Monster: Gnoll-Harpy

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This creature appears as a cross between a gnoll female and a bat-winged harpy.

CR 6; XP 6,400
CE Medium Monstrous Humanoid
Init +7; Senses darkvision 60 ft., scent; Perception +15


AC 19, touch 14, flat-footed 15 (+3 Dex, +1 dodge, +5 natural)
hp 67 (9d10+18)
Fort +5, Ref +9, Will +7
Immune harpy's captivating song

Speed 20 ft., fly 80 ft. (average)
Melee bite +12 (2d4+3), 2 talons +12 (1d6+3)
Special Attacks derisive laughter
Spell-Like Abilities (CL 9th, concentration +12)
3/day—ventriloquism (DC 14)

Str 16, Dex 16, Con 14, Int 11, Wis 13, Cha 17
Base Atk +9; CMB +12; CMD 26
Feats Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative
Skills Fly +15, Intimidate +15, Perception +15, Perform (comedy) +15
Languages Common, Gnoll
SQ sound mimicry

Environment warm plains, deserts, marshes, and mountains
Organization solitary, pair, or a flight (3—12)
Treasure standard

Derisive Laughter (Su) Gnoll-harpies laughter has a powerful psychological effect on sapient beings. A gnoll-harpy can target a single enemy within 100 feet as a swift action, or all enemies within the range as a standard action and mock them. On a failed Will saving throw (DC 17), they are either incited or ashamed. Incited targets have to spend their next move action to approach the gnoll-harpy, while ashamed one have to spend their next move action to move away. Lack of shared language gives +4 bonus to the saving throw. This is an emotion mind-affecting effect. Gnoll-harpies are immune to each other's derisive laughter. Once a creature was subject to derisive laughter, successfully or not, it gains +2 bonus to saving throws against it for the next 24 hours.

Gnoll-harpies seem to be descendants of gnoll and harpies mingling, inheriting the worst qualities of both, though that does not explain their completely different wing build—they might be result of some sort of hidden demonic taint among the gnolls, however. They are stronger and more malicious than regular harpies, and more messy and louder than gnolls. They are also vastly more intelligent than either, which baffles sages even more.

They are often at odds with regular harpies, who hate them, though they occasionally cooperate with gnolls, unless deemed abominations by envious shamans.


Monster: Frog-Eater

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A brown and rotting green crocodile with multiple legs and an elongated tail, with a giant insect-like growth on its end.

CR 9; XP 6,400

NE Huge Magical Beast
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +20


AC 23, touch 8, flat-footed 23 (+15 natural, –2 size)
hp 123 (13d10+52)
Fort +12, Ref +8, Will +10
Immune poison

Speed 30 ft., burrow 30 ft., swim 30 ft.
Melee bite +16 (3d6+5 plus grab), sting +16 (3d6+5 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks fast swallow, swallow whole (3d6 acid, AC 17, 12 hp)

Str 20, Dex 10, Con 18, Int 11, Wis 19, Cha 11
Base Atk +13; CMB +15; CMD 13
Feats Iron Will, 3, 5, 7, 9, 11,  13
Skills Perception +20, Stealth +8 (+20 in water and mud), Swim +13; Racial Modifiers +12 Stealth in water and mud
Languages Boggard, Grippli
SQ hold breath

Environment warm swamps
Organization solitary
Treasure standard

Burrow (Ex) A forg-eater can burrow through mud and sand, though not through soil or stone.

Frog-Eater Poison (Ex and Su) Sting—injury; save Fort DC 20, frequency 1/round for 6 rounds, effect 1 Str, 1 Dex, and sickened condition until the beginning of the next turn, cure 2 consecutive saves. Humanoid and monstrous humanoid creatures that fail all the saving throws against the frog-eater poison, suffer from a feverish dreams the next time they go to sleep, having 50% chance of gaining ability to cast a random spell-like ability exactly once (d12)—1: beast shape I, 2: cure light wounds, 3: detect aberrations, 4: detect animals and plants, 5: endure elements, 6: heightened awareness, 7: hide from animals, 8: monkey fish, 9: speak with animals, 10: speak with plants, 11: tree shape, 12: whispering lore. After the spell-like ability is used, it's gone. A creature can collect multiple such spell-like abilities, though each has to be gained separately on a different day.

