← Bestiary index

Risen Fetch

Creature 22 (rare) — fey, plant

Pre-Remaster content. May include legacy alignment.

AnvilWeaverLANDfeyplant

Echoes of the corrupted soul of the undead can be used to spawn a fetch as well. A risen fetch appears more as its source did in life than as an undead. 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

Source: kingmaker-bestiary (Pre-Remaster)

Perception +38; darkvision
Languages common, fey; tongues
Skills acrobatics +38, athletics +40, deception +42, intimidation +42, nature +38, occultism +42, society +38, stealth +36
Str
+8
Dex
+6
Con
+10
Int
+8
Wis
+6
Cha
+10
AC 48 Fort +38 Ref +34 Will +34 +1 status to all saves vs. magic
HP 470 (regeneration 50 (deactivated by fire or void))
Weaknesses cold-iron 20, void 20
Speed 35 feet (air walk)

Offense

Melee Fetch Weapon (agile, magical, versatile-b, versatile-p) +41, Damage 4d8+18 slashing plus 4d6 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 50 (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.
Duplicate Victim (occult) —
Manifest Fetch Weapon (primal) —
Steady Spellcasting — If a reaction would disrupt the risen fetch's spellcasting action, the risen fetch attempts a DC 15 Flat. On a success, the action isn't disrupted.
Primal Innate Spells DC 45, attack +37
10th Alter Reality
9th Overwhelming Presence, Telepathic Demand, Weird
8th Spirit Song
7th Duplicate Foe, Duplicate Foe, Duplicate Foe, Plane Shift (to or from the First World only)
6th True Seeing (Constant)
5th Tongues (Constant)
4th Air Walk (Constant), Suggestion
1st Illusory Disguise (At Will)
Cantrips (10th) Read Aura, Telekinetic Projectile

WORKS WELL WITH

CrasherLANDThe Fetch holds the frontline with formidable AC and regeneration while a heavy hitter exploits enemies drawn into its reach.
ShadeLANDHigh deception and intimidation pressure from the Fetch creates openings for a stealthy ally to strike from concealment.
MenderLANDHealing support mitigates the window when the Fetch's regeneration is deactivated by fire or void damage.

PUNISHES

✖ inaccurate attacks✖ spell disruption✖ attrition tactics
Works well with · Punishes · Pairing advice Unlock with Tactics

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

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

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

Full licenses · Privacy · Terms · Walkthrough

Run Risen Fetch in the encounter builder — free, no install.

Open in PathfinderGM →