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Ethereal Filcher

Clicking around on four talons, the ethereal filcher is an abomination of muscled torso from which five clawed arms extend. The center of its torso is a gaping maw.

Ethereal Filcher CR 2

XP 600
N Medium aberration
Init +8; Senses darkvision 60 ft., magicsense 60 ft., Perception +9


AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 22 (5d8)
Fort +1, Ref +5, Will +5


Speed 40 ft.
Melee bite +7 (1d6)


Str 10, Dex 18, Con 11, Int 9, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 17 (19 vs. trip)
Feats Deft Hands, Improved Initiative, Weapon Finesse
Skills Disable Device +11, Perception +9, Sleight of Hand +11
Languages none
SQ ethereal escape


Ethereal Escape (Su)

The ethereal filcher is able to slip into the Ethereal Plane as a move action. It can remain in the Ethereal Plane for two rounds before it must use a move action to shift back to the Material Plane.

Magicsense (Su)

Ethereal filchers can sense the presence of active magic spells and magic items (as the detect magic) spell within 60 ft. This sense is always active but can be fooled by spells that disguise magic auras or by areas of dead magic.


Characters with ranks in Knowledge (dungeoneering) can learn more about an Ethereal Filcher. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (name)

DC Result
DC 7 Ethereal filchers are bizarre aberrations native to the Material Plane that like to steal magic items.
DC 12 Ethereal filchers can move quickly between the Material and the Ethereal Planes.
DC 17 Ethereal filchers can sense magic, like some undead can sense the presence of life energy. Filchers hunger for the glow of magical items.
DC 22 Ethereal filchers are cowards who will always run away instead of risking serious injury.

Editor's Notes

Based on the creature's description, it has four legs, meaning its CMD vs trip should be:  CMD 17 (21 vs. trip).

GM's are encouraged to use this amount.