20 February 2017

Monster: Wolfengaunt

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A lean, semi-upright body of this creature is solid black, with only a pair of red eyes and standing out in its wolf-headed silhouette.

CR 2; XP 600

CE Medium Monstrous Humanoid
Init +2; Senses darkvision 60 ft., scent; Perception +7


AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d10+6)
Fort +3, Ref +5, Will +4

Speed 40 ft.
Melee 2 claws +5 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks group charge, pounce, solitary rage

Str 14, Dex 14, Con 14, Int 11, Wis 13, Cha 13
Base Atk +3; CMB +5; CMD 17
Feats Combat Reflexes, Improved Initiative
Skills Climb +8, Intimidate +11, Perception +11, Stealth +8; Racial Modifier +4 Intimidate, +4 Perception
Languages Understand Common and Sylvan; communicate with each other via non-articulated howls
SQ relentless tracking


Environment temperate forests and mountains
Organization single, pair, or a pack (3–12)
Treasure standard

Special Abilities

Group Charge (Ex) Wolfengaunts are quite capable at working together. They can charge through the squares occupied by their pack mates, and they can ignore squares occupied by pack mates when determining the closest space from which they can attack the opponent.

Relentless Tracking (Ex) Wolfengaunts can track using Perception instead of Survival, suffering no penalties for moving at full speed. They also gain +2 bonus for each nearby pack member (maximum +10), counting each pack as providing aid without need for a separate skill check.

Solitary Rage (Ex) A pack-less wolfengaunt has no support of its kin, and its mind deteriorates, allowing it to draw an extra burst of strength from time to time. It can rage (+2 morale bonus to Strength and Constitution, +1 morale bonus to Will saves, and –2 penalty to AC, can't use abilities relying of patience or concentration) for up to 10 rounds per day.

When the world was young, and the moon was so close to the world, you could reach it while standing on the highest mountains, there were many peoples, and tribes, and packs roaming the land. They fared far and wide, and met different spirits which bestowed their blessing and curses on the peoples, the tribes, and the packs, sometimes directed by great wisdom, sometimes according to their inscrutable whims. The spirits bestowed gifts of fur, fang, and howl on wolves, and gifts of hands, voice, and fire on men, but some people and wolves got envious of the gifts the other received. Some vile men stole the gifts of fur, fang, and howl, to become the first werewolves, and some packs of particularly vicious wolves ambushed men, slaughtered them, and took their gifts for themselves thinking they will be twice as powerful. Soon they discovered, that the spirit gifts were not to be stolen from others with impunity, though. The wolves who stole mens' gifts found their wolfish jaws were unable to use the gift of speech, and yet, they become weakened and misshapen and no longer could be used for biting, not in combat, depriving them of their own gift of fangs. The gift of fire burned them until they became black as charcoal and they had to throw it away. They kept the gift of hands, but they were too clumsy and too burned to use it to make tools. They fled into the night, bearing anger and hatred for both men and wolves.

Wolfengaunt Alphas (CR 3) are wolfengaunts with the giant template and +2 increase to their Wisdom and Charisma. They gain one teamwork feat as a bonus feat and share it with the members of their packs. A solitary wolfengaunt alpha can use its solitary rage for 2 more rounds per day, and gains temporary hit points equal to its Constitution bonus at the beginning of each round while it rages; those points don't stack.

19 February 2017

Monster: Squipion

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The body of this monster resembles a dog-sized scorpion but it has long tentacles in place of pincers and a squid beak.

CR 1; XP 400

N Small Aberration (aquatic)
Init +2; Senses darkvision 60 ft., scent; Perception +6


AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1  size)
hp 13 (2d8+4)
Fort +2, Ref +4, Will +4

Speed 30 ft., burrow 10 ft., swim 30 ft.
Melee 2 tentacles +2 (1d4 plus pull and grab)
Ranged ink splash +4 touch (blindness)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks nibbling beak, pull (tentacle, 5 ft.), strong pull

Str 10, Dex 14, Con 14, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +0 (+4 to grab and pull maneuvers); CMD 12 (24 vs. trip)
Feats Lightning Reflexes
Skills Perception +6, Stealth +6, Swim +8
SQ amphibious, mud burrower


Environment warm aquatic, coastal, and swamp
Organization single, pair, or a pack (3–12)
Treasure incidental

Special Abilities

Ink Splash (Ex) A squipion's tail stinger lacks poison glands, instead allowing the creature to fire blobs of ink against targets within 60 feet. On a successful ranged touch attack, the ink splashes over the creature dazzling it for 1d4 rounds, or blinding for the same time if the target fails a Reflex saving throw (DC 13). The saving throw DC is Constitution-based.

