Ethereal Filcher

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Ethereal Filcher
CR 3 CN Aberration
This strange being appears something like an anthropomorphic sack, with a face on its belly and a loose, head-like protrusion above. It has four delicate arms with too many joints and balances itself on a single leg.

Ethereal filchers are bizarre packrats that collect all manner of trinkets and baubles for no real purpose other than to admire them. Although a few ethereal filchers maintain “themed” collections and target a particular type of object, most are completely indiscriminate. They use their ability to briefly enter the Ethereal Plane to catch the targets of their thefts by surprise, enter locked or trapped chambers with ease or to escape retribution for their crimes.

Ethereal filchers have little society to speak of—they are frequently paranoid that other members of their own species will steal their collections from them and have nothing to do with one another. Ethereal filchers are long-lived, but do not care for anything except treasures, making them poor sources of information about the past. They reproduce asexually, vomiting up a leathery husk that grows limbs and scuttles away over the course of a month or so, but do this perhaps once or twice in their extended lifetimes.

Ethereal filchers rarely fight, resorting to combat only as a last resort if unable to escape to the Ethereal. Their weaving fingers can swiftly strip an opponent of a prized weapon or their dignity, pulling down pants, poking eyes or engaging in other distracting tomfoolery. Ethereal filchers are fond of ethereal marauders, and may tame these beasts with food in order to use them as bodyguards.

Ethereal Filcher                CR 3
XP 800

CN Medium aberration
Init +8; Senses darkvision 60 ft., detect magic, Perception +8
Defense
AC
18, touch 17, flat-footed 11 (+4 Dex, +3 dodge, +1 natural)
hp 27 (5d8+5)
Fort
+2, Ref +5, Will +6
Defensive Abilities
incredible balance, limited ethereal jaunt
Offense
Speed
30 ft.
Melee 4 slams +7 (1d4)
Special Attacks
tricky rend (2 slams)
Spell-like Abilities
CL 5th, concentration +5
Constant—detect magic
Statistics
Str
10, Dex 18, Con 12, Int 7, Wis15, Cha 11
Base Atk +3; CMB +7; CMD 20 (24 vs. trip)
Feats
Agile Maneuvers, Improved Initiative, Weapon Finesse
Skills
Perception +8, Sleight of Hand +15, Spellcraft +2, Stealth +10; Racial Modifiers +8 Sleight of Hand
Languages Aklo
Ecology
Environment underground
Organization solitary or holdout (1 plus 1-4 ethereal marauders)
Treasure
double standard
Special Abilities
Incredible Balance (Ex) An ethereal filcher gains a +3 dodge bonus to AC and a +4 bonus to CMD against trip attempts
Limited Ethereal Jaunt (Su)
Three times per day, an ethereal filcher can enter the Ethereal Plane as a move action. It may remain there for up to 1 minute before being returned to the Material Plane. If it chooses, it can end this effect as a free action. This ability otherwise functions as the ethereal jaunt spell.
Tricky Rend (Ex)
If an ethereal filcher hits an opponent with two claw attacks in a single round, it can make a disarm or dirty trick Combat Maneuver check as a free action without provoking an attack of opportunity.

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