2026-05-24

Fantasy Monster: Truth Eater

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Truth Eater

A translucent jelly floats through the air. It's dome disturbingly resembles an exposed brain.

CR 4; XP 1,200
CN Tiny Aberration (incorporeal)
Init +6; Senses greater thoughtsense 120 ft.; Perception +12
Aura consume truth (60 ft.)

Defense
AC 17, touch 17, flat-footed 15 (+3 deflection, +2 Dex, +2 size)
hp 39 (7d8+7)
Fort +3; Ref +4; Will +7
Defensive Abilities incorporeal; Immune non-magical damage
Weakness vulnerable to mind-affecting damage

Offense
Speed fly 30 ft. (perfect)
Melee 3 psychokinetic lashes +9 touch (2d4)
Space 2-1/2 ft.; Reach 30 ft.

Statistics
Str Dex 14, Con 12Int 11, Wis 15, Cha 17
Base Atk +5; CMB +5; CMD 15
Feats Alertness, Combat Reflexes, Hover, Improved Initiative
Skills Bluff +10, Fly +14, Perception +14, Sense Motive +11, Stealth +20
Language don't communicate with others, but seem to have telepathy with 120 ft. range they use between themselves
SQ incorporeal

Ecology
Environment show near settlements of sapient beings that communicate through language
Organization solitary, pair, judgement (3–12)
Treasure standard

Special Abilities

Consume Truth (Su) When a sapient creature starts to speak while within the aura, it feels growing tension over speaking the truth ‒ if they choose to tell the truth, they suffer a jolt of pain that deals 2d4 points of damage. If they choose to lie or otherwise avoid telling a truth, the truth eater gains 2d4 temporary hit points. This hit points stack, and when they reach truth eater's max hit point, the creature splits into two identical specimens over 1d4 rounds, remaining dazed during the process. This is a mind-affecting effect that has no effect on creatures whose minds are shielded from effects that would read them or discern lies. Damage from multiple overlapping consume truth auras stack, turning speaking truth while surrounded by a group of truth eaters into a lethal gamble.

Greater Thoughtsense (Su) A truth eater can sense, locate, and recognize creatures that have Intelligence score and are not immune to or hidden from mind-affecting effects as if it had blindsight. It can also recognize the creature's type, and detect presence of psychic powers or telepathy. Additionally, it can sense general presence, direction and distance toward large groupings of sapient minds from miles away.

Vulnerability To Mind-Affecting Damage (Su) Mind-affecting effects that deal damage (such as mind thrust spells) inflict one and half damage to truth eaters.


Truth eaters are strange psychic beings that are attracted to settlements of mundane sapient beings, hovering around. They seem to punish speaking the truth and bloat themselves on lies spoken in their neighborhood.

Their ability to prevent people from speaking the truth and multiply quickly around lies makes even a arrival of even a single one of them a serious threat to a fair, a court, or an assembly.

While they are passive most of the time, they lash violently against attacks, attempts to remove them. If local community manages to maintain silence and avoid communicating altogether for weeks or months, they might move on, seeking another spot to feed.


2026-05-17

Fantasy Monster: Rumbling Rubble

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Rumbling Rubble

A pile of stone fragments, pieces of statues, grit, and brick shards keeping somehow anthropomorphic figure.

CR 6; XP 2,400
N Medium Construct (animate)
Init +6; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +9

Defense
AC 19, touch 14, flat-footed 17 (+2 deflection, +2 Dex, +5 natural)
hp 65 (6d10+32)
Fort +6; Ref +8; Will +9
Defensive Abilities enhanced durability 2, enhanced protection 2, hardness 8; Immune construct traits

Offense
Speed 30 ft.
Melee 2 slam +11 (2d6+5)
Ranged 2 rocks +8 (1d6+5)
Special Attacks stone wave

Statistics
Str 20, Dex 14, Con —, Int 1, Wis 17, Cha 1
Base Atk +6; CMB +11; CMD 23
Feats Combat Reflexes, Improved Initiative, Nimble Moves
Skills Perception +9, Stealth +12; Racial Modifier +10 Stealth

Ecology
Environment settlements, ruins, underground
Organization solitary, pair, mob (3–10)
Treasure standard

Special Abilities

Enhanced Durability 2 (Ex) A rumbling rubble has +2 racial bonus to saving throws and 2 additional hit points per HD.

Enhanced Protection 2 (Ex) A rumbling rubble has +2 deflection bonus to AC and +2 resistance bonus to its saving throws.

