2025-12-07

Fantasy Monster: Festival Specter

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Festival Specter

A cloud of washed red and dried green, resembling a tattered robes floating on the invisible winds, with a skull for a face, which, despite having no flesh left, seems to be frozen in an eternal frown.

CR 12; XP 19,200
LE Medium Undead (incorporeal)
Init +11; Senses darkvision 60 ft., doomsight; Perception +25

Defense
AC 27, touch 27, flat-footed 20 (+7 deflection, +7 Dex, +1 dodge, +2 insight)
hp 161 (14d8+98)
Fort +11; Ref +13; Will +15
Defensive Abilities incorporeal

Offense
Speed fly 30 ft. (perfect)
Melee 2 touches +17 touch (6d6 or drain joy)
Special Attacks drain joy

Statistics
Str –, Dex 24, Con —, Int 13, Wis 19, Cha 25
Base Atk +10; CMB +17; CMD 37
Feats Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Hover, Improved Initiative, Iron Will
Skills Fly +32, Knowledge (religion) +18, Perception +25, Sense Motive +25, Stealth +24
Languages Common, Celestial, Infernal

Ecology
Environment urban or rural communities, ruins
Organization solitary
Treasure standard

Special Abilities

Drain Joy (Su) A sapient living creature struck by festival specter's touch feels an enormous emptiness inside and has to choose between suffering 6d6 points of damage, or accept a curse that deprives them of ability to feel joy, pleasure, enthusiasm or content. The victim suffers –4 penalty to all skill rolls and to saving throws against fear, despair, or any effects that would make them render them resigned and inactive. When a creature whose joy was already drained is struck again by festival specter's touch, the specter places a compulsion on the victim to perform a single task related to festival preparations, associated rites, or punishing another person for not conforming to the festival specter's expectations, as if dominate person was used, for as long the named task takes (the victim doesn't get an initial saving throw but they can stop themselves from taking individual actions that are directly antithetical to their nature for 1 round with a successful Will saving throw against DC 21). Drain joy is a compulsion and curse effect. Creatures immune to either simply suffer 6d6 points of damage. The saving throw DC is Wisdom-based.

Doomsight (Su) A festival specter has an uncanny ability to predict misfortune, failure, catastrophes, malice, and violence, granting it constant benefits of foresight.


Festival specters are grim and gloomy vestiges of resent and malice focused on certain festivals, especially but not exclusively those related to winter solstices. They demand the most strict and obedient observance of ceremonies, without slightest deviations from their vaguely remembered lives, and yet, they detest any joy and release the associated festivities could bring to the participants.

The worst festival specters are those who are ancient enough to remember the times when the most important festivals involved sacrifice of sapient beings, either regularly or for exceptionally bad years – and for those mad spirits all years are exceptionally bad.

Thankfully, most of them linger dormant for most of the year, and may even occasionally be tricked into believing the festivities are obsessed with hasn't come yet. It isn't easy task, and may backfire spectacularly if they come to conclusion they missed one or more years of festivities, pushing them into frenzied attempts to compensate...



2025-11-30

Fantasy Monster: Gre'gre

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Gre'gre

A brutish, big-yet-lanky, ogre-like creature with pale green skin and dark, vibrant-green hair growing all over the body like a moss.

CR 6; XP 2,400
CN Large Humanoid (giant)
Init +8; Senses low-light vision, scent; Perception +10

Defense
AC 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural, –1 size)
hp 78 (12d8+24)
Fort +10; Ref +8; Will +5; +4 racial bonus to saving throws against poison

Offense
Speed 40 ft., climb 20 ft.
Melee hunting spear +12/+7 (2d6+6) or 2 slams +12 (1d6+4)
Ranged thrown javelin +12/+7 (1d8+4)
Space 10 ft.; Reach 10 ft. (15 ft. with spear)
Special Attacks patient ambusher

Statistics
Str 18, Dex 18, Con 14, Int 9, Wis 13, Cha 9
Base Atk +9; CMB +15; CMD 31
Feats Combat Reflexes, Defensive Combat Training, Dodge, Improved Initiative, Nimble Moves, Quick Draw
Skills Climb +12, Perception +10, Stealth +0 (+10 in light vegetation, +20 in heavy), Survival +10
Languages Giant, Sylvan
SQ blend-in, primitive craftsmanship

Ecology
Environment warm forests or swamps
Organization solitary, pair, family (3–5), or tribe (6–20)
Treasure standard

Special Abilities

Blend-In (Ex) Gre'gres have +10 racial modifier to Stealth checks in light vegetation, or +20 in heavy vegetation of their native jungles. Gre'gres can take 20 on Stealth check when remaining immobile within overgrown space.

