Fetch

Medium undead, neutral evil

Armor Class 12
Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)

Skills Perception +3, Stealth +4
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13
Languages languages of the target
Proficiency Bonus +2
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Eerie Omen. The sighting of a fetch is regarded as an omen of impending death. Any creature that sees the fetch must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Ethereal Sight. The fetch can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
  • Incorporeal Movement. The fetch can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Mirror Image. The fetch targets one humanoid and copies its appearance. The fetch has the creature’s memories and behaves like that creature, but with occasional lapses. An observer familiar with the creature can recognize the discrepancies with a successful DC 13 Wisdom (Insight) check, or automatically if the fetch does something in direct contradiction to the creature’s established beliefs or behavior. The fetch disintegrates when it dies.
  • Undead Nature. A fetch doesn t require air, food, drink, or sleep.

ACTIONS

  • Shadowy Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 18 (4d8) psychic damage. Death Curse (1/Day). The fetch can induce death upon any creature it can see within 30 feet. The target must succeed on a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
  • Etherealness. The fetch enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

BONUS ACTIONS

  • Bad Luck. As a bonus action, the fetch can target a creature it can see within 60 feet. The target must succeed on a DC 13 Wisdom saving throw or be cursed with bad luck. The cursed creature has disadvantage on all attack rolls, ability checks, and saving throws for 1 minute. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

ABOUT

The fetch appears as a shadowy and exact duplicate of a living person, including their clothing and distinctive features. It is often seen as a grey form, and its presence is described as airy. When spotted from the corner of the eye, it appears insubstantial, disappearing down hallways or alleys if pursued.

The fetch is a supernatural undead creature that appears as an ominous double of a living person, often seen as an omen of the individual’s impending death. The sighting of a fetch is regarded as a portent of doom. In its true form, a fetch appears as a rubbery gray hairless humanoid.

Fetches are said to appear in various locations, especially in areas associated with death. They are most commonly sighted in the vicinity of their living counterparts, often near places where the individual is destined to meet their fate.

Fetches do not actively hunt their victims but are known for inducing curses upon those who see them. They can influence the events surrounding those who witness their eerie presence, leading to accidents, injuries, and other forms of bad luck. While fetches are rarely malevolent in nature, their appearance is a harbinger of doom, and encountering one can lead to an atmosphere of unease.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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