Frog-eaters are crocodilian monstrosities that savor the taste of grippli and boggard flesh, whom they bait with their insect-shaped growth on their tails. While intelligent, they have simple animalistic desires and emotions focused on eating, sleeping, and occasional mating. Their tails, in addition to functioning as a frog-bait, hides a sting that can deliver a poison that can induce hallucinations and an occasional glimpse of shamanic insight.

A few frog-eaters became a petty deities for boggard and grippli communities, accepting sacrifices in return for their protection and access to their poison to their favored servants.


Monster: Lepidosimian

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A hybrid of a butterfly and a monkey, with colorful wings, simian head, six clawed arms, a prehensile tail, compound eyes, fluffy antennas and colorful soft hair. Instead of tongue, it has a long barbed proboscis.

CR 1; XP 400

N Small Magical Beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +0


AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 13 (2d10+2)
Fort +1, Ref +5, Will +3
Resist sonic 5

Speed 20 ft., climb 20 ft., fly 40 ft. (good)
Melee bite +3 (1d4 plus sweet saliva), claws +3 (1d4)

Str 10, Dex 14, Con 12, Int 2, Wis 11, Cha 13
Base Atk +2; CMB +1; CMD 13
Feats Combat Reflexes
Skills Climb +8, Fly +12, Stealth +10

Environment warm forests and hills
Organization solitary, pair, or a swarm (3—20)
Treasure standard

Sweet Saliva (Ex) Lepidosimian thick saliva gives a sweet scent. A creature bitten by a lepidosimian has some of that saliva sticking to it until carefully washed off. Creatures marked with sweet saliva are detected with scent at double the scent's regular range and attract attention of mindless swarms and many beasts and vermin.

Lepidosimians inhabit otherworldly jungles of green moons and strange planets. Their presence across far-away worlds suggest they were spread deliberately by an unknown force or will, though they might have migrated through interplanetary portals and rifts on their own, driven by their simian curiosity and insectile gluttony.

Lepidosimians feed on flower nectar, fruits, though they occasionally enjoy a snack of eggs and invertebrates. Like monkeys they somewhat resemble, they are curious and playful creatures, but unlike them they are eerily silent, most of the time.


Monster: Canicula Agathion

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Agathion, Canicula

An oversized corgi floats in air, moving without visible paws.

CR 4; XP 1,200

NG Medium Outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision, scent, smell evil; Perception +5


AC 17, touch 15, flat-footed 14 (+3 deflection, +2 Dex, +2 natural)
hp 39 (6d10+6)
Fort +3, Ref +7, Will +7
Defensive Abilities ferocity; DR 5/evil; Immune electricity, petrification; Resist cold 10, sonic 10

Speed 40 ft.; air walk
Melee bite +8 (2d4+3)
Special Attacks bark
Spell-Like Abilities (CL 6th; concentration +8)
Constant—air walk, shield of faith
1/day—dimension door (self plus 50 lbs. of objects), locate creaturelocate object

Str 14, Dex 14, Con 12, Int 11, Wis 15, Cha 15
Base Atk +6; CMB +8; CMD 23 (cannot be tripped)
Feats Improved Initiative, Power Attack, Vital Strike
Skills Acrobatics +11 (+15 jumping), Knowledge (planes) +9, Knowledge (religion) +9, Perception +11, Sense Motive +11, Survival +11
Languages Celestial, Draconic, Sylvan; speak with animals, truespeech
SQ lay on hands 3d6 (5/day), track +3

Environment any (Elysium)
Organization solitary or pair
Treasure standard

Bark (Su) Barking of a canicula instantly wakes up sleeping, non-enemy creatures within 60 feet, though canicula can exclude specific creatures from being woken. Good creatures hearing barking of a canicula gain +4 morale bonus to Perception and Sense Motive checks until the end of the canicula's following round. Evil creatures hearing canicula's barking are distracted instead, suffering –4 penalty to concentration checks. A canicula can bark when it rolls initiative, as long as it is not surprised, granting +4 morale bonus to initiative to oneself and its allies.