Patient Ambusher (Ex) Hidden gre'gres can make attacks of opportunity with a thrown javelin within 60 feet of their hiding places against provoking targets they can see. They can make an Stealth check immediately after such attack to remain hidden without –20 penalty usually associated with a sniping attempt. Each gre'gre carries a bundle of javelins for that purpose.

Primitive Craftsmanship (Ex) Gre'gres with access to wood and other materials that can be harvested in jungle can make primitive, but surprisingly effective spears and replacement javelins in few hours.


Gre'gres – they seem to hate being called green ogres, making some kind of ritual gesture whenever ogres are mentioned, implying deliberate severance of any form of kinship or relationship – are denizens of enormous mammoth jungles, living the lives of stealthy hunter-gatherers. Surprisingly for creatures so much larger and heavier than humans, they spend a lot of their lives in the trees, hiding from more dangerous creatures and ambushing those they think can take on.


2025-11-23

Fantasy Monster: Talking Heads

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Talking Heads

A rather big head of elderly gnome-like entity floats in the air with a rather dismissive smirk, and a mercurial glint in the eyes.

CR 5; XP 1,600
N Small Fey
Init +5; Senses low-light vision; Perception +20

Defense
AC 18, touch 17, flat-footed 12 (+5 Dex, +1 dodge, +1 natural, +1 size)
hp 54 (12d6+12)
Fort +4; Ref +12; Will +8
Defensive Abilities evasion; DR 5/cold iron

Offense
Speed fly 40 ft. (perfect)
Melee headbutt +7 (2d4)
Special Attacks cutting remarks (30 ft., 5d6 sonic, DC 19 Will negates)

Statistics
Str 10, Dex 20, Con 12, Int 13, Wis 13, Cha 17
Base Atk +6; CMB +5; CMD 27
Feats Alertness, Defensive Combat Training, Dodge, Flyby Attack, Hover, Mobility
Skills Escape Artist +20, Fly +30, Knowledge (any) +7, Perception +20, Perform (comedy) +18, Perform (oratory) +18, Perform (sing) +18, Sense Motive +20
Languages tongues
SQ catch up, not-so-omniscient

Ecology
Environment any
Organization narrator, pair of commentators, chorus (3–12)
Treasure standard

Special Abilities

Catch Up (Su) Talking heads can catch up with their marks, teleporting nearby them as if using greater teleport with a full-round action. Talking heads have to narrate some sort of catching-up with the "protagonists" immediately after they do so, so they can't use this ability while silenced. The whole group of talking heads moves at once with this effect. This is a language-dependent teleportation effect.

Cutting Remarks (Su) Talking heads can blast others with particularly vicious comments, dealing 5d6 points of sonic damage to one or more creatures within 30 feet that fail a Will saving throw (DC 19). This is a language-dependent sonic effect. The saving throw DC is Charisma-based.

Not-So-Omniscient (Ex) Talking heads know a lot about everything, though their knowledge is mostly superficial and inconsistent, allowing them to make any Knowledge checks untrained, with bonus equal to half their HD (already listed in their skills).


Talking heads are entities that occasionally come from the Otherworld to follow interesting people and groups and provide a constant stream of narration, commentary, or even a song and a-cappella background music.

Talking heads can't really hold their tongue – they seem to be unable to keep silent for long, even threats and bribery works for depressingly short periods of time. They can follow their chosen marks for days or weeks before they find someone more interesting. They can be rid off by being extremally boring for an extended period of time, keeping them silenced for a few days, or killing them, though the last can draw wrath and vengeance of more powerful Fey and even stranger entities, for some reason – it's like some greater beings listened to the talking heads antics for entertainment...

Occasionally, patient adventurers can benefit from listening to talking heads' narration, learning about overlooked details and context they didn't know about. More often, talking heads disrupt attempts at using stealth, subterfuge, and disguise, sharing with everyone nearby about what actually happens.


