Monster: Therewolf

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A monstrous wolf, black like night, with glowing green eyes.

CR 9; XP 6,400
NE Large Magical Beast
Init +8; Senses darkvision 120 ft., low-light vision, scent; Perception +17
Aura stalking shadows (100 ft.)

AC 12, touch 12, flat-footed 11 (+4 Dex, +10 natural, –1 size)
hp 114 (12d10+48)
Fort +12, Ref +12, Will +8
DR 10/cold iron and magic

Speed 50 ft.
Melee bite +17 (1d8+9)
Special Attacks phantom wolves

Str 22, Dex 18, Con 18, Int 17, Wis 15, Cha 19
Base Atk +12; CMB +19; CMD 33 (37 vs. trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Improved Vital Strike, Iron Will, Vital Strike
Skills Bluff +16, Disguise +16, Intimidate +16, Perception +17, Stealth+15
Languages Abyssal, Common, Sylvan
SQ change shape (a specific Small or Medium humanoid; alter self)

Environment any
Organization solitary
Treasure standard

Phantom Wolves (Su) A therewolf can project shadowy, half-real wolf shapes. It can create one phantom wolf as a standard action, with a maximum number of phantom wolves active at one time equal to its Charisma bonus. Phantom wolves that don't attack specific targets roam and stride across their therewolf stalking shadows aura area, each bestowing a cumulative –1 penalty to attack rolls,  Perception and Survival checks, and saving throws against illusions and shadow effects made by a therewolf's enemies and victims. A therewolf can take a swift action to designed a target for each of its currently active phantom wolves. Each phantom wolf attacks its designated target once per the therewolf's turn, using the therewolf's base attack bonus and its Charisma bonus instead of Strength, dealing 1d6+Charisma bonus points of damage. The therewolf has to see the target to designate it as a prey for a phantom wolf, but the phantom wolf can continue to attack its prey even outside the therewolf's line of sight as long as they remain within the stalking shadows aura. A phantom wolf can be attacked with magic weapons and spells, having the same AC and saving throws as the therewolf, though it vanishes in a puff of shadows after suffering any lethal magic damage. A phantom wolf can make attack of opportunity when the prey takes actions that provokes one, other than movement.

Stalking Shadows (Su) A therewolf is surrounded by an unseen aura that twists and deepens shadows, bestowing +4 bonus to all Disguise and Stealth checks made within.

Therewolves are cruel, cunning, monstrous wolves that favor hunting sapient prey. While they need to consume flesh, like other living beings, they greatly enjoy deceiving and terrifying their victims by projecting a shadowy wolf-like forms that can. A therewolf projections can consume meat, though apparently they also need to be feed greatly increasing the therewolf's food intake.

Therewolves can take on a humanoid alter ego, using it to set up ambushes, disturb their future prey with dreadful tales, and sneak upon unsuspecting victims.

Therewolves are hated and often attacked by actual wolves, though they on rare occasions make deals with werewolves and worgs as long as the prey is plentiful.


Fantasy Locations: The Othertown

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The Othertown is a settlement at the crossroads of the Material Plane and the Fey Otherworld. A place where the mundane meets the magical, where fey pretend to live as mortals, and mortals turn strange.

N Large Town
Corruption +0; Crime +0; Economy +1; Law +0; Lore +2; Society +2
Qualities fey denizens, strategic location, weirdness magnet
Danger +15

Government Autocracy
Population 4,000+ (2,500 fey living like mortals, 500 gnomes, 500 other humanoids , 500 intelligent animals and magical beasts, plus countless gremlins, sprites, pixies, and other fey entities that come and go without pretending to be humanoid citizens)
Notable NPCs
The Mayor (LN Fey)
Constable Dvyrwyn (LG Fey Paladin 4)
Lady Of The Questionable Morals (CE Fey)

Base Value 2,200 gp; Purchase Limit 15,000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Adventure Leads

Children are vanishing from the nearby mortal settlements and farms with traces and hints leading to the Othertown. Is someone capturing humanoid thralls a highborn fey? Is some monster abducting them to fill its pantry? Or maybe a careless but not ill-wishing entity is just looking for friends to play with? Is it really not malicious, though?

A bold merchant leads a caravan into the Othertown and beyond into the strange lands of the Otherworld and looks for guards, guides, and people capable of dealing with fey. Preferably non-violently, unless absolutely necessary. It would be a bad move to kill the potential customers on the first foray, after all.

Lady Of Questionable Morals is playing a new game with her favorite nemesis. The constable needs a group of deputies to disrupt her operations. They need to infiltrate one of her dens of iniquities and gather evidence that will help thwart it, and maybe, just maybe, expose the Lady for the villain she is.