Mud Burrower (Ex) A squipion have burrow speed of 10 feet, though only limited to wet mud and loose sand. A squipion can take a move action to hide within either, gaining +20 bonus to Stealth checks while still being capable of perceiving its surroundings.

Nibbling Beak (Ex) A squipion deals 2d6 points of damage with its squid-like beak on a successful grapple check made to maintain the hold.

Strong Pull (Ex) A squipion gains +4 racial bonus to pull maneuver combat checks.

Squipions are one of the many weird creatures of this world, appearing to be a crossbreed between a squid and a scorpion. They are patient predators, often hiding in sand or mud, closer in their intelligence to squids than scorpions.

There is a desert subspecies that lacks aquatic subtype, amphibious special quality, and swim speed, having instead climb speed of 30 ft., and being able to withstand extended periods of time without food or water.

Squipions grow their whole life and are capable of reaching enormous sizes, becoming even more terrifying predators.

Medium Squipion (CR 3); AC 15 (+2 Dex, +3 natural); hp 36 (4d8+16); Fort +5, Ref +5, Will +6; Melee 2 tentacles +6 (1d6+2, 15 ft. reach); Ranged +5 ink splash (DC 16); CMB +5 (+9 grab, pull); CMD 17 (29 vs. trip); Special nibbling beak (4d6), pull (10 ft.); Perception +9

Large Squipion (CR 7); AC 20 (+1 Dex, +10 natural, –1 size); hp 84 (8d8+48); Fort +8,  Ref +5, Will +10; Melee 2 tentacles +11 (2d6+5, 20 ft. reach); Ranged +6 ink splash (DC 20); CMB +12 (+16 grab, pull); CMD 22 (34 vs. trip); Special nibbling beak (8d6), pull (15 ft.); Perception +15

Huge Squipion (CR 11); AC 25 (+1 Dex, +16 natural, –2 size); hp 150 (12d8+96); Fort +12,  Ref +7, Will +14; Melee 2 tentacles +16 (4d6+8, 25 ft. reach); Ranged +8 ink splash (DC 24); CMB +19 (+23 grab, pull); CMD 34 (46 vs. trip);  Special nibbling beak (16d6), pull (20 ft.); Perception +21

18 February 2017

Drejk On Patreon

Finally, after so many years, and an extended period of reliable updates, I finally got myself to Patreon. From now on you can support Shaper of World with small monthly donations at your pleasure at Patreon.com/Drejk. You should be able to pledge any monthly sum you like, starting at $1. You can stop supporting me at any time you want.

Note that due to taxation reasons I am unable (or more accurately I can't afford) patron-only rewards... Sadly, patron-only rewards would qualify as selling that content to patrons and would move me into completely different legal and taxation category than beneficiary of voluntary donations.

What I can do (and will do sooner or later), is adding a goals, such as getting $30 per month, $50 per month, $1,000 per month* and adding special (though publicly available) features when they are met. Like switching to two posts per week, getting someone to draw pictures from time to time, maybe making a monster week once per month. I need to consider the options more. I am new to that Patreon thing.

* I am kidding of course... Though with $500 per month I could fully support myself and make my blog my day job. So, you know, if you really would me to work on it five days a week you could set the donation a little bit higher... Just saying.

13 February 2017

Monster: Necrocerebrum


A pink and gray brain floats in the air with a tangle of tendril-like nerves extending from its steam. It has a pair of eyes floating in front of it, their exposed nerves resembling grotesque stalks.