Smell Evil (Su) A canicula can recognize evil creatures, objects, and effects with its smell and can detect lingering evil aura left by creatures and objects.

Track (Ex) A canicula adds half its HD to Perception and Survival checks made to find and follow tracks and can track while moving at full speed.

Caniculas are corgi-like agathions, dedicated evil-finders, and occasional companions and protectors to children and other defenseless beings. They are very aggressive toward evil entities, though they are excessively friendly toward everyone else. They are also full of energy and easily excited by new smells and discoveries.


Mystic Connection: Necromancer

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Mystic class is versatile caster, in large part defined by connection — a power, theme, or patron that is the key to the character's magical abilities.

Mystic Connection: Necromancer
You command forces of death themselves, animating corpses to serve you, forcing spirits of to speak with you, and taking lives from others for your own goals.
Associated Deities: The Hungerer, The Silent One.
Associated Skills: Medicine and Mysticism
Spells: 1st—death sense, 2nd—command undead, 3rd—speak with dead, 4th—animate dead, 5th—raise dead, 6th—snuff life.

Corpse Servant (Sp) [1st level]
  • You can command a corpse within 30 feet to raise and perform a simple non-combat task. The corpse can walk at the rate of 10 feet per round, carry things as if it had Strength score equal to half your Wisdom score, and handle and manipulate things as long as no skill check is required. The corpse falls down inanimate once the task is complete and cannot be targeted with this ability again. You can spend 1 Resolve Point to either have the corpse follow you and follow simple orders similarly to unseen servant spell for 1 hour per level, alternatively it can continuously or repeatedly perform the initial task for a number of days equal to your mystic level. The animated corpse is destroyed by any damage or effect that would force it to make a saving throw and completely lacks Intelligence or any ability to make choices.
Sympathy For The Dead (Su) [3rd Level]
  • You can use Long-Term Care and Treat Deadly Wounds applications of Medicine skill on undead creatures, and you can opt to heal undead and creatures with negative energy affinity with mystic cure and mass mystic cure spells and effects. You can use harmless mind-affecting spells and effects on undead.
Life-Drinker (Su) [6th level]
  • When a living creature dies within 30 feet of you, you can spend 1 Resolve Point as a reaction to regain a number of Hit Points equal to the victim's level or CR. When your Enlightenment ability is active, you can use this ability as a free action instead. Once per day you can use Life-Drinker to regain all Stamina Points instead, as if you rested for 10 minutes.
Ghost-Speaker (Su) [9th level]
  • Your speak with dead effects are enhanced. You can ask a number of additional questions equal to your Charisma bonus. The interrogated corpse extrudes ectoplasm that temporarily mends its skull and jaws allowing it to speak even when the damage would normally prevent the spell from working correctly. You can spend 1 Resolve Point to be able to cast speak with dead on ashes or otherwise destroyed corpse, or on restrained or controlled undead. If you cast speak with dead on a corpse that was subject to that spell within last week, you can make a caster level check (DC 11+caster level of the previous speak with dead casting) to get a glimpse of the caster and learn what questions were asked (though not the answers to them).
Necromantic Bond (Sp) [12th level]
  • You form telepathic bond with any undead you create or control with command undead or control undead in addition to any regular recipients of your telepathic bond ability. You can concentrate to directly control actions of any of mindless undead you control, using your skills through their bodies. You can cast non-harmless mind-affecting spells and effects on undead.
Between Life And Death (Su) [15th level]
  • You become immune to disease and fear effects. You automatically stabilize without expenditure of Resolve Points. You don't suffer penalties from negative energy levels and they never become permanent, though you still die when accumulated negative energy levels exceed your level. You suffer half the damage from death effects. If you are undead, you suffer half damage from positive energy and whenever you are reduced to 0 Hit Points you can sacrifice one of controlled undead to remain at 1 Hit Point.
Life Eternal (Sp) [18th level]
  • If you died you can send your consciousness and soul to inhabit one of mindless undead you control. You can direct its actions, though you can't use your own special abilities except Sympathy For The Death, Transcendence, and Enlightenment. Alternatively, when you die you can send your consciousness and soul through your telepathic bond to a willing living ally. You can communicate with an ally whose body you inhabit and allow access to any spells you know, though the ally has to provide spell slots and complete the casting process oneself. If you are at least 19th level mystic, you can use your Transcendence ability to project illusory form from the ally's body once per day but as you lack any spells slots to power your spells, you are mostly limited to using your cantrips. Your soul and consciousness return to your body when revived.

