Fantasy NPC: Raveneer

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A figure in thick black plated robes, adorned with inky feathers. Their face is hidden underneath a beaked mask reminiscent of a raven.

CR 5; XP 1,600
N Medium Fey
Init +6; Senses low-light vision; Perception +16

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 55 (10d6+20)
Fort +5, Ref +9, Will +8
DR 5/cold iron and magic; Immune disease, nauseated, sickened

Speed 30 ft.
Melee 2 claws +9 (1d6+4)
Special Attacks murder of raven
Spell-Like Abilities (CL 10th, concentration +13)
Constant—detect magic
At Will—awaken (corvids only), commune with birdsgreater teleport (self and 50 lbs of equipment only), pilfering hand

Str 18, Dex 14, Con 14, Int 17, Wis 17, Cha 17
Base Atk +5; CMB +9; CMD 26
Feats Blind-Fight, Combat Reflexes, Defensive Combat Training, Improved Initiative, Intimidating Prowess
Skills Diplomacy +16, Intimidate +17, Handle Animal +13, Knowledge (geography) +16, Knowledge (nature) +16, Perception +16, Sense Motive +16, Stealth +15, Survival +13
Language Common, Draconic, Sylvan
SQ change shape (any Tiny, Small, or Medium corvid; beast shape III), raveneer's call

Murder Of Ravens (Su) The Raveneer can summon swarms of corvids to fill the air around. As a full-round action, the Raveneer conjures a swarm that occupies a 30-ft. radius, 20-ft. high cylinder centered on the Raveneer's position that will last until the start of the Raveneer's next turn, dealing 2d6 points of piercing and slashing damage, and 1d6 points of bleed damage to anyonewho remains in the area or moves into it except the Raveneer. The Raveneer can choose to exclude any creatures from being attacked by the summoned corvids. All the creatures within the swarm gain concealment from attacks.

Raveneer's Call (Su) The Raveneer can attract corvids from within 1 mile by their mere presence and communicate with them telepathically when they are within 100 feet.

The Raveneer is a mercenary master of ravens, raising, training, and awakening them in service to others, mortal and fey alike. Never staying in a single place for longer than a mortal lifetimes, and often not nearly as long, the Raveneer remains unfettered unlike many other fey beings. 

The Raveneer cares for their corvid wards, and will stand not for any corvid wilful abuse, but accepts the birds will face risk and death as a part of their services. Risk their lives but don't torment them.


Fantasy NPC: Lady Etheld, the Royal Chaperone Eternal

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Lady Etheld, the Royal Chaperone Eternal

An ancient woman, tall and painfully thin, with wrinkled brownish skin. She wears outdated courtly clothing and covers her hair with a cap. Her glare is stern and disturbing.

CR 2; XP 600
Mummified female human aristocrat 3
LE Medium Humanoid (human)
Init +0; Perception +10
Aura frightful presence (30 ft., DC 12, 1d6 rounds)

AC 15, touch 10, flat-footed 15 (+1 armor, +4 natural)
hp 19 (3d8+6)
Fort +2, Ref +1, Will +5
DR 5/—; Immune undead traits
Weakness vulnerable to sonic

Speed 20 ft.
Melee slam +4 (1d6+3)
Special Attacks burst of vengeance (2/day, swift action, haste for 1 round), dust stroke 

Str 14, Dex 10, Con —, Int 13, Wis 14, Cha 13
Base Atk +2; CMB +4; CMD 14
Feats Alertness, Improved Natural Attack (slam), Skill Focus (Knowledge [history]), Skill Focus (Knowledge [nobility]), Toughness
Skills Diplomacy +7, Intimidate +7, Knowledge (history) +10, Knowledge (nobility) +10, Perception +10, Sense Motive +10, Stealth +4
Language Common, Duk, Necril

Notable Gear a number of vials filled with oils of gentle repose and inflict light wounds stashed in her chambers

Maids and courtiers often joke that Lady Etheld was serving as chaperone to princesses across the duchies since forever. This is an exaggeration, though, for she has been around only for a few centuries. A stern governess, lady-in-waiting, and overseer for royal blood, she's beyond dead for a long time now. The age did nothing to mellow her, for her duty is her existence. Out of wedlock birth would throw out the lineage, mess with the bloodlines, and void the records. That can not be!


Monster: Brick Mite

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Brick Mite
A minute brown and grey creature resembling anthropomorphic insect, with four arms, four legs, big mandibles, compound eyes, and vestigial wings.