Stone Wave (Su) A rumbling rubble can strike the ground as a full-round action, dealing 6d6 points of bludgeoning damage (or half on a successful DC 18 Reflex save) to all corporeal creatures and constructions touching the hard ground (including stone or brick surfaces) within 30 ft. radius. Standing on a softer ground, such as clay or sand, halves the damage. The saving throw DC is Strength-based.


It's a common occurrence, that abandoned stone constructions are slowly disassembled by locals for already-worked stone that can be reused in new buildings.

Sometimes, however, the abandoned stones fight back when harvested... Or awaken at a later time, in the middle of the new construction, during a festival to celebrate new buildings, or when some unexpected event disturbs the very stones.


2026-05-10

Fantasy NPC: Backdoor To Hell

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Backdoor To Hell

Fragments of six shattered pillars float around a blacker-than-black rift, surrounded by a pulsing crimson glow.

CR 10; 9,600 XP
LE Gargantuan Outsider (devil, evil, extraplanar, lawful)
Init +10Senses blindsight 120 ft.Perception +22

Defense
AC 24, touch 16, flat-footed 18 (+4 deflection, +6 Dex, +8 natural, –4 size)
hp 137 (13d10+6); regeneration 20
Fort +13, Ref +10, Will +13
Defensive Abilities eternal exile; DR 10/good and silver; Immune fire, poison; Resist acid 20, cold 20, electricity 20

Offense
Speed fly 40 ft. (average)
Special Attacks hellgate
Space 20 ft.; Reach 0 ft.
Spell-Like Abilities (CL 13th, concentration +14)
Constant–shield of faith

Statistics
Str 22, Dex 22, Con 20, Int 15, Wis 17, Cha 17
Base Atk +13; CMB +23; CMD 43 (can't be tripped)
Feats Alertness, Diehard, Endurance, Flyby Attack, Hover, Improved Initiative, Iron Will
Skills Bluff +19, Diplomacy +19, Fly +0, Knowledge (arcana) +18, Knowledge (planes) +18, Knowledge (religion) +18, Perception +23, Sense Motive +23, Spellcraft +18
Language Abyssal, Celestial, Draconic, Infernal; telepathy 100 ft.

Eternal Exile (Ex) Backdoor To Hell is a living rift from anywhere it currently is to the hell itself. This makes it incapable of ever returning to hell, because it already partially is in hell – not in the way it desires or experience, though. Dismissal only staggers Backdoor To Hell for a round if Backdoor fails a Will saving throw. A successful banishment exiles Backdoor To Hell to another mortal plane or dimension but it can never return it to hell that way. Even a wish can only let Backdoor experience the hell for 1d4+1 rounds before it snaps back to another mortal plane. The same connection also powers Backdoor To Hell's infinite regeneration, preventing it from being suppressed in any known way (a direct reprieve from one of the most powerful devils might suffice). If Backdoor To Hell's hit points drop to a negative number exceeding twice its Constitution score, it is banished to another mortal plane after 1d4+1 rounds.

Hellgate (Su) Backdoor To Hell can open the rift in its center as a standard action, affecting everyone within its space, and everyone above or below it in a 100 ft. column. The hellgate can either expel or devour. While expelling, the hellgate releases a column of profane flames that deal 10d6 points of unholy damage to everyone exposed. It does not damage inanimate objects, but it does corrupts and desecrates the ground itself, causing it to slowly mutate and reshape into a semblance of hellish landscapes over the next few days. When Backdoor To Hell chooses to devour instead, all creatures in the column above or below that fail a Will saving throw (DC 19) are staggered for 1d4+1 rounds. Creatures that fail a saving throw while already staggered are sucked into the rift and transported to one of a the spots in hell where Backdoor To Hell originally led to. Dimensional anchor or dimensional lock prevent creatures from being pulled into hell, except those which are directly in the Backdoor space, which thwarts either form of magic. Backdoor To Hell can voluntarily open the rift and allow a creature passage into hell in controlled manner, but that costs. The saving throw DC is Charisma-based.


Backdoor To Hell is a living gate to hell, a devil punished for its secret misdeeds by being stripped of its name, its rank, and its form, inverted inside out and bound to a serve the hell as a portal for eternity of punishment... But then the portal it had been made into was shattered and the world where it had been placed was destroyed in a failed infernal invasion. It was neither an end to its existence, nor the end of the punishment, though. It still exists as a portal, of sorts, but now it is unanchored, roaming the multiverse, half mad, fully hateful.

