23 July 2017

Monster: Ravenmore

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This oversized raven has multiple eyes, teeth within its beak, a few pairs of many-jointed insectile appendages—a pair of which ends in mantis-like scythes—growing from underneath its wings, and a flail of clawed tentacles extending from its tail.

CR 6; XP 2,400

LG Medium Aberration
Init +6; Senses darkvision 60 ft., low-light vision, scent, sense unnatural (1 mile); Perception +17

AC 19, touch 14, flat-footed 17 (+2 Dex, +2 insight, +5 natural)
hp 76 (9d8+36)
Fort +6, Ref +5, Will +9
Defensive Abilities crown of eyes, unsavory diet; Immune confusion, disease, insanity, nauseated, poison, sickened

Speed fly 50 ft. (good)
Melee bite +10 (1d4+4/18–20/×3), 2 claws +10 (1d4+4), tentacles +5 (1d4+2)
Special Attacks barbed tongue

Str 18, Dex 14, Con 16, Int 17, Wis 17, Cha 13
Base Atk +6; CMB +10; CMD 24
Feats Alertness, Combat Reflexes, Improved Initiative, Skill Focus (nature), Toughness
Skills Appraise +12, Bluff +10, Fly +18, Knowledge (dungeoneering) +15, Knowledge (nature) +15, Perception +17, Sense Motive +17
Language Abyssal, Aklo, Common, Sylvan, Undercommon

Environment temperate forests, plains, and mountains
Organization solitary, pair, or murder (3—8), sometimes accompanied by a few awakened corvids
Treasure standard

Special Abilities

Barbed Tongue (Ex) A ravenmore's beak hides sharp, needle-like teeth, and a barbed tongue that can lash against bitten enemy. This gives its bite attack critical threat range of 18–20 and a critical multiplier of ×3.

Crown Of Eyes (Ex) A ravenmore's multiple eyes grant it +2 insight bonus to AC and all-around vision.

Sense Unnatural (Su) A ravenmore gains vague sense of presence of extraplanar rifts, aberrations, and similar otherworldly beings within 1 mile. This ability provides no details and only the faintest idea of direction toward the source of the sensation.

Unsavory Diet (Ex) A ravenmore can safely eat even the most revolting, rotting, or corrupted flesh, even torn out of dead god, alien aberration, or a slumbering undead. Their bite ignores hardness of bones they eat.

Sometimes corvids feasting on tainted flesh of unearthly aberrations and alien gods undergo a monstrous transformation, combined with an eerie awakening of their minds to the threats from beyond the veil of sky and sanity. With their newly gained enlightenment, ravenmores seek to guard the world against lesser aberrant threats or alert and guide heroes in fighting greater cosmic dangers.

Ravenmores are talkative, sassy, often to the point of being real smartasses, but helpful, especially at getting rid of defeated aberrations' corpses...

Except for their multiple eyes, ravenmores can hide their monstrous features—hide the clawed appendages in feathers underneath their wings and retract tentacles into their tails—appearing to be a "common" awakened dire ravens.

A ravenmore can be suitable 8th level cohort.

Godflesh-Buzzards (CR 10/MR 4) have gorged on flesh of an old one or another weird deity, gaining advanced and giant templates and four mythic ranks. They have telepathy and four clawed appendages they can extend from underneath their wings.

16 July 2017

Monster: Curiosity-Killed-Cat

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This creature is merely a silhouette of a man-sized cat
, a patch of utter darkness with yellow-green eyes being its only feature. It's contours are outlined with a pale-green glow.

CR 9; XP 6,400

CE Undead (incorporeal)
Init +10; Senses find traps, see in darkness, see invisible; Perception +21

AC 23, touch 23, flat-footed 16 (+6 deflection, +6 Dex, +1 dodge)
hp 126 (12d8+60)
Fort +10, Ref +10, Will +12
Defensive Abilities channel resistance +4, evasion, feed on misfortune, incorporeal

Speed fly 50 ft. (perfect)
Melee incorporeal bite +15 (3d6 plus energy drain), 2 incorporeal claws +15 (3d6 plus fatal scratch)
Space 5 ft.; Reach 10 ft.
Special Attacks energy drain (1 level, DC 22), fatal scratch
Spell-Like Abilities (CL 12th; concentration +18)
Constant—comprehend languages, find trapssee invisible, tongues
At Will—divination (accidents, traps, and other things of interest to the curiosity-killed-cat only)

Str —, Dex 22, Con —, Int 23, Wis 19, Cha 23
Base Atk +9; CMB +9; CMD 32
Feats Alertness, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Initiative 
Skills Acrobatics +18, Appraise +18, Bluff +18, Fly +14, Knowledge (arcana) +21, Knowledge (local) +21, Knowledge (religion) +21, Knowledge (any other) +12, Perception +21 (+27 to find traps), Sense Motive +21, Spellcraft +21, Stealth +21
Language Aklo, Common, Sylvan; tongues
SQ lucky lick, wise-in-death

Environment any
Organization solitary
Treasure standard

Special Abilities

Fatal Scratch (Su) A scratch from curiosity-killed-cat brings misfortune when dealing with unexpected threats. For the next 24 hours, the victim suffers from vulnerability to accidental damage from traps, falls, vehicle crashes, avalanches, lightning strikes, and accidents. This is a curse effect that manifests as a scar from a cat's scratch and can be ended with break enchantment, dispel evil, or remove curse (DC 22).