The Mayor decided that the Othertown needs a statue of an Owlbear. Obviously, this means that some brave heroes need to capture one, bring it back to the city, and turn it into stone in the right place, and right position!

A dragon attack was reported near the Othertown. Is that another of Lady Of The Questinable Moral's ploys, or is that an emergency that can be only dealt by having her negotiate with the dragon?!


Planar NPC: The Merchant

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The Merchant

A swarm of minute shards of mirror arranged in a vaguely anthropomorphic form.

CR 4; XP 2,400
NE Dimuntive Fey (swarm)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +16

AC 17, touch 15, flat-footed 16 (+1 Dexterity, +2 natural, +4 size)
hp 45 (10d6+10)
Fort +3, Ref +10, Will +10
Defensive Abilities swarm traits; Immune bleed, death, disease, poison, weapon damage
Weakness one mind, vulnerable to area damage

Speed fly 20 ft. (perfect)
Melee swarm (2d6 bleed plus distraction)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (2d6), distraction (DC 15)
Spell-Like Abilities (CL 10th, concentration +11)
At Will—detect magic, identify, read magic

Str 2, Dex 12, Con 10, Int 15, Wis 13, Cha 13
Base Atk +5; CMB –; CMD —
Feats Alertness, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Appraise +12, Bluff +14, Diplomacy +14, Fly +15, Knowledge (local) +15, Perception +16, Sense Motive +16, Spellcraft +15
Language Common, Sylvan
SQ coalesce, no breath

Coalesce (Ex) The Merchant can make its components fly in highly compact and coordinated fashion, taking on an almost anthropomorphic Medium form capable of manipulating objects with Strength 10. While in this state The Merchant suffers half damage from weapon attacks. Maintaining the coalesced form takes a move action.

One Mind (Ex) The Merchants is a swarm driven by single mind and can be targeted with single target mind-affecting effects.

The Merchant is a greedy and unprincipled trader of goods of varied quality and origins. Exchanging anything as long as it brings profit, The Merchant often has both legitimate and illicit deals with other denizens of the Othertown, thought none so blatant that it could bring the constable's full wrath.

In the times past, The Merchant had different form but was turned by an offended highborn fey into a magic mirror that was later shattered into thousand pieces. There is a recurring rumor that The Merchant business is really just a way to reassemble missing pieces and reform The Merchant into the old shape. The Merchant scoffs as such notions.


Planar NPC: Lady Of The Questionable Morals

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Lady Of The Questionable Morals

A beautiful lady in tight, yet revealing dress made of iridescent scales. Her hair are red, her eyes are fire, and her tongue is forked.

CR 6; XP 2,400
CE Medium Fey
Init +8; Senses darkvision 60 ft., low-light vision; Perception +24

AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dexterity, +2 natural)
hp 71 (13d6+26)
Fort +6, Ref +12, Will +12
DR 5/cold iron; Immune paralysis, sleep; Resist fire 30; SR 17

Speed 30 ft. (dragon form fly 60 ft. with poor maneuverability)
Melee (fey form) rapier +9/+4 (1d6+2/18–20/×2)
Melee (dragon form) bite +10 (1d8+3), 2 claws +10 (1d6+3), and 2 wings +5 (1d4+1)
Special Attacks breathe fire (dragon form, 1/minute, 30-ft. cone, 6d8 fire, DC 19)
Spell-Like Abilities (CL 7th, concentration +11)
At Will—arcane mark, detect magic, disguise self (DC 15), prestidigitation, villainous charm (DC 15)
3/day—apport objects, dispel magic, erase, invisibilityknock

Str 13, Dex 18, Con 14, Int 19, Wis 18, Cha 19
Base Atk +6; CMB +10; CMD 21 (23 dragon form)
Feats Acrobatic Steps, Agile Maneuvers, Alertness, Deceitful, Dirty Fighting, Improved Initiative, Nimble Moves
Skills Appraise +17, Bluff +24, Disguise +24, Fly +20 (+16 in dragon form), Intimidate +12, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Perception +24, Sense Motive +24, Spellcraft +12, Use Magic Device +12
Language Abyssal, Common, Dragon, Goblin, Sylvan
SQ dragon-blooded, dragon form (7 minutes/day)

Dragon-Blooded The Lady counts as both fey and dragon for purpose of all effects.

Dragon Form (Su) Lady can change between her fey and draconic forms as a swift action, though she can only spend a maximum of 7 minutes each day as a dragon. This transformation works like form of the dragon I spell, though it is limited to red dragon form, which always the same. Both shapes are Lady's true forms. In her draconic form, Lady has AC 20, 73 hit points, Str 17, Con 16, fly 60 ft (poor), a number of natural attacks, and a breath weapon that can be used once per minute taking the form of 30-ft. cone dealing 6d8 points of fire damage (successful Reflex saving throw against DC 19 halves) but gains vulnerability to cold.

