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Fetch Behemoth

Creature 20 (rare) — fey, plant

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDfeyplant

A fetch behemoth is much larger than a stalker, and forms from the soul of a Large fey or humanoid. A fetch is a twisted, deviant simulacrum of a humanoid creature that exists or existed at one point on the Material Plane. Rumors of fetches that are reflections of entities from other planes persist, but none of these tales speak of fetches that duplicate anything other than a sapient source. A fetch can manifest spontaneously when a powerful creature undergoes a significant emotional event or d

Source: kingmaker-bestiary (Pre-Remaster)

Perception +36; darkvision
Languages common, fey; tongues
Skills acrobatics +36, athletics +39, deception +39, intimidation +39, nature +32, society +30, stealth +36
Str
+10
Dex
+6
Con
+9
Int
+2
Wis
+8
Cha
+8
AC 44 Fort +37 Ref +32 Will +34 +1 status to all saves vs. magic
HP 460 (regeneration 45 (deactivated by fire or void))
Weaknesses cold-iron 20, void 20
Speed 35 feet (air walk)

Offense

Melee Fist (magical, reach-10, unarmed) +38, Damage 4d6+18 bludgeoning plus 4d6 mental
Ranged Rock (brutal) +38, range increment 120 feet, Damage 4d4+18 bludgeoning

Abilities

Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic
Regeneration 45 (Deactivated by Fire or Void) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Catch Rock
Throw Rock — The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Primal Innate Spells DC 42, attack +34
10th Cataclysm
9th Disjunction
8th Earthquake
7th Plane Shift (to or from the First World only)
5th Tongues (Constant)
4th Air Walk (Constant)

WORKS WELL WITH

WeaverLANDRegeneration-fueled attrition demands a weaver's debuffs to accelerate the damage race before healing kicks in.
FlankerLANDReach and throw rock control space while a flanker circles into off-guard positions.
ShadeLANDHigh-threat melee presence masks a shade's stealth approach from the opposite angle.

PUNISHES

✖ ranged reliance✖ standing still
stacking another regeneration-based Anvil creates an encounter vulnerable to focused fire and void damage.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Kingmaker.

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