2025-11-16

Fantasy Monster: Faerie Contractors

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Faerie Contractors

A bunch of stocky figure resembling gnomes in matching work outfits. They have weird, dusty hair covered with caps, and many of them seem to keep a hand-made cigarette butt in the corner of mouth.

CR 3; XP 800
N Small Fey
Init +2; Senses low-light vision; Perception +10

Defense
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 33 (6d6+12)
Fort +4; Ref +7; Will +6
Defensive Abilities half damage from falling, falling objects, and construction accidents; DR 5/cold iron
Weakness susceptible to sleep

Offense
Speed 20 ft.
Melee handy tool +6 or +4/+4/+4 (1d4+3, ×3)
Ranged thrown tool +6 (1d4+3, ×3)
Special Attacks frenzied flurry

Statistics
Str 14, Dex 14, Con 14, Int 13, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 16
Feats Endurance, Skill Focus (Craft [carpentry of stonemasonry]), Skill Focus (Profession [builder])
Skills Climb +11, Craft (carpenter or stonemasonry) +13, Knowledge (engineering) +7, Perception +10, Profession (builder) +10, Sleight Of Hand +11, Stealth +11
Languages Common, Sylvan
SQ unpredictable workload

Ecology
Environment rural, urban, underground
Organization crew (3–20)
Treasure standard

Special Abilities

Frenzied Flurry (Ex) Faerie contractors can lash with their tools at anyone interrupting their work with an amazing speed, making three attacks with –2 penalty each as a full attack.

Susceptible To Sleep Faerie contractors are prone to taking naps when the fancy hits them. Almost always at least one of contractors is dozing somewhere out of sight. Each faerie contractor counts as a single HD creature for purpose of being affected by sleep spell and they suffer –4 penalty to saving throws against sleep effects.

Unpredictable Workload (Su) The speed of construction done by crew of faerie contractors is extremally erratic, as if the very fabric of the world could not decide if it wants to help or hinder them – accidents happen (though they never hurt contractors) that slow things down while happy coincidences.

D20Effect
1The work continues forever – the very site of constuction becomes a breach of Fey Otherworld into the material world
2-5The work is unnaturally extended, taking (7 minus the die result) times as much
6-15The work takes the usual amount of time, beneficial and hindering incidents balancing each other
16-19The work time is unnaturally short, being divided by (die result minus 14)
20The work takes a single night – and the construction sight becomes a weak spot touched by the Otherworld

Faerie contractors are gnome-like fey that build things – usually because someone made a deal, either directly with their foreman, or indirectly with a greater faerie entity that holds authority over them, though occasionally they come from their own initiative to repay a perceived debt or are compelled by greater force (though they are extremally grumpy and often engaging in malicious compliance if coerced without adequate compensation).

They never do mining work, though, noting it would violate guild and union regulations.

While faerie contractors are competent when they focus on the work, they tend to be erratic and unpredictable, pedantic and over-literal, lazy and irreverent, somehow mixing and balancing chaotic and ordered aspects of their nature. They are also hard to discern between each other, with any distinguishing traits seemingly switching between individuals at moments notice (though it might be faerie contractors deliberately messing up with others).

2025-11-09

Fantasy Monster: Words-In-Stone

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Words-In-Stone

A monolithic slab of polished black stone, engraved and enameled with golden glyphs.

CR 20; XP 307,200
LN Large Construct
Init +10; Senses darkvision 120 ft., domain of law 100 miles, low-light vision; Perception +27

Defense
AC 36, touch 26, flat-footed  (+6 deflection, +10 Dex, +1 dodge, +10 natural, –1 size)
hp 405 (30d10+240); fast healing 30
Fort +22; Ref +32; Will +27
Defensive Abilities enhanced durability 6, enhanced protection 6, hardness 20; Immune construct traits

Offense
Speed fly 60 ft. (perfect); overland flight
Space 10 ft.; Reach 60 ft.
Special Attacks punishing arcs (20d10, Will DC 27 negates)

Statistics
Str 30, Dex 30, Con —, Int 11, Wis 21, Cha 11
Base Atk +30; CMB +41; CMD 61 (can't be tripped)
Feats Ability Focus (punishing arcs), Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Hover, Improved Initiative, Lightning Stance, Mobility, Run, Skill Focus (Perception), Skill Focus (Sense Motive), Toughness, Wind Stance
Skills Fly +16, Perception +45, Sense Motive +45
Language understands all languages; telepathy 100 ft.

