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Ethereal Filcher

Clicking around on four talons, the ethereal filcher is an abomination of muscled torso from which five clawed arms extend. The center of its torso is a gaping maw.

Despite their name, the ethereal filcher is not a creature of extraplanar origin. These creatures are native to the Material Plane but are able to shift back and forth from the Ethereal Plane easily. Using this ability to seemingly move in and out of reality, the ethereal filcher sneaks about the underearth in search of magic items.

Upon locating a creature carrying magical items, the ethereal filcher will shift into the Ethereal and move into position to reappear in front of its target. If the mark is surprised, the filcher will snatch a magic item (using its more than adequate Sleight of Hand skill) and disappear back into the Ethereal Plane. If a filcher does not surprise the target, they will often bite them instead before then disappearing. The filcher will continue to make surprise attacks against the mark until it is seriously injured or it succeeds.

Once it secures a trinket, an ethereal filcher scurries back to its lair to admire its prize. Ethereal filchers have never been observed to employ magic items or carry them into combat so sages are unsure of why they steal this type of treasure. Rumors abound in the underearth, that a great vault of magic treasure exists—a garbage dump of all the filchers’ finds.

Ethereal Filcher

Medium aberration, unaligned

Armor Class: 17
Hit Points 5d8 (22 hp)
Speed: 40 ft.

10 (0)18 (+4)11 (0)7 (-2)12 (+1)10 (0)

Skills: Perception +5, Sleight of Hand +10, Stealth +5
Senses: darkvision 60 ft., passive Perception 16
Languages: Common (understand only)
Challenge: 2 (450)

Special Traits

  • Detect Magic: Ethereal filchers can detect magic as the wizard spell at will.
  • Ethereal Jaunt: As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.


  • BiteMelee Weapon Attack: +3 to hit, 5 ft. reach, one target. Hit: 3 (1d6) piercing.


Ethereal filchers are bizarre-looking creatures with one foot and four arms ending in hands with long, spindly fingers. They appear to have two heads, one on a long stalk of a neck and another on their abdomen. They have a penchant for snatching trinkets from passersby. Their ability to move quickly between the Ethereal Plane and the Material Plane makes them spectacular pickpockets.

Section 15: Copyright Notice

Familiars & Companions, Copyright 2017, Troll Lord Games; Author Casey Christofferson, Justin Bacon, Tommy Ruteledge, Josh Hubbel, Lance Hawvermile, Luke Johnson, Stephen Vogel and Dave Zenz.

Ethereal Filcher CR 2

XP 600
N Medium aberration
Init +8; Senses darkvision 60 ft., magicsense 60 ft., Perception +9


AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 22 (5d8)
Fort +1, Ref +5, Will +5


Speed 40 ft.
Melee bite +7 (1d6)


Str 10, Dex 18, Con 11, Int 9, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 17 (19 vs. trip)
Feats Deft Hands, Improved Initiative, Weapon Finesse
Skills Disable Device +11, Perception +9, Sleight of Hand +11
Languages none
SQ ethereal escape


Ethereal Escape (Su)

The ethereal filcher is able to slip into the Ethereal Plane as a move action. It can remain in the Ethereal Plane for two rounds before it must use a move action to shift back to the Material Plane.

Magicsense (Su)

Ethereal filchers can sense the presence of active magic spells and magic items (as the detect magic) spell within 60 ft. This sense is always active but can be fooled by spells that disguise magic auras or by areas of dead magic.


Environment underground
Organization solitary
Treasure double

Section 15: Copyright Notice

Forgotten Foes Â© 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.

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