3e SRD:Ethereal Filcher

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This material is published under the OGL 1.0a.

Ethereal Filcher

Size/Type: Medium Aberration
Hit Dice: 5d8 (22 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 17 (+4 Dex, +3 natural)
Attacks: Bite +3 melee
Damage: Bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Ethereal jaunt, detect magic
Saves: Fort +1, Ref +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/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: No coins; standard goods; double items
Alignment: Usually neutral
Advancement: 6-7 HD (Medium-size); 8-15 HD (Large)

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.



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