CR 7; XP 3,200

CE Tiny Undead
Init +8; Senses darkvision 60 ft., thoughtsense 100 ft.; Perception +18


AC 20, touch 20, flat-footed 15 (+3 deflection, +4 Dex, +1 dodge, +2  size)
hp 85 (10d8+40)
Fort +6, Ref +9, Will +9
Defensive Abilities all-around vision, channel backlash, psychic armor; Immune undead


Speed 5 ft., fly 20 ft. (perfect)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks neuron blast, neuron spike
Spell-Like Abilities (CL 10th, concentration +13; saving throw and concentration checks are Int-based)
At Will—telekinesis (4th level, DC 17)


Str 1, Dex 18, Con —, Int 17, Wis 13, Cha 17
Base Atk +7; CMB +0; CMD 18 (can't be tripped)
Feats Alertness, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Fly +29, Knowledge (arcana) +16, Knowledge (religion) +16, Perception +18, Sense Motive +18, Spellcraft +16, Stealth +25
Language Understands Aklo, Common, and Undercommon; telepathy 100 ft.
SQ dead puppets, living mind


Environment any
Organization single or pair
Treasure standard

Special Abilities

Channel Backlash (Su) When a necrocerebrum makes a successful saving throw against undead-damaging positive energy effect, it transfers all the damage it should suffer to the originator of the effect as untyped mind-affecting damage. A successful Will saving throw (DC 18) negates the reflected damage. The saving throw DC is Intelligence-based.

Dead Puppets (Sp) A necrocerebrum can use its telekinesis spell-like ability to animate one or more corpses as if using animate dead with long range and duration of concentration (maximum 1 round/level).

Living Mind (Ex) A necrocerebrum can be detected and contacted with mind-affecting effects as if it was a living creature. It remains immune to being controlled or influenced with mind-affecting abilities.

Neuron Blast (Su) A necrocerebrum primary mode of attack is firing pulses of psychic energy that unerringly strike up to three targets within 100 feet. Each target that fails a Will saving throw (DC 18) suffers 3d6 points of damage and an annoying headache that forces the victim to make concentration checks to use and maintain abilities that require concentration (DC 15+spell level of the ability used). The headache can be removed with any effect that alleviates pain or an hour of rest. The saving throw DC is Intelligence-based. This is a mind-affecting and pain effect.

Neuron Spike (Su) A necrocerebrum can emit a pulse of psychic energy that amplifies headaches into sudden bursts of intense pain and unleashed as psychokinetic wave. A neuron spike affects all the creatures within 100 feet suffering from the headache caused by neuron blasts. Each subject is staggered for 1 round on a successful Will saving throw (DC 18) or stunned for 1d4 rounds on a failed save, either way, the headache ends immediately. Any creature adjacent to a creature affected in this way suffers 2d6 points of force damage as the intense pain triggers a spontaneous psychokinetic outburst. The saving throw DC is Intelligence-based. The initial effect on creatures suffering from the headache is a mind-affecting and pain effect.

Psychic Armor (Su) A necrocerebrum projects a defensive field of force around itself, gaining a deflection bonus to AC equal to its Intelligence bonus.

A necrocerebrum is a brain of a psychically talented individual, extracted and animated via combination of esoteric surgery and necromantic energies. The resulting being is a malevolent but intelligent entity that can focus its residual psychic abilities into a pain-inflicting mental attacks or manipulate its surroundings via psychokinesis.

A necrocerebrum can also be created inadvertently, when an agitated psychic is killed in a particularly gruesome way that destroys majority of the body while leaving enough of the neural system intact. In a few documented cases, psychics with particularly potent defensive abilities were capable of protecting his their brains from such devastating effects as disintegrate or destruction.

A necrocerebrum retains vestigial traits of the psychics personality, though it is flayed of many of its mortal aspects such as empathy, compassion, greed, and sexuality.

05 February 2017

Planar NPC: The Blight On Her Feathers

The Blight On Her Feathers, The Unwell Third Champion Of The Ruby Sword, The Dying Scourge Of The Dead

A ragged angelic figure wearing studded leather and wielding a ruby lonsword. Her pale skin is marred with a lattice of inky veins covering left side of her face, left shoulder and arm. Her left hand is solid black. One of her wings has pearly white feathers while the other is partly decayed.

