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Fetch StalkerCreature 18


RareCEMediumFeyPlant
Source Pathfinder Kingmaker
Perception +30 (darkvision)
Languages Common, Sylvan, Tongues
Skills Acrobatics +32, Athletics +32, Deception +36, Intimidation +34, Nature +33, Society +31, Stealth +34, Thievery +31
Str +6, Dex +6, Con +9, Int +4, Wis +6, Cha +8

AC 42; Fort +35; Reflex +30; Will +28; +1 status to all saves vs. magic
HP 350 (regeneration 40 (deactivated by fire or negative)
Speed 35 feet
Weaknesses Coldiron 15, Negative 15

Fetch Weapon One Action +35 (+31, +27) to hit (agile, magical, versatile b, versatile p) 3d8+14 Slashing + 2d6 Mental

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicRegeneration 40 (Deactivated by fire or negative)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Manifest Fetch Weapon Free Action (conjuration, primal)

Trigger The fetch starts its turn

Effect A fetch weapon manifests in the fetch's hand. As soon as a fetch weapon is no longer wielded by a fetch, it vanishes. The fetch chooses the type of weapon it manifests, but it does not gain any of that weapon's standard weapon traits, instead using the traits listed above in the fetch weapon Strike.


Primal Innate Spells (DC 40, +32 to hit)

Cantrips (9th Level): Produce Flame, Read Aura
1st Level: Illusory Disguise (At Will)
2nd Level: Illusory Creature
4th Level: Air Walk (Constant)
5th Level: Tongues (Constant)
7th Level: Plane Shift (to or from the First World only)
9th Level: Disjunction


Fetch stalkers form from the souls of Medium or Small fey or humanoids (Small fetch stalkers have the same statistics as Medium ones.)


A fetch is a twisted, deviant simulacrum of a humanoid creature that exists or existed at one point on the Material Plane. Rumors of fetches that are reflections of entities from other planes persist, but none of these tales speak of fetches that duplicate anything other than a sapient source. A fetch can manifest spontaneously when a powerful creature undergoes a significant emotional event or dies, either while on the First World or while in an area significantly influenced by the First World, but one can also be created by significant forces like the Eldest in order to torment and vex those who have annoyed them. While a fetch manifests from a soul's "reflection," and as such bears a striking resemblance to that creature's appearance in life, a fetch has no true memories of its own. It keeps fragments of false remembrances from its source as if it experienced them in a half-remembered dream-which ensure the fetch is enraged by and jealous of its source.

A fetch is similar in appearance to the creature whose soul spawned it, save that it often displays fey-like features such as pointed ears, plantlike elements, or supernatural grace. A fetch who seeks to impersonate a stillliving source must disguise these features, and takes care to manifest its fetch weapon as one known to be wielded by its target.

When a fetch dies, it and its manifested items fades away into a bloom of plant life, its soul instantly recycled into the First World, leaving behind a patch of weeds and thorny flowers roughly in the shape they held in mockery while alive.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Fey

Creatures of the First World are called the fey.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.