On good days, it sells secret access to hell for sacrifices, bits of power, and even souls. On bad days, it lashes against mortals or seeks a way to creep back into the good graces of hell. On worst days, it just tries to throw whatever it can devour against hell, or destroy the world upon which currently is, hoping to be released from its torments.


2026-05-03

Fantasy Monster: Angry Wall

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Angry Wall

A rather weathered wall with spots of lichen and moss... Lashes at you!

CR 5; XP 1,600
N Medium Ooze
Init +8; Senses blindsight 60 ft.; Perception +12

Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 52 (7d8+21)
Fort +8; Ref +6; Will +4
Defensive Abilities all-around vision, flat and wide; Immune ooze traits

Offense
Speed 20 ft., climb 20 ft.
Melee 2 slams +10 (2d4+4)
Special Attacks digest (6d6), envelop

Statistics
Str 18, Dex 18, Con —Int 1, Wis 15, Cha 1
Base Atk +5; CMB +9 (+13 grapple); CMD 25 (35 vs. trip)
Feats Combat Reflexes, Defensive Combat Training, Improved Initiative, Weapon Focus (slam)
Skills Climb +12, Perception +12, Stealth +14; Racial Modifiers +10 Perception

Ecology
Environment urban, ruins
Organization solitary, pair, hallway (3–12)
Treasure standard

Special Abilities

Digest (Ex) An angry wall deals 6d6 points of acid damage on a successful grapple check to initiate or maintain a grapple.

Envelop (Ex) An angry wall makes a combat maneuver check to initiate or maintain grapple without provoking attacks of opportunity as a full-round action (or a standard action on a surprise round). Any humanoid creature (or at least humanoid-shaped) grappled by angry that fails a Reflex saving throw (DC 17) has its mouth covered enough to be muffled and can't speak. An angry wall has +4 racial modifier to its grapple checks. The saving throw DC is Dexterity-based.

Flat And Wide (Ex) Despite being a Medium creature, an angry wall doesn't have to occupy a 5-ft. square. Instead it can spread itself along a wall, on an edge of a 5-ft. square. An angry wall that remains motionless can take 20 on Stealth checks regardless of circumstances. It can also hide when out of sight by spreading along a wall, and remain hidden in plain sight. An angry wall takes on texture and color of nearby walls.


Walls are often considered safe, separating secure zones from outer wilds, protecting humanoids from monsters, and providing adventurers with cover...

Except when the wall itself becomes a threat.

Angry walls are surprisingly mobile, cunning, and aggressive oozes that developed ability to stretch itself along the walls and capture passersby.


2026-04-26

Fantasy Monster: Giant Stone Head

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Giant Stone Head

A enormous head carved in stone rolling on the ground on small rolling logs.

CR 11; XP 12,800
N Large Construct
Init +4; Senses darkvision 60 ft., low-light vision, true sightPerception +18

Defense
AC 25, touch 15, flat-footed 25 (+6 deflection, +10 natural, –1 size)
hp 150 (11d10+85)
Fort +14; Ref +14; Will +15
Defensive Abilities enhanced durability 5, enhanced protection 6, half energy damage, hardness 8; Immune construct traits

Offense
Speed 20 ft.
Melee slam +20 (3d6+15)
Space 10 ft.; Reach 5 ft.
Special Attacks press forward
Spell-Like Abilities (CL 11th, concentration +12)
Constant—true sight
At Will–make whole

Statistics
Str 30, Dex 10, Con —Int 11, Wis 13, Cha 13
Base Atk +11; CMB +22; CMD 37 (can't be overrun or forcibly moved)
Feats Improved Initiative, Improved Vital Strike, Run, Skill Focus (Knowledge), Skill Focus (Perception), Vital Strike
Skills Knowledge (any one) +17, Perception +18
Language an ancient language of its creators

Ecology
Environment urban, ruins
Organization solitary, pair, council (3–9)
Treasure standard

Special Abilities

Block Of Stone (Ex) A giant stone head is a bulky block of stone that wholly fills a 10-ft. cube of its space. It is is immune to overrun attempts and forced move attempts that would not be able to budge a multi-ton block of stone. Creatures two or more size categories smaller can't freely pass through its space, and all Acrobatics checks made to move through over its space have its difficulty increased by 10.

Enhanced Durability 5 (Ex) A giant stone head has +5 racial bonus to saving throws and 5 additional hit points per HD.

Enhanced Protection 6 (Ex) A giant stone head has +6 deflection bonus to AC and +6 resistance bonus to its saving throws.

