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    Fetchling

    This gaunt man appears drained of color, like a person viewed at twilight or in a dark alley.

    Fetchling (Kayal)
    CR 1/2

    XP 200
    Fetchling rogue 1
    N Medium outsider (native)
    Init
    +3; Senses darkvision 60 ft., low-light vision; Perception +3

    DEFENSE

    AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
    hp
    10 (1d8+2)
    Fort
    +2, Ref +5, Will –1
    Defensive Abilities shadow blending; Resist cold 5, electricity 5

    OFFENSE

    Speed 30 ft.
    Melee
    dagger +3 (1d4+1/19–20)
    Special Attacks
    sneak attack +1d6
    Spell-Like Abilities
    (CL 1st; concentration +3)

    1/day—disguise self (humanoid only)

    STATISTICS

    Str 13, Dex 17, Con 14, Int 8, Wis 8, Cha 14
    Base Atk
    +0; CMB +1; CMD 14
    Feats
    Weapon Finesse
    Skills
    Appraise +3, Bluff +6, Diplomacy +6, Knowledge (local) +3, Knowledge (planes) +2, Perception +3, Sense Motive +3, Stealth +7; Racial Modifiers +2 Knowledge (planes), +2 Stealth
    Languages
    Common
    SQ
    trapfinding +1

    SPECIAL ABILITIES

    Shadow Blending (Su)

    Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

    Image used by permission of Purple Duck Games.

    Fetchling Characters

    Fetchlings are defined by their class levels—they do not possess racial HD. They have the following racial traits.

    • +2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
    • Darkvision: Fetchlings see in the dark up to 60 feet.
    • Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
    • Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
    • Shadow Blending: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
    • Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
    • Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. It can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, it gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, it gains plane shift (self only, to the Plane of Shadow or the Material Plane only) usable once per day. A fetchling’s caster level is equal to its total Hit Dice.
    • Languages Fetchlings begin play speaking Common. A fetchling with a high Intelligence score can choose any of the following languages: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.