Villainous Charm (Sp) Lady can charm a creature that she witnessed breaking the law of the Othertown as a standard action, (Will saving throw against DC 15 negates), with the charm lasting for up to 24 hours after the crime was committed. Once she attempts to charm a creature with this ability, she can't use it again on the same target until a new crime is committed. This is a mind-affecting, emotion effect.

Notable Gear +1 rapier, +2 magic dress

Lady Of The Questionable Morals is the face and the brain of the Othertown's criminal underground. She plans and oversees smuggling, theft, and fencing of various substances and goods of questionable legitimacy, she owns a gambling den, dabbles in slave trade, and black magic market. Most of those activities are run by her minions, thralls, and acquaintances, shielding her from responsibility—gremlins, redcaps, and other lesser evil fey. Because of her high-born status, she is above most Othertown laws unless caught directly during crimes that weird and inconsistent fey justice would deem deeply beneath a fey aristocrat.

Until then she flaunts Dvyrwyn's attempts to put her reign of crime to end while The Mayor remains blind to her villainy, considering her a highly respectable citizen. Occasionally, she enters in a secret war with an upstart criminal or a renegade subordinate, sometimes hiring mercenaries to help her in her dealings, or play a game or two with the constable. She is a good sport about her "relationship" with Dvyrwyn, enjoying successes of her nemesis as much as her own, and never tries to kill her (though she isn't shy of harming her if needed).


Planar NPC: Mr. Bigg And Mr. Smol

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Mr. Bigg

There is no denying this giant fellow has more than a trace of troll blood, with the wicked teeth, huge nose, and hair resembling a straw thatching.

CR 9; XP 6,400
Male fey crossbreed barbarian 1
NG Large Fey (giant)
Init +0; Senses low-light vision, scent; Perception +3

AC 23, touch 9, flat-footed 23 (+4 armor, +10 natural, –1 size); 21 while raging
hp 120 (10d6+1d12+77); regeneration 5 (acid, fire)
Fort +11, Ref +7, Will +12; +2 to Fortitude and Will while raging
DR 5/cold iron; Resist fire 10

Speed 40 ft.
Melee large greatclub +15/+10 (2d6+15) or 2 slams +15 (1d6+10)
Melee (raging) large greatclub +17/+12 (2d6+8) or 2 slams +17 (1d6+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (10 rounds/day)

Str 30, Dex 11, Con 22, Int 5, Wis 17, Cha 10
Base Atk +6; CMB +17; CMD 27
Feats Diehard, Endurance, Iron Will, Power Attack, Pushing Assault, Toughness
Skills Knowledge (local) +10, Linguistic –2, Profession (cook) +13, Profession (innkeeper) +13
Language Common, Giant, Sylvan
SQ giant-blooded

Notable Gear +1 studded-leather apron, ring of minor fire resistance

Mr. Bigg is a half-troll innkeeper, running the Othertown Inn (named "Othertown Inn") together with his partner, Mr. Smol who keeps the books. Mr. Smol is a hamster. Mundane hamster, or to be precise, a succession of hamsters, for when "Mr. Smol" reaches the end of his short hamster lifespan, the staff—composed of an endless, ever-changing stream of gnomes, with no gnome appearing twice as far as anyone can tell—replaces him with another, identical whatever hamster is available (in fact the current Mr. Smol is a she). So far Mr. Bigg doesn't seem to notice.

Mr. Bigg is peaceful, unless someone threatens his guests, his staff, or his partner. He may go violent in the first two cases, or fly into outright murderous rage in the latter. Do not threaten Mr. Smol.


Planar NPC: Stitch-Weaver

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A really big spider hangs on the wall, attended by two cobweb-wrapped figures.

CR 7; XP 3,200
CN Large Fey
Init +5; Senses low-light vision, tremorsense 60 ft.; Perception +23

AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 90 (12d6+48)
Fort +10, Ref +9, Will +10
DR 5/cold iron

Speed 30 ft., climb 30 ft.
Melee bite +13 (2d6+12 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks poison
Spell-Like Abilities (CL 12th, concentration +14)
At will—web (4th level, DC 16), web bolt (4th level, DC 16), web shelter

Str 26, Dex 14, Con 18, Int 15, Wis 15, Cha 15
Base Atk +6; CMB +15; CMD 26 (38 vs. trip)
Feats Alertness, Great Fortitude, Improved Initiative, Skill Focus (Heal), Skill Focus (Stealth), Vital Strike
Skills Climb +16, Craft (weaving) +17, Heal +20, Knowledge (arcana) +14, Knowledge (nature) +17, Perception +23, Sense Motive +23, Stealth +18, Use Magic Device +17
Language Aklo, Common, Gnome, Sylvan; telepathy 100 feet.
SQ surgery, webmantle dolls

Stitch-Weaver Poison (Ex) Bite—injury; save Fort DC 20, frequency 1/minute for 10 minutes, effect fatigued for 1 minute, cure 1 save. As a side effect, a creature that is fatigued by the poison is seriously numbed, gaining +4 bonus to saving throws against pain effects. Creature that fails all ten saves is rendered unconscious for 1 hour.