Press Forward (Ex) As a full-round action, a giant stone head can move 5 feet, ignoring any difficult terrain, crushing Medium or small obstacles with less than 10 hardness, and pushing Large or smaller creatures 5 feet back. Only creatures and effects that could block movement of a multi-ton block of stone – such as stone or iron golems – can prevent this movement.


Giant stone heads adorn ancient temples, block tight passages in ancient tombs, ask riddles or offer advice in long forgotten languages, and are a heavy nuisance for adventurers.

Giant Floating Heads (CR 12) have advanced template, fly speed of 20 feet with good maneuverability, enhanced durability 6, and Flyby Attack and Hover as bonus feat.


2026-04-19

Fantasy Monster: Crackling Lasher

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Crackling Lasher

An anthropomorphic figure made of twisted copper wires crackling with static charge.

CR 7; XP 3,200
CN Medium Construct (animate)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10

Defense
AC 20, touch 16, flat-footed 17 (+3 deflection, +2 Dex, +1 dodge, +4 natural)
hp 85 (10d10+30)
Fort +6; Ref +10; Will +6
Defensive Abilities absorb electricity, enhanced protection 2; DR 5/adamantine; Immune construct traits, electricity

Offense
Speed 30 ft.
Melee 2 lashes +12 touch (2d6 electric and 2d6 sonic) or slam +12 (2d6+3 plus 2d6 electricity plus 2d6 sonic)
Space 5 ft.; Reach 5 ft. (10–30 ft. with lashes)
Special Attacks shifting power

Statistics
Str 14, Dex 14, Con —Int 11, Wis 11, Cha 1
Base Atk +10; CMB +12; CMD 28
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Knowledge (nature) +10, Perception +10
Language do not communicate with others but seem to understand Auran

Ecology
Environment urban, ruins, underground
Organization solitary, pair, gang (3–6)
Treasure standard

Special Abilities

Absorb Electricity (Su) A crackling lasher absorbs electricity, gaining temporary hit points instead of suffering damage.

Enhanced Protection 3 (Ex) A crackling lasher has +3 deflection bonus to AC and +3 resistance bonus to its saving throws.

Shifting Power (Su) When a crackling lasher inflicts damage with a successful strike, it can choose to shift balance of power between electric and sonic, inflicting 3d6 points of damage with one energy type and 1d6 points with the other or vice versa, instead of the default 2d6 and 2d6.


Crackling lashers are bundles of copper wires animated by power of thunder and lightning – and equally destructive and unpredictable as the storms that awaken them. A small number of them is known to serve voluntarily, if wordlessly, as overseers in copper or silver mines.

A story of them taking over one of such mines to create more of their kind is a mere gossip, though, surely...


2026-04-12

Fantasy Monster: Clockwork Plower

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Clockwork Plower

A construction of twisted metal parts resembling a crude approximation of a hunched elk, with its antlers held low above the ground and bulging rear ending with a boom sprayer.

CR 6; XP 2,400
N Large Construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision, soil-sense; Perception +2

Defense
AC 19, touch 13, flat-footed 15 (+2 Dex, +2 dodge, +6 natural, –1 size)
hp 75 (10d10+20)
Fort +3; Ref +7; Will +5
DR 5/adamantine; Immune construct traits
Weakness vulnerable to acid

Offense
Speed 40 ft.
Melee gore +11 (2d8+2), 2 kicks +9 (1d8+1)
Space 10 ft.; Reach 5 ft.

Statistics
Str 14, Dex 14, Con —Int —, Wis 15, Cha 1
Base Atk +10; CMB +13; CMD 26 (30 vs trip)
Feats Combat ReflexesB, Improved InitiativeB, Lightning ReflexesB, MultiattackB
Skills Perception +2, Profession (farmer) +22; Racial Modifier +20 Profession (farming)
SQ winding

Ecology
Environment rural
Organization solitary, pair, or herd (3–6)
Treasure standard

Special Abilities

Soil-Sense (Su) A clockwork plower identifies quality of soil it walks over. Some models automatically selects the most appropriate seed while others simply leave the poor soil unplowed, saving the seeds for better ground. They also tend to freak out and tear apart any ground that was corrupted or magically rendered sterile.


Clockwork plowers are complex farming machines, using their deer-like antlers to break the ground and turn the soil, dropping seeds from their belly dispenser, followed by adding fertilizers from their rear-end tank.

While not really intended for combat, they are heavy and sturdy enough to provide quite an effective defense to fields they tend, which is a nice bonus.