Fetch Stalker
Creature 18 (rare) — fey, plant
Pre-Remaster content. May include legacy alignment.
ShadeFlankerLANDfeyplant
Fetch stalkers form from the souls of Medium or Small fey or humanoids (Small fetch stalkers have the same statistics as Medium ones.) 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
Source: kingmaker-bestiary (Pre-Remaster)
Perception +30; darkvision
Languages common, fey; tongues
Skills acrobatics +32, athletics +32, deception +36, intimidation +34, nature +33, society +31, stealth +34, thievery +31
Str
+6
Dex
+6
Con
+9
Int
+4
Wis
+6
Cha
+8
AC 42
Fort +35
Ref +30
Will +28
+1 status to all saves vs. magic
HP 350 (regeneration 40 (deactivated by fire or void))
Weaknesses cold-iron 15, void 15
Speed 35 feet (air walk)
Offense
Melee Fetch Weapon (agile, magical, versatile-b, versatile-p) +35, Damage 3d8+14 slashing plus 2d6 mental
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 40 (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.
Manifest Fetch Weapon (primal) —
Primal Innate Spells DC 40, attack +32
9th Disjunction
7th Plane Shift (to or from the First World only)
5th Tongues (Constant)
4th Air Walk (Constant)
2nd Illusory Creature
1st Illusory Disguise (At Will)
Cantrips (9th) Produce Flame, Read Aura
WORKS WELL WITH
AnvilLANDAnvil draws enemy attention and retaliation while the Stalker deploys spells and agile attacks from an unpressured angle.
CrasherLANDCrasher provides the raw damage pressure that forces enemies to divide focus away from the Stalker's debuffs and mental strikes.
PUNISHES
✖ low Will✖ magic reliance✖ low Perception✖ spellcasting overreliance
same-role stacking with another Shade dilutes the ambush advantage; pair with a durable frontline role.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Fetch Stalker in the encounter builder — free, no install.
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