New Spell: Death Sense
Level mystic 1, technomancer 1; School necromancy
Casting Time 1 standard action
Range 30 feet
Target one creature or corpse
Duration 1 minute/minute (D)
You senses the ebb of life and death. While this spell lasts, you sense general presence of living and undead creatures within a cone-shaped emanation in front of you. You can take a standard action to focus on a single creature within your line of sight and determine if it is alive, dying, dead, undead, weakened (having 3 or less Hit Points, having any of its ability scores suffering damage or drain exceeding half of their ability score, or suffering from energy drain), or not living. If you focus on a creature you are touching, you can detect presence of diseases and parasites as well. If you focus on a touched corpse, you can learn how long it remains dead and get the general impression of the cause of death.


Mystic Connections: Elementalist

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Mystic class is versatile caster, in large part defined by connection — a power, theme, or patron that is the key to the character's magical abilities.

Mystic Connection: Elementalist
You tap the primal power of the old elements of air, earth, fire, and water. You can use them against your enemies and to protect yourself from their wild ravages.
Associated Deities: The Mother, The Primal.
Associated Skills: Mysticism and Physical Sciences.
Spells: 1st—elemental bolt, 2nd—elemental aura, 3rd—elemental blast, 4th—elemental wall, 5th—control weather, 6th—terraform.

Elemental Attunement (Su) [1st Level]
  • When you regain spells after resting, you have to select one element: air (electricity), earth (acid), fire (fire), or water (cold). This sets the energy type of your connection spells and powers until you change it again. You can produce small amount of element your are currently attuned to within 10 feet as a standard action, using it to heat or cool things, ignite flammables, create pebble, blow candles, or fill a cup of water—matter created by this ability vanishes 1 minute later. You add your mystic level to energy damage of the corresponding type dealt (not stacking with weapon specialization). After gaining channel skill feature, you can apply its bonus to Bluff, Diplomacy, and Intimidate checks made to interact with creatures of the matching elemental subtype.
Elemental Adaptation (Su) [3rd level]
  • You gain constant life bubble effect and 5 points of resistance to energy type linked to your current elemental attunement. This resistance increases to 10 at 8th, 15 at 13th, and 20 at 18th levels.
Elemental Summoning (Sp) [6th level]
  • You can spend 1 Resolve Point to summon a Small elemental spirit of the subtype matching your attunement to serve you for 10 minutes. You can only have one spirit summoned with this ability at a time, except when your Elemental Enlightenment ability is active. At 9th level, you can summon a Medium elemental. At 12th level, you can summon a Large elemental. At 15th level, you can summon Huge elemental, and at 18th level an Elder one.
Shift Attunement (Su) [9th level]
  • Whenever you rest for 10 minutes and spend Resolve to regain Stamina, you can change your elemental attunement to a different element.
Elemental Bond (Sp) [12th level]
  • Creatures connected to you by your Telepathic Bond class feature share benefits of your current Elemental Adaptation.
Elemental Fusion (Su) [15th level]
  • You can spend 1 Resolve Point as a swift action to attune to all four elements for two rounds. You add half your level to acid, cold, electricity, and fire damage, and your connection spells add damage of those four types—using the victim's worst resistance and the greatest vulnerability. You and allies connected to you via your telepathic bond gain resistance to acid, cold, electricity, and fire, and your summoned elemental gains all four elemental templates. When the elemental fusion ends you can select your current attunement.
Elemental Rift (Sp) [18th level]
  • You can perform a ritual that opens a rift to one of the Elemental Planes. Each round you have to spend 1 Resolve Point as a full action for ten rounds until the portal is open. You can either choose the rift to let you and other creatures to pass through for the next minute or let the elemental energies spill out of the rift, slowly turning the surrounding region into a wasteland dominated by single element for the next year. This ability cannot be used in place not connected to Elemental Planes.
New Spells

