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Ethereal Filcher
Size & Type (subtype):Medium-Size AberrationHit Dice:5d8 (22)
Initiative:   +8 (+4 Dex, +4 Improved Initiative)   Speed:   40 ft.  
Armor Class:   17 (+4 Dex, +3 natural)   Attacks:   Bite +3 melee  
Damage:   Bite 1d4   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:      Special Qualities:   Ethereal jaunt, detect magic  
Saving Throws  Fortitude: 1  
Reflex: 5  
Will: 5  
Abilities:   Str: 10
Dex: 18
Con: 11
Int: 7
Wis: 12
Cha: 10
Skills:   Listen +8, Pick Pocket +12, Spot +8   Feats:   Improved Initiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   No coins; standard goods; double items   Alignment:   Usually neutral  
Advancement:   6-7 HD (Medium-size); 8-15 HD (Large)  

Description:  

Ethereal filchers do not speak.

Combat

An ethereal filcher lurks on the Ethereal Plane waiting for a likely mark. Upon locating one, it shifts to the Material Plane, attempting to catch its victim unawares. The creature attempts to snatch an item, then retreats quickly back to the Ethereal. It is not above delivering a bite to distract its target.

Ethereal Jaunt (Su): An ethereal filcher can shift from the Ethereal to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material. The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.

Detect Magic (Su): Ethereal filchers continuously detect magic as the spell cast by a 5th-level sorcerer. A filcher can suppress or restart the ability once per round as a free action.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002