Ecology
Environment any
Organization solitary
Treasure standard (rare metals and magical inks)

Special Abilities

Domain Of Law (Su) Each words-in-stone bears a commandment, a (presumably) divine instructions, a course of action, law, proscription, or taboo, that the words-in-stone are bound to enforce. Whenever anyone, willingly or accidentally, knowingly or not, violates the commandment within 100 miles, words-in-stone become aware of it and starts pursuing the offender. While the entity has a general idea of location and identity of the perpetrator, it can be deceived with enough effort and loses track and memory of the perpetrator of violation if the perpetrator manages to move beyond the hundred miles range.

Judgement Of Law (Su) Any living sapient creature reduced to 0 hit points by words-in-stone's punishing arcs enters a timeless mindscape, where a phantom figure informs of the commandment borne by the particular words-in-stone, and demands that creature submitted itself to the words and followed them strictly – there is subjective time for the creature to ask details and clarifications about the commandment, though the creature can't negotiate its way out. If the creature agrees to submit, it wakes up with 1 hit point, with a permanent, exceptionally potent (–6 penalty to ability scores per infraction, with no limit on total penalty accumulated) geas to obey the commandment and permanent vulnerability (+50% damage) to the punishing arcs of that words-in-stone. If the creature defies the words, it immediately petrifies into a stone statue. Only freedom, miracle, or wish (or equivalent magic) can free the petrified victim, and only miraclewish or destruction of the words-in-stone can remove the geas.

Overland Flight (Ex) Out of combat, words-in-stone can maintain flight speed of 30 miles per hour.

Punishing Arcs (Su) Words-in-stone unleashes arcs of crackling power that can target one creature within the 60-ft. reach as a standard action, or as an attack of opportunity, or any number of targets within reach as a full attack. Targeted creatures suffer 20d10 points of damage from (presumably) divine power on a failed Will saving throw (DC 27). The saving throw DC is Constitution-based.


Words-in-stone are embodiment of (presumably) divine commandments, each one guarding one commandment and enforcing it mercilessly. It is debatable if the commandment carved into words-in-stone are truly divine, though, for many of them seem rather weird, overcomplicated, whimsical, contradictory, or even outright incomprehensible to mortal minds, with little to no rational explanation for them.


2025-11-02

Fantasy Monster: Polyscorpion

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Polyscorpion

It has disk-like, chitinous body moving on eight segmented legs, with four claws in the front and three raised tails ending in stingers.

CR 12; XP 19,200
N Huge Vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +23

Defense
AC 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, –2 size)
hp 156 (24d8+48)
Fort +16; Ref +11; Will +11

Offense
Speed 30 ft.; burrow 30 ft.; sidestep
Melee 4 claws +19 (1d8+3) and 3 stingers +19 (1d8+3 plus polyscorpion poison)
Space 15 ft.; Reach 5 ft. (15 ft. with stingers)
Special Attacks poison (DC 24)

Statistics
Str 16, Dex 16, Con 14, Int –, Wis 17, Cha 2
Base Atk +18; CMB +23; CMD 42 (54 vs. trip)
Feats Combat ReflexesBDefensive Combat TrainingB
Skills Perception +23, Stealth +11; Racial Modifiers +20 Perception, +20 Stealth

Ecology
Environment warm or temperate deserts, forests, plains or underground
Organization solitary
Treasure incidental

Special Abilities

Polyscorpion Poison (Ex) Sting–injury; save Fort 24, frequency 1/round for 3 rounds, effect 1d4 Str, cure 2 consecutive saves.

Sidestep (Ex) A polyscorpion might not be as fast as giant scorpions but it is surprisingly agile, allowing it to move up to 10 feet ignoring difficult terrain when it takes a 5-ft. step.


Polyscorpions seem to be a bigger and more monstrous kin to regular giant scorpions, looking as if someone fused two or three scorpions together, or maybe the deity that created them couldn't decide between a spider and a scorpion.

Unlike true scorpions, they don't grab their prey, relying on incapacitating venom of as many stings as they can deliver as quickly as possible instead.


2025-10-26

Fantasy Monster: Blood Red Riding Hood

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Blood Red Riding Hood

A fair maid wrapped in a red hooded cloak, with intense gaze and hungry smile.

