, and now hunt their former kindred with gleeful abandon. Adherers digest food unusually slowly, and as such can feed on a single creature (humans are their favorite meal) for days or even weeks, taking only one or two bites a day and forcing their living captives to endure a hellish, drawn-out death.
- HP
- 30 (4d10+8)
- AC
- 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
- Speed
- 30 ft., climb 10 ft.
- Init
- +3
- Melee
- 2 slams +6 (1d6+2 plus grab)
- BAB
- +4
- CMB
- +7 (+19 grapple)
- CMD
- 19
- Fort
- +3
- Ref
- +7
- Will
- +5
- DR
- 5/-
- SR
- 14
- Racial Modifiers
- +2 Craft (cloth), +4 Stealth
Weapons: Simple
grab (Large)
Adhesive — A weapon that strikes an adherer becomes stuck fast to the creature's adhesive flesh unless the wielder succeeds at a DC 14 Reflex save. A creature adjacent to the adherer can attempt to pry off a stuck weapon with a DC 17 Strength check, but doing so provokes an attack of opportunity from the adherer. The adherer's adhesive flesh gives it a +8 racial bonus on grapple checks. It can attempt to grapple a foe without spending an action whenever a creature successfully hits it with a natural attack or an unarmed strike. An adherer does not gain the grappled condition when it grapples a foe, nor does it provoke attacks of opportunity when it attempts to do so. Fire can temporarily burn away an adherer's adhesive coating—whenever an adherer takes at least 10 points of fire damage, it loses its adhesive special quality for 1d4 rounds. Universal solvent, alchemical solvent, or a similar fluid removes an adherer's adhesive quality for 1 hour if it fails a DC 15 Reflex save, or for 1d4 rounds if it makes the save. The adherer's skin loses its adhesive quality 1 hour after the adherer dies. An adherer can release anything stuck to it as a free action. The save DCs are Constitution-based.
<p class="stat-block-1"> You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.</p>
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
Climb +10, Craft (cloth) +3, Craft (traps) +1, Perception +5, Stealth +11
- Type
- Monstrous Humanoid
- Alignment
- LE
- Size
- Medium
- Environment
- any temperate or underground
- Organization
- solitary, gang (2-5), or nest (6-12)
- Treasure
- standard
- Senses
- darkvision 60 ft.; Perception +5
- Languages
- Aklo
- Source
- Bestiary 3
Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.
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Uses feat: Agile Maneuvers (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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Uses feat: Combat Reflexes (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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