CR 9; XP 6,400
NG Medium Outsider (angel, extraplanar, good, half-undead)
Init +8; Senses darkvision 60 ft., deathwatch, low-light vision; Perception +17
Aura protective aura

AC 23, touch 14, flat-footed 19 (+3 armor, +4 Dex, +6 natural; +4 deflection vs. evil)
hp 114 (12d10+48)
Fort +12, Ref +8, Will +12; +2 vs. disease and mind-affecting, +4 vs. poison, +4 resistance vs. evil
Defensive Abilities negative energy affinity; DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10

Speed 30 ft., fly 60 ft. (poor)
Melee ruby blade +18/+13/+8 (1d8+5/19–20/×2) and 2 wings +11 (1d4+2)
Special Attacks left hand of death
Spell-Like Abilities (CL 12th, concentration +15)
2/day—heal (DC 19), hide from undead (DC 14), mass cure light wounds (DC 18), remove disease, remove paralysis, restoration

Str 18, Dex 18, Con 18, Int 13, Wis 15, Cha 17
Base Atk +12; CMB +16; CMD 30
Feats Combat Casting, Flyby Attack, Improved Initiative, Iron Will, Weapon Focus (longsword)
Skills Fly +15, Heal +17, Knowledge (planes) +16, Knowledge (religion) +16, Perception +17, Sense Motive +17, Stealth +19
Language Celestial, Draconic, Infernal; truespeech
SQ change shape (Medium undead, undead anatomy I)

Environment any
Organization unique
Treasure standard (including ruby blade)

Special Abilities

Left Hand Of Death (Su) The left hand of The Blight On Her Feathers wholly succumbed to the necrotic corruption; she can use it as a conduit to the realms of the dead to banish an undead touched into the Underworld (DC 19) or open a gate there. The opened gate can be used to travel to and from the Underworld, or to revive a mortal creature. There is 75% chance that the recalled individual returns to the world of living as if revived with true resurrection spell, though tainted by the death and gaining half-undead subtype; there is 25% chance that a nightshade uses the occasion to slip into the living world instead of the called individual or some powerful dead or undead creature impersonates the subject. Each time The Blight On Her Feathers uses this ability, the necrotic corruption progresses further by a significant degree.

Ruby Sword The Blight On Her Feathers is the current rightful bearer of the ruby sword gaining access to its powers.

Once a valiant champion of the celestial realms and slayer of undead, The Blight On Her Feathers was struck down with a mortal curse of a necrotic godling she helped take down. Now, her angelic essence suffers from a slow corruption of undeath turning her into one of the monstrosities she always fought.

The Blight On Her Feathers mixes bitter and ecstatic behavior, frantically trying to make the most of her remaining time, seeking a way to utterly destroy herself without turning into an undead abomination, trying to destroy as many undead as she can, and looking for a worthy bearer for the ruby blade, though it is uncertain even for her if she can really pass it to someone else of her own volition.

The ruby blade is a blessed weapon, a +1 ghost touch undead bane longsword, that bestows certain powers on its rightful bearer:
  • The bearer can see invisible undead and ethereal creatures while holding the blade.
  • The bearer is immune to possession by undead as long as the ruby blade is on her person. Any effect exerting direct control such as vampiric dominate is suppressed as well, and no mind-affecting effect can make the bearer drop the ruby blade (though the bearer can be still coerced or tricked into doing so by mundane means, such as taking a hostage).
  • When an undead is dropped to 0 or less hit points within 30 feet of the ruby sword, the bearer becomes immediately aware if the creature was not truly destroyed due to its special abilities, such as rejuvenation or vampire's special defensive abilities. If the creature relies on special objects or places to return to existence (e.g. phylactery, coffin, armor), the bearer gains a sudden flash of insight into the nature of the object or place. If the creature is held by unfinished business or some other factor, the bearer sees a short vision of the reasons for the creature continued existence, though she might need to interpret it correctly to deduce what actions need to be taken to prevent the victim's further return. Undead creatures that were reduced to 0 or less hit points by a hit from the ruby sword take twice the usual amount of time to rejuvenate and recover.
  • The bearer senses when a haunt is triggered and can make an attack of opportunity with the ruby blade against the adjacent haunt and deal damage as if it was positive energy. This is followed by a vision related to the cause of the haunt that gives clues to the haunt's means of destruction.
  • The ruby blade counts as a good and silver weapon in the hands of rightful bearer, and it can be used instead of a wooden stake to paralyze a vampire, or destroy a nosferatu.