Elemental Aura
School abjuration (acid, cold, electricity, or fire)
Casting Time 1  standard action
Range personal
Duration 1 round/level (D)
You infuse yourself with elemental energies matching your current elemental attunement. Your elemental adaptation resistance doubles, and your unarmed strikes deal energy damage of your current attunement and target EAC. All creatures that start their turn adjacent to you suffer 2d6 points of acid, cold, electricity, or fire damage, as determined by your current attunement. Additionally you gain the benefits determined by your current elemental attunement:

  • Air: fly speed equal to your base speed with average maneuverability.
  • Earth: Ability to walk on any surface as if using spider climb.
  • Fire: Increase your base speed by 20 feet.
  • Water: Swim speed equal to your base speed, ignore penalties for moving and fighting underwater.

Elemental Bolt
School evocation (acid, cold, electricity, or fire)
Casting Time 1 standard or full action
Range long (400 ft. + 40 ft./level)
Target one creature or object
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
You throw an orb of pure elemental energy matching your current elemental connection dealing 2d6 points of damage when cast as a standard action, and 3d6 points of damage when cast as a full action.

Elemental Wall
School evocation (acid, cold, electricity, or fire)
This spell works like wall of fire, except it deals electricity damage when cast in air attunement, or cold damage when cast in water attunement. When cast in earth attunement it creates a wall of stone composed of one 5-ft. square per level with hardness of 8 and 2 inches of thickness (thickness can be doubled by halving the wall area). Each 5-ft. square of the wall has 15 Hit Points per inch of thickness. The stone wall crumbles to dust when the spell ends.

Elemental Wave
School evocation (acid, cold, electricity, or fire)
Casting Time 1 standard action
Range 30 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

You unleash a wave of elemental energy matching your current attunement, dealing 10d6 points of acid, cold, electricity, or fire damage.


Monster: Caprimera

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A small goat with a fox and iguana heads to the sides of its horned head.

CR 2; XP 600

N Small Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +5


AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 22 (3d10+6)
Fort +5, Ref +5, Will +4
Defensive Abilities all-around vision, evasion

Speed 40 ft.
Melee gore +4 (1d4), 2 bites +4 (1d4)
Special Attacks breath weapon (10-ft. cone, 2d6 fire damage, Reflex DC 13 for half, usable 3 times per day), powerful charge (gore, 3d4)

Str 10, Dex 14, Con 14, Int 5, Wis 13, Cha 11
Base Atk +3; CMB +2; CMD 14 (18 vs. trip)
Feats Improved Initiative, Iron Will
Skills Acrobatics +10 (+14 jumping), Perception +9, Stealth +10; Racial Modifiers +4 Acrobatics, +4 Perception
Language understands Draconic (can't speak)

Environment temperate hills and mountains
Organization solitary, pair, herd (3–12)
Treasure standard

Caprimeras could be mistaken for young chimeras, to which they might be related. They are quite smart, and have variety of personalities, though they tend to have playful yet stubborn streak. They are extreme omnivores, eating plant, meat, fungus, scraps, processed leather, and even organic ashes with gluttonous glee.

A 3rd level spellcaster can select young caprimera as an Improved Familiar (dealing 2d4 points of damage with its breath). It grows into its full Small size after reaching 7th level, losing the young template.