Surgery (Ex) Stitch-Weaver can peform a hour-long surgery on a helpless subject (usually rendered unconscious with a hefty dose of herbal drugs or alcohol) to heal 1d4 points of ability damage, convert 1 point of ability drain into 2d6 points of ability damage. The subject wakes up with 1 hit point and remains exhausted for a day, and fatigued for 1d6 following days.

Webmantle Dolls (Su) The two attendants of Stitch-Weaver are under telepathic direction following orders listlessly. Stitch-Weaver can also control them directly using own skills through their bodies. One of them has Craft (alchemy) with +10 total bonus and the other has Profession (herbalism) at +10.

Stitch-Weaver is the Othertown's resident healer, though she is secretive, unpredictable, capricious, and often switches between long periods of brooding, and short bouts of energy and occasionally dangerous enthusiasm. She sometimes offers her services for participation in "small experiments", often involving being hurt (and possibly poisoned, infected, or infested) by exotic beasts or consuming potentially harmful plants. The rumors that she occasionally eats her patients are probably only rumors, though.

Stitch-Weaver lives in a two store building, though the second level is only accessible by climbing strands of webs, as there are no stairs. The interior is dark, full of cobwebs where Stitch-Weaver grows medicine molds, old cabinets still containing various trinkets, books, and expired medicines of the Othertown's previous medical practitioner.


Planar NPC: Mr. Owl, Esq.

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Mr. Owl, Esq.

A well-rounded, halfling-sized owl with a pair of smoked glasses, wearing a top hat.

CR 2; XP 600
N Small Fey
Init +1; Senses darkvision 120 ft., low-light vision; Perception +5

AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 21 (6d6)
Fort +4, Ref +6, Will +8
Defensive Abilities restraining order; DR 2/cold iron
Weakness dazzled by bright light

Speed 20 ft., fly 40 ft. (good)
Melee beak +5 (1d4+1) and either 2 claws +5 (1d4+1) or 2 wings +0 (1d3)
Spell-Like Abilities (CL 6th, concentration +7)
At will—ghost sound, mending, prestidigitation

Str 12, Dex 12, Con 10, Int 23, Wis 17, Cha 13
Base Atk +3; CMB +3; CMD 14
Feats Alertness, Great Fortitude, Skill Focus (Profession [scribe])
Skills Appraise +12, Fly +15, Knowledge (arcana) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (religion) +15, Knowledge (planes) +15, Linguistics +12, Perception +5, Profession (scribe) +12, Sense Motive +5, Spellcraft +10
Language Abyssal, Aklo, Auran, Celestial, Common, Draconic, Elven, Giant, Gnome, Goblin, Infernal, Strix, Sylvan, Tengu
SQ sworn statement, vast libraries

Restraining Order (Su) After being hits with an attack or affected with a hostile effect, Mr. Owl, Esq. can taken an immediate action saying "desist!" to prevent the offender from taking further hostile activities that would affect Mr. Owl, Esq. At the beginning of each round, the affected foe can attempt a Will saving throw (DC 14) to end the effect. This is a mind-affecting language-dependent effect.

Sworn Statement (Su) When a sapient creature within 30 ft. makes an affirmative or imperative statement about own current or future actions, Mr. Owl, Esq. can seal it as an immediate action, by saying "witnessed" turning the statement into geas that binds the creature that uttered it for up to a year and a day or until the prescribed action is complete. If multiple creatures confirm the statement within 1 round they are also affected. This is a mind-affecting language-dependent effect.

Vast Libraries (Ex) Mr. Owl, Esq. is well versed in all kinds of lore, treating all Knowledge skills as class skills. If he can consult his personal library, he adds half of his Hit Dice to all Knowledge checks and can make Knowledge checks untrained regardless of their difficulty.

Mr. Owl, Esq. is the Othertowns notary, attorney-in-law, legal adviser, and antiquarian. While he aims to retain calm demeanor and gravitas suiting his vocation, he is actually quite passionate about knowledge and books, and can be easily excited by access to new books, new knowledge, or new legal challenges, or panicked when books, any books are threatened.

His leg talons are quite capable of dealing with books and notebooks, though he writes things down by simply dipping the tip of one of his talons in ink and scribbles that way. He has a very neat hand leg writing.