|26 (+8)||14 (+2)||12 (+1)||14 (+2)||4 (-3)||11 (-1)|
Medium aberration, lawful evil
Armor Class 13 (natural armor)
Hit Points 45 (7d8+14)
Speed 30 ft.
Skills Stealth +3
Senses Darkvision 60 ft.
Languages Common (understands but can’t speak)
Challenge 2 (450 XP)
Vulnerability fire damage
Multiattack: The adherer slams twice.
Melee Attack—Slam: +4 to hit (reach 5 ft.; one creature). Hit: 1d8 + 2 bludgeoning damage, and the target creature is grappled and restrained (see Adhesive).
Adhesive: An adherer exudes a sour smelling, gluelike substance that is a powerful adhesive. Any creatures or items that touch it, except for items made of stone, become stuck to the adherer. The adherer automatically grapples and restrains any creature it hits with its slam attack. It can grapple up to two opponents at one time. Grappling does not reduce the adherer’s number of attacks. Creatures grappled this way can break free with a successful DC 15 Str check.
A weapon that strikes an adherer is stuck to the creature unless the wielder succeeds on a DC 12 Dex saving throw. Pulling a stuck weapon free requires a successful DC 12 Str check.
Boiling water thrown on the adherer deals 1d6 points of damage to it and to any creature grappled by the adherer. It also grants tactical advantage on Dex saving throws and Str checks to free a weapon or to escape from the adherer’s grapple; this bonus lasts for one round.
Inflicting fire damage on the adherer also weakens the adhesive, granting tactical advantage on Dex saving throws and Str checks for 1d3 rounds. Universal solvent dissolves the adhesive instantly. An adherer can dissolve its adhesive at will, and the substance breaks down naturally one hour after the creature dies.
Environment: Temperate forests and subterranean
Organization: Solitary or gang (2–4)
This creature appears to be a withered humanoid wrapped in decaying bandages. Upon close inspection, what appeared to be bandages are actually loose folds of the creature’s rotting skin. A sour odor fills the air around the creature.
Adherers are strange creatures found in forests and extensive cavern networks. They stand 6 feet tall, weigh about 200 pounds, and closely resemble mummies.
The difference is obvious on close inspection, but from more than 10 feet away, a successful DC 20 Int (Nature) check is needed to discern the difference. They are not in fact related to mummies, nor are they undead. Adherers are malign, living creatures that attack just about any other creature they encounter.
Adherers always attack from ambush. When lying in wait, an adherer covers its body with leaves, sticks, or other natural debris to blend with its surroundings. When prey wanders too close, the adherer springs to the attack. In this type of ambush, adherers always have tactical advantage on their Stealth checks to determine surprise (+5). They are cowardly creatures, however, and if spotted before they can spring their ambush, they flee.
The Adherer originally appeared in the First Edition Fiend Folio (© TSR/Wizards of the Coast, 1981) and is used by permission.
Authors Scott Greene and Clark Peterson, based on original material by Guy Shearer.