CR 1/2; XP 200
N Tiny Monstrous Humanoid
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 7 (1d10+2)
Fort +2, Ref +4, Will +2
Defensive Abilities evasion

Speed 20 ft., climb 20 ft., fly 20 ft. (poor)
Melee bite +1 (1d3–2 plus 1d3 acid)
Ranged dropped brick +5 (1d4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attack brick-eater, drop brick

Str 6, Dex 14, Con 14, Int 9, Wis 11, Cha 9
Base Atk +1; CMB +1; CMD 9 (13 vs. trip)
Feats Hover
Skills Climb +6, Fly +2, Knowledge (engineering) +3, Stealth +10
Languages Terran

Environment any urban
Organization solitary, pair, or crew (3–10)
Treasure incidental

Brick-Eater (Ex) Brick mites nibble on bricks weakening them and making them prone to falling apart, or occasionally eating whole bricks. A brick mite can take a minute to turn one 5-ft. square made of brick into a difficult terrain. A brick mite can take one hour to consume bricks within 1-ft. cube. Multiple brick mites can cause those effects proportionally faster.

Drop Brick (Ex) Brick mite often drop brick shards on creatures below it when they want to harm them.

Brick mites are dangerous pests that can infest urban areas. While not violent or particularly threatening themselves, they feast on bricks causing serious damage to buildings and other construction, often with lethal results to their denizens and users.

They seem to be descendant from some fort of insect native to elemental planes (possibly one that crossbreed with some species of gremlins), which might have feed on soft stones and clay, but by now, they are fully dependent on a diet of bricks, sun- and oven-baked. They are intelligent and can be negotiated with, but any deal negotiated with brick mites need to take into account their restricted diet and inherent voraciousness for they simply are in no position to agree to a deal that would not include some sort of supply of bricks to be eaten.


Monster: Trashpile Animate

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Animate, Trashpile
A pile of broken planks, crushed bricks, pebbles, and other, less recognizable trash.

CR 3; XP 800
N Medium Construct (animate)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

AC 15, touch 10, flat-footed 15 (+5 natural)
hp 31 (2d10+20)
Fort +0, Ref +0, Will +0
Defensive Abilities amorphous, hardness 5, lumbering; Immune construct traits

Speed 15 ft.
Melee Slam +6 (2d4+6 plus push and trip)
Special Attack push (slam, 5 ft.), trip (slam)

Str 18, Dex 10, Con —, Int —, Wis 11, Cha 1
Base Atk +2; CMB +6; CMD 16
Skills Stealth +0 (+10 within debris and trash)
SQ garbage-camo

Environment any urban
Organization solitary, pair, or dumpster (3–10)
Treasure incidental

Garbage-Camo (Ex) Being an animated pile of trash, trashpile animates have no problems with hiding among debris and litter. They gain +10 racial bonus to Stealth checks when surrounded by garbage. They can take 20 on Stealth checks when motionless.

Lumbering (Ex) Trashpile animates are slow but hard to stop, ignoring difficult terrain. They are also immune to slow and injuries that would reduce their speed.

Animates are constructs that form spontaneously out of ambient magic and whatever was exposed to it. Trashpile animates are, as their name implies, animated piles of whatever solid trash was imbued with magic. They roam ruins and cellars, and even crumbling streets of old magical metropolises. While they are mindless, they mimic vermin behavior to a degree, scrounging for more material—occasionally creating debris by destroying still functional edifices—and lashing violently against those who interfere with them. Their mere presence seems to seep enough ambient magic to slowly turn surrounding trash into more of them. The more animates exist within the region, the faster the process becomes.


Slag (CR +1): Gain 2 HD, +2 natural armor, burn special attack (1d4, DC 14 for Medium trashpile animate), Ability Focus (burn) and Improved Natural Attack (slam) as bonus feats. AC 17; 42 hp; Fort +1; Ref +1; Will +1; Atk +8 (2d6+6 plus 1d4 fire).

Smelly (CR +1): Gain 2 HD, +2 natural armor, stench special attack (DC 14 for Medium trashpile animate, 1d4 minutes), Ability Focus (stench) and Improved Natural Attack (slam) as bonus feats. AC 17; 42 hp; Fort +1; Ref +1; Will +1; Atk +8 (2d6+6 plus push and trip).


Monster: Hearth Troll

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Troll, Hearth
A small, warty, ugly, hunched figure wearing rags.

CR 3; XP 800
LE Small Humanoid (giant)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +8

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 30 (4d8+12); regeneration 2 (acid, cold, electricity, sonic)
Fort +7, Ref +3, Will +2

Speed 30 ft.
Melee 2 claws +6 (1d3+2), bite +6 (1d3+2)

Str 14, Dex 14, Con 16, Int 13, Wis 13, Cha 7
Base Atk +3; CMB +4; CMD 16
Feats Dirty Fighting, Improved Initiative
Skills Climb +6, Disable Device +7, Knowledge (local) +5, Perception +8, Sleight Of Hand +8, Stealth +10
Language Common, Giant, Goblin
SQ knave

Environment any urban
Organization solitary, pair, or family/gang (3–6)
Treasure standard

Knave (Ex) Hearth trolls are cunning scoundrels, treating Disable Device, Knowledge (local), Perception, Sleight Of Hand, and Stealth as their class skills.

