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Demon, Fetch

This shadowy humanoid figure has an indistinct body and face, though its wicked-looking claws are plainly evident.

Fetch CR 7

XP 3,200
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +21

AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 84 (8d10+40)
Fort +7, Ref +9, Will +10
Defensive Ability shadow blending; DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18

Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +11 (1d4+1 plus 1d6 Charisma damage); or melee touch +11 (1d6 Charisma damage)
Special Attacks zombify
Spell-Like Abilities (CL 12th)

Constant—tongues (4th)
At will—detect thoughts (2nd) (DC 20), shadow walk (self plus 50 lbs. of objects only) (6th), plane shift (7th) (self plus 50 lbs. of objects only, to the Abyss, the Material Plane, or the Plane of Shadow only)
1/day—summon (level 3, 1 shadow demon 50%)

Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
Base Atk +8; CMB +11; CMD 22
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Skills Bluff +27, Diplomacy +19, Disguise +19 (+39 when using change shape), Escape Artist +11, Intimidate +16, Knowledge (history) +15, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ change shape (Small or Medium humanoid, alter self), mimic victim

Environment any (Abyss)
Organization solitary, pair, or cabal (3–12)
Treasure NPC gear

Mimic Victim (Su) When a fetch uses change shape, it can assume the appearance of specific individuals it has turned into living zombies using its zombify ability. While mimicking a specific individual, a fetch may make a DC 20 Knowledge (history) check to remember the details of any given event that individual could have remembered, were that individual not a living zombie.
Shadow Blending (Su) Attacks against a fetch 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.
Zombify (Su) Whenever a fetch deals Charisma damage to a Small or Medium humanoid, if the total Charisma damage dealt to that humanoid exceeds its Charisma score, the humanoid is subject to a dominate person effect (as per the spell with the fetch as the caster, no save, CL 11th) and becomes a living zombie.