CR 11; XP 12,800
CE Medium Fey
Init +11; Senses low-light vision, scent; Perception +32

Defense
AC 25, touch 23, flat-footed 17 (+5 deflection, +7 Dex, +1 dodge, +2 natural)
hp 156 (24d6+72); regeneration 10 (cold iron)
Fort +10; Ref +19; Will +15
DR 10/cold iron; Immune lycanthropy, polymorph effects

Offense
Speed 30 ft.
Melee 4 spectral jaws +19 (3d6 force)
Space 5 ft.; Reach 5 ft. (30 ft. spectral jaws)
Special Attacks charm wolves (DC 22), inspire wolves

Statistics
Str 14, Dex 24, Con 16, Int 15, Wis 13, Cha 19
Base Atk +12; CMB +14; CMD 43
Feats Acrobatic Step, Alertness, Combat Reflexes, Defensive Combat Training, Dirty Fighting, Dodge, Improved Initiative, Nimble Moves, Outflank, Shake It Off, Toughness, Weapon Finesse
Skills Bluff +31, Disguise +31, Knowledge (local) +29, Knowledge (nature) +29, Perception +32, Sense Motive +32, Stealth +34, Survival +28
Languages Common, Sylvan; speak with animals (wolves and wolf-like beings only)
SQ gift of wolf, wolf-riding

Ecology
Environment forest, hills
Organization solitary, accompanied by wolves, wolf-like monster, and werewolves
Treasure standard

Special Abilities

Charm Wolves (Sp) Blood Red Riding Hood can sway the hearts of natural and supernatural wolves alike, including werewolves, wolf-like fey, magical beasts, monstrous humanoids, outsiders, and even other creatures polymorphed into wolves (though the latter only for as long as the polymorph effect lasts). This works like charm monster but affects any number of suitable targets within the line of sight at once and has permanent duration. Blood Red Riding Hood can sway up to ten times her HD of mundane wolves (including dire wolves), but is limited to having up to twice her HD of werewolves and other wolf-like monsters, and she can't charm creatures with HD higher than half her HD. The saving throw DC is Charisma-based.

Gift Of Wolf (Su) Blood Red Riding Hood can bestow lycanthropy on a willing humanoid in an act of intimacy during the full moon.

Inspire Wolves (Su) Wolves and wolf-like beings are energized and agitated in her presence, gaining +2 morale bonus to attack rolls, damage rolls, saving throws, and skill checks while they are within 60 ft. Creatures affected by her charm wolves ability gain +4 morale bonus, regeneration 5 (cold iron), and share her teamwork feats (normally Outflank and Shake It Off) regardless of their distance from her. Mundane wolves affected by this ability show increased ability to understand human behavior and human language, at least on par with the best trained dogs.

Spectral Jaws (Su) Blood Red Riding Hood might seem harmless, but in combat she can conjure spectral jaws that tear her enemies apart. She can make a single spectral jaw attack as an attack action, up to four spectral jaws as a full attack action, and she can conjure them to make attacks of opportunity within a whopping reach of 30 feet. Spectral jaws always strike from her direction, but they can easily flank opponents with any wolves fighting on Blood Red Riding Hood behalf. Attacking with spectral jaws leaves blood stains on her fingers, which she happily licks off. Spectral jaws are force effect but they also count as cold iron and silver against regeneration and vulnerabilities.

Wolf-Riding (Ex) Blood Red Riding Hood can ride any of her charmed wolves or wolf-like beings as long as they are Medium or larger, always succeeding required Ride checks.


Blood Red Riding Hood might be born out of human fears of wilds and wolves in particular, a personification of ferocity and savagery ascribed to them by ignorant mortals.

She enjoys pain and fear, seeking to turn wolves, werewolves, and other wolf-like beings into cruel and cunning monsters that will stalk and hunt civilized being, keeping them afraid of wilderness.

She occasionally falls for mortals though, particularly hardened survivors, hunters and shepherds, but also brooding loners, cast-offs, and those with spark of resentment or anger in their hearths, justified or not. She might become a sultry seductress, an innocent maid, a dominating mistress, a submissive waif—she is ready to switch her role to fit what her lovers need to be pulled deeper and deeper into cruel savagery and darkness of their hearts. In her mind, she is freeing them from chains of humanity and domestication by civilization.