Name | Ethereal Filcher |
---|---|
Sorted Name | Ethereal Filcher |
Family | Ethereal Filcher |
Size and Type | Medium Aberration |
Hit Dice Count | 5 |
Hit Dice | 5d8 (22 hp) |
Random Hit Points | 5d8 - 0 |
Initiative | +8 |
Speed | 40 ft. (8 squares) |
Armor Class | 17 (+4 Dex, +3 natural), touch 14, flat-footed 13 |
Base Attack/Grapple | +3/+3 |
Attack | Bite +3 melee (1d4) |
Full Attack | Bite +3 melee (1d4) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | - |
Special Qualities | Darkvision 60 ft., detect magic, ethereal jaunt |
Saves | Fort +1, Ref +5, Will +5 |
Abilities | Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10 |
Skills | Listen +9, Sleight of Hand +12, Spot +9 |
Feats | Dodge, Improved Initiative |
Environment | Underground |
Challenge Rating | 3 |
Organization | Solitary |
Treasure | No coins; standard goods; double items |
Alignment | Usually neutral |
Advancement | 6-7 HD (Medium); 8-15 HD (Large) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Ethereal filcher; CR 3; Medium aberration; HD 5d8; hp 22; Init +8; Spd 40 ft. (8 squares); AC 17 (+4 dex, +3 natural), touch 14, flat-footed 13; Base Atk +3; Grp +3; Atk +3 melee (1d4, bite); Full Atk +3 melee (1d4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., detect magic, ethereal jaunt; AL N; SV Fort +1, Ref +5, Will +5; Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10 Skills and Feats: Listen +9, Sleight of Hand +12, Spot +9; Dodge, Improved Initiative |
Ethereal Filcher
Ethereal filchers are bizarre-looking creatures with a penchant for snatching trinkets from passersby. Their ability to move quickly between the Ethereal Plane and the Material Plane makes them spectacular pickpockets. Ethereal filchers do not speak. CombatAn ethereal filcher prowls about, using its ethereal jaunt ability to move about unseen (and often through solid objects). Upon locating a likely mark, it shifts to the Material Plane, attempting to catch its victim unaware. The creature attempts to seize an item, then retreats quickly back to the Ethereal Plane. It is not above delivering a bite to distract its target. Once it secures a trinket, it scurries back to its lair to admire its prize. When badly wounded, a filcher escapes rather than continuing the fight. Any number of simple ruses can blunt a filcher's attack. Detect Magic (Su): Ethereal filchers can detect magic as the spell (caster level 5th) at will. Ethereal Jaunt (Su): An ethereal filcher can shift from the Ethereal Plane 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 Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th). Skills: Ethereal filchers have a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Bite +3 melee (1d4), or Bite +3 melee (1d4)
feats: DODGE, IMPROVED INITIATIVE, ,