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    Adherer

    This pallid humanoid creature is wrapped in wispy strips of skin, with bits of detritus and a sour stink clinging to it.

    Adherer CR 3

    XP 800
    LE Medium monstrous humanoid
    Init +3; Senses darkvision 60 ft.; Perception +5

    DEFENSE

    AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
    hp 30 (4d10+8)
    Fort +3, Ref +7, Will +5
    DR 5/—; SR 14

    OFFENSE

    Speed 30 ft., climb 10 ft.
    Melee 2 slams +6 (1d6+2 plus grab)
    Special Attacks grab (Large)

    STATISTICS

    Str 14, Dex 16, Con 15, Int 4, Wis 13, Cha 11
    Base Atk +4; CMB +7 (+15 grapple); CMD 19
    Feats Agile Maneuvers, Combat Reflexes
    Skills Climb +10, Craft (cloth) +3, Craft (traps) +1, Perception +5, Stealth +11; Racial Modifiers +2 Craft (cloth), +4 Stealth
    Languages Aklo
    SQ adhesive

    SPECIAL ABILITIES

    Adhesive (Su)

    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 as a free 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.

    Other Variants

    Adherer Shroud (+1 CR): Some adherers lost their structural framework as their human tissue dissolved completely, leaving only a shapeless mass of ragged, fibrous swathes in which their frayed consciousness lingers. A shroud appears to be a pile of cobwebs and detritus when still, but when attacking unfurls into a wide, tattered sheet, often forming a crude face from the gaps and rents in the tissue.

    Adherer shrouds share the normal abilities of their kind, but they have a fly speed of 20 (average maneuverability) and gain an additional +4 bonus on Stealth checks. In addition, they gain DR 10/slashing and the following special abilities:

    Binding Shroud (Ex)

    An adherer shroud wraps itself entirely around a target that it grapples. It gains a +4 racial bonus to CMD to maintain a grapple. When an adherer shroud makes a successful grapple check against a grappled target, the target is blinded for the duration of the grapple and begins to suffocate. If an adherer shroud is damaged while grappling, it takes only half normal damage from the attack, with any remaining damage taken instead by the grappled creature.

    Tattered (Ex)

    An adherer shroud can almost completely unravel itself, allowing it to pass through tiny gaps as if it were in gaseous form. Unraveling or reforming itself is a move action. Even in its normal form it never takes penalties for squeezing through narrow spaces.

    Pathfinder Campaign Setting: Misfit Monsters Redeemed. Copyright 2010, Paizo Publishing, LLC; Authors: Adam Daigle, Crystal Frasier, Colin McComb, Rob McCreary, Jason Nelson, and James L. Sutter.