Fetchling ScoutCreature 1
Source Pathfinder Monster Core 2
Perception +5 (darkvision)
Languages Common, Shadowtongue
Skills Acrobatics +7, Athletics +4, Deception +5, Diplomacy +5, Society +3, Stealth +7, Thievery +7
Str +1, Dex +4, Con +2, Int +0, Wis +0, Cha +2
AC 16; Fort +5; Reflex +9; Will +5;
HP 20
Speed 25 feet
Dagger
+9 (+5, +1) to hit (agile, finesse, versatile s) 1d4+1 PiercingDagger
+9 (+5, +1) to hit (agile, finesse, thrown 10, versatile s) 1d4+1 PiercingShadow Blending
When the fetchling scout is Concealed as a result of dim light, the flat check to target them has a DC of 7, not 5.
Shadow Stride
(illusion, occult, shadow)Requirements The fetchling is in dim light
Effect The fetchling Strides. They have a +10-foot status bonus to their Speed during this Stride. The DC from shadow blending increases to DC 11 flat during this Stride, and the fetchling remains Concealed by dim light until the end of the movement, even if they leave dim light during the Stride.
Sneak AttackThe fetchling scout's Strikes deal an additional 1d6 precision damage to Off-Guard creatures.
Occult Innate Spells (DC 15, +7 to hit)
1st Level: Illusory Disguise
Fetchling scouts patrol the outskirts of their communities, looking for any possible threats.
The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the Netherworld. No longer human at all, these people, who call themselves kayals, have become monochromatic in coloration, with flesh tones and hair colors varying between white, black, and all shades of gray. Their limbs are lithe and willowy, and their eyes are generally solid yellow, yellow-green, or white, though a rare few have a purple or blue glow.
Fetchlings have developed their own complex societies in the Netherworld, often under the tolerance of or in servitude to the strange, malignant creatures there, such as sinister velstracs or enigmatic d'ziriaks. While individual fetchlings have their own morals and codes, they are all survivors in a harsh environment, which leads to a tendency toward pragmatism. Fetchling clothing mimics the regions they dwell in, with drab colors tending toward darker shades. When they trade with humans or other societies in the Universe, they often wear masks or concealing clothing to hide their appearance.
Typical fetchling communities are insular and swiftly close ranks in the event of an intruder. Though individual fetchlings don't mind traveling to and blending in with other societies to facilitate trade, they often hide or even react defensively if they have their own visitors. When one considers the nature of the other denizens of the Netherworld, however, this tendency to assume the worst of interlopers might make sense. Fetchling communities in the Universe are rare, but do exist in small pockets. These communities tend to be somewhat more open than those in the Netherworld. Many fetchling adventurers originate from these enclaves, as the curiosity to see the world beyond the shadows is often a difficult one to sate.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FetchlingA creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life in the Netherworld have transformed them.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
ShadowThis magic involves shadows or the energy of the Netherworld.