Cave Fisher
Medium-sized Beast
Hit Dice: 3d10+3 (19 hp’s)
Initiative: +2 (Dex)
Speed: 5ft
Armor Class: 18 (+6 natural, +2 Dex)
Attacks: Claws (2) +5 (melee), Filament Shot +6 (ranged)
Damage: Claws 1d4+3
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: Filaments
Special Qualities: Low-light and Dark Vision (60ft)
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 16, Dex 14, Con 12, Int 3, Wis 12, Chr 10
Skills: Climb +11, Hide +4, Listen +3, Use Rope +8
Feats: None
Climate/Terrain: Underdark
Organization: Groups of up to 4
Challenge Rating: 1
Treasure: Standard
Alignment: Always Neutral
Advancement Range: 3-5 HD (Medium)

See the 2nd Edition AD&D Monstrous Manual for more information.

Combat:
Cave fishers make lairs on ledges overlooking paths in the Underdark.  They drop strong filaments and grab up anything that gets caught by them as an insectiod fisherman.

Filaments: The cave fisher’s filaments are hard to spot within 20 feet.(-6 penalty to Spot checks determining whether or not a character see the filaments) and are impossible to spot at any distance further than that.  The filament is extremely strong (opposed Strength against the 20 Strength of the strand to break it, and can only be cut by +1 or better edged weapons).  If the creature’s prey escapes, it can fire a shot of filament at the escapee, striking as a 6 HD beast.  The creature can drag in prey at a rate of 15 feet per round.  The filament can be dissolved only by liquids with a high-alcohol content, like a cave fisher’s blood.  

Skills: +4 bonus on Climb and Use Rope checks

Society:
See the 2nd Edition AD&D Monstrous Manual for more information.