Hearth trolls are a tribe of pygmy trolls that adapted to living in cities, scrounging through refuse, hunting vermin, and occasionally even trading goods and services with their urban hosts. As they lived in cities, their cunning and intellect grew, and as their stature diminished, their trollish hunger diminished. It is uncertain if they lost their sensitivity to fire because of living in cities, or if they were able to live in cities along other humanoids because of their lack of fire vulnerability—but they might also have been driven to urban areas while seeking refuge from thunders and lighting, truly lethal to them.

Hearth trolls are smart, usually callous but obsessed about deals and keeping the word—and they will wreck terrible, malicious, and cruel vengeance on those who break word given to them. They have much less regard for statutory laws, except for those they swore to upheld. Some legends imply that hearth trolls' obsession about keeping word is result of their bargain with some entity or a force that took away their sensitivity to fire.

Many hearth trolls practice urban magic, primitive occult rituals that attract or banish vermin, and may influence the events taking place in the city to a certain degree.


Monster: Princess-Doll

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A human-sized doll of fine wood, brass wiring, and porcelain finish.

CR 3; XP 800
N Medium Construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 31 (2d10+20)
Fort +0, Ref +0, Will +0
DR 2/magic; Immune construct traits

Speed 30 ft.
Melee 2 slams +4 (1d6+2)
Special Attacks steal visage

Str 14, Dex 14, Con —, Int 11, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Skill Focus (Bluff)
Skills Bluff +5, Disguise +2 (+12 with steal visage)
Language Common, one language selected by the creator

Environment any urban
Organization solitary, pair, or court (3–12)
Treasure standard (clothing and jewelry)

Steal Visage (Su) A princess-doll can duplicate appearance of a humanoid creature by having a droplet of the subject's blood smeared on its forehead. This works like disguise self effect, except it allows taking humanoid appearance, duplicates specific individual and lasts for 24 or more hours. If a droplet of princess-doll oil is smeared on the subject's forehead at the same time, the subject has their appearance changed into a ordinary-looking member of their race, age category, and gender until the subject dies, the illusion is broken, or a curse is removed. As long as the subject remains alive and transformed, the princess-doll retains the appearance of the subject, potentially extending steal visage duration indefinitely, recognizes people and places familiar to the subject, and have general sense of the subject history. This is a curse and illusion (glamer) effect.

Princes-dolls were designed as decoys to protect princesses from kidnappers and assassins, but in time they were also re-purposed as tools of kidnapping, assassination, and political intrigues.

Princess-dolls are instilled with artificial intelligence that lets them adapt to their role though they are not infallible. A princess-doll follows general instructions of the person owning its control token, a miniature of itself created at the same time as the princess-doll which changes appearance to match the princess-doll current visage. The instructions have to be told to princess-doll personally, in a shared language—there is no telepathic link between each other. A princess-doll that received no orders, or whose control token was destroyed does her best to pretend she is her current visage.

CL 10th; Price 3,000 gp
Requirements Craft Construct, bestow curse, disguise other, eagle's splendor, fox cunningSkill Craft (doll-making) DC 15; Cost 2,000 gp.


Fantasy NPC: Tarrena Fairhair, Princess Of Duk-Nantel

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Tarrena Fairhair, Princess Of Duk-Nantel

A tall woman in a blue-tinted breastplate, wearing her blonde hair tied in a pony tail.

CR 4; XP 1,600
Female human fighter 5
LG Medium Humanoid (human)
Init +2; Perception +6

AC 22, touch 13, flat-footed 19 (+6 armor, +2 Dex, +1 dodge, +3 shield)
hp 42 (5d10+10)
Fort +7, Ref +3, Will +4

Speed 30 ft.
Melee +1 longsword +11 (1d8+7/19-20/×2)
Ranged composite longbow +7 (1d8+3/×3)

Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 13
Base Atk +5; CMB +8; CMD 21
Feats Dirty Fighting, Dodge, Iron Will, Power Attack, Shield Focus, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +7, Knowledge (nobility) +6, Perception +6, Ride +10, Swim +7
Language Common, Duk, Goblin
SQ armor training 1, bravery 1, weapon training (heavy blade 1)

Notable Gear +1 longsword, mwk breastplate, mwk large steel shield

Tarrena Fairhair might be a princess, but she is also a warrior and a champion fighting for her principality against foes and monsters alike. She fights bandits, saves kidnapped princes, and leads her guardsmen into fray of battle as needed. She also gained respect of common men, when she personally oversaw hanging of corrupted tax collector.