31 January 2017

Yggdrasil #1

After long perturbations and adversities, a first issue of Yggdrasil, a fanzin dedicated to Midgard campaign setting was finally released.

Can be downloaded for free from Paizo website.

29 January 2017

Monster: Warp Serpent

Warp Serpent

This gigantic, shimmering-scale covered serpent flickers in air, appearing and vanishing with unpredictable frequency.

CR 12; XP 19,200

CN Gargantuan Magical Beast
Init +4; Senses darkvision 60 ft., low-light vision; Perception +30

AC 27, touch 11, flat-footed 22 (+4 Dex, +1 dodge, +16 natural, –4  size)
hp 157 (15d10+75); flickering regeneration 10
Fort +14, Ref +13, Will +11
Defensive Abilities warp coils


Speed 40 ft.
Melee bite +21 (4d6+15 plus poison)
Space 20 ft.; Reach 20 ft.
Special Attacks warp lunge, warp pursuit

Str 30, Dex 18, Con 20, Int 13, Wis 19, Cha 13
Base Atk +15; CMB +25; CMD 39 (can't be tripped)
Feats Combat Expertise, Dodge, Improved Vital Strike, Iron Will, Mobility, Spring Attack, Vital Strike, Whirlwind Attack
Skills Acrobatics +30, Perception +30, Stealth +18; Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
Language Draconic, Protean
SQ compression, warp slither

Environment forests, mountains, and undergound
Organization single or pair
Treasure standard

Special Abilities

Disrupting Venom (Su) Bite—injury; save Fort DC 22; frequency 1/round for 10 rounds; effect 1 Str, Dex, and Con; cure 1 save. If the poisoned creature is affected with teleportation effect, it suffers effects of another dose of disrupting venom. This is a poison and teleportation effect.

Flickering Regeneration (Su) A warp serpent vanishes and reconstructs itself constantly, rebuilding any lost tissue and healing at the rate of 10 hit points and 1 point of ability damage to each ability score at the beginning of each of its turns. All severed body parts re-attach immediately making it immune to vorpal weapons. A dimension anchor suppresses flickering regeneration for 1 round and then ends. Dimensional locks, antimagic fields and similar effects suppress flickering regeneration as long as the warp serpent remains within area of the effect. This is a teleportation and creation effect.

Warp Coils (Su) A warp serpent can take a swift action to twist magic and space around itself in a defensive shell until the start of the following turn. It gains +2 deflection bonus to AC, +2 resistance bonus to saving throws, evasion special ability, and Spell Resistance 23 against non-touch ranged spells and spell-like abilities.

Warp Lunge (Su) A warp serpent can take a swift action to extend its reach by its base speed until the beginning of its following turn and can make unlimited number of attacks of opportunity. It flickers and translocates within the area as if moving faster than any eye can see. This is a teleportation effect.

Warp Pursuit (Su) A warp serpent can teleport to a space adjacent to any creature currently suffering effects of its poison as a swift action. This is a teleportation effect.

Warp Slither (Su) A warp serpent ignores difficult terrain and can move through obstacles, though it can't ends its move within an obstacle that occupies more than a half of its space.

Warp serpents are voracious but intelligent predators. They physical presence is unstable, allowing them to twist space and control the matter they are composed of to a certain degree. Their abilities consume large amounts of energy being responsible for their gluttony but make them capable of surviving in wider range of climates than common snakes.

Elder warp serpents (CR 14) have advanced and giant templates, with their flickering regeneration healing 20 hit points and 2 points of ability damage per turn, and their warp coil granting +4 bonuses to AC and saving throws, and SR 25.