Feed On Misfortune (Su) When a living creature within 60 feet suffers damage from trap, fall, vehicle crash, avalanche, lightning strike, or an accident, a curiosity-killed-cat gains temporary hit points equal to hit points lost (though no more than the hit points the creature had when the accident happened), lasting for 1 hour. In a rare case of multiple curiosity-killed-cats within range, temporary hit points generated by this ability are split evenly among them.

Lucky Lick (Su) A curiosity-killed-cat can take away a bit of misfortune with a lick of its spectral tongue. It bestows a negative energy level, just like its bite, but also acts as break enchantment, using the curiosity-killed-cat HD as caster level, with its Charisma bonus added to the caster check total.

Wise-In-Death (Ex) A curiosity-killed-cat learned many things in its death and afterwards. It can make Appraise and Knowledge checks untrained, with an insight bonus equal to its Charisma bonus. It can also take 10 on any Knowledge checks and treats all Knowledges as class skills.

When an awakened cat dies nine times because of its own curiosity, it can arise as a capricious, cruel, smartass spirit. Curiosity-killed-cats linger at the egdes of the world of the living to fight boredom, feed their never-ending hunger for novelty (though often masked under the guise of blase). While they enjoy suffering of others, they are sometimes magnanimous and helpful at unexpected whim, or when they take liking to the recipient, though often their benevolence happens at the expense of another being.

Curiosity-killed-cats often merely sit and watch living creatures as they struggle with dangerous situations. Presence of one of them might be a warning of a hidden threat or incoming doom, though it might also be architect behind the peril. Sometimes they even give advice. Which might help avoid the danger... Or exacerbate it.

In combat, curiosity-killed-cats try to scratch their foes and then pull them into nearby traps or other dangerous situation, hoping to feed on their misfortune.

Spirits-Of-Fatal-Inquisitiveness (CR 10) have advanced template, bestow two negative energy levels with their bite and lick, and their fatal scratch lasts until removed. They can communicate with spirits of recently deceased adventurers as if using call spirit (DC 23) as long as they are within 10 feet of the corpse, and use reincarnate as a spell-like ability, though the subject always returns in the form of Tiny awakened cat.

09 July 2017

Monster: Soundblaster Kyton

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Kyton, Soundblaster

A emaciated, grey-skinned androgynous figure with metal-tipped fingers and a mane of unkempt hair. A groupings of long metal needless stick out of their body, with bundles of strings stretched between them. Strips of studded leather are wrapped around the creature's body, forming a harness that reveals more than it covers.

CR 8; XP 4,800

LE Medium Outsider (evil, extraplanar, kyton, lawful)
Init +8; Senses blindsense 30 ft. (sonic), darkvision 60 ft.; Perception +15

AC 21, touch 18, flat-footed 16 (+1 armor, +3 deflection, +4 Dex, +1 dodge, +2 natural)
hp 105 (10d10+50); regeneration 5 (good spells and weapons, silver weapons, sonic)
Fort +8, Ref +11, Will +11
Defensive Abilities resonant mantle; DR 10/silver; Immune cold, deafened condition; SR 19
Weakness vulnerable to sonic

Speed 30 ft.
Melee 2 claws +13 (1d8+3 plus 2d6 sonic)
Ranged 3 cutting riffs +14 touch (3d6 sonic)
Special Attacks death-scream, unnerving gaze (DC 18)
Spell-Like Abilities (CL 10th; concentration +13)
At Will—ghost sound (DC 13), ventriloquism (DC 14)
1/day—plane shift (restricted to moving between Material and Shadow Planes), 

Str 16, Dex 18, Con 20, Int 13, Wis 15, Cha 17
Base Atk +10; CMB +13; CMD 31
Feats Dodge, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot
Skills Acrobatics +18, Intimidate +20, Knowledge (planes) +14, Perception +15, Perform (sing) +20, Perform (string) +20, Sense Motive +15; Racial Modifiers +4 Intimidate, +4 Perform
Language Abyssal, Celestial, Common, Elven, Infernal, Sylvan; telepathy 100 ft.

Environment any
Organization solitary, pair, band (3–5), or orchestra (1 or more with up to 24 drummers)
Treasure standard

Special Abilities

Cutting Riffs (Su) Soundblaster kytons can play dreadful riffs on their strings, sending waves of devastating sound against targets within 60 feet. Cutting riffs inflict 3d6 points of sonic damage on a successful ranged touch attack. A soundblaster kyton can multiple riffs cutting with a full-attack action or single riff as an attack action, treating them as natural weapon attacks.

Death-Scream (Ex) A soundblaster kyton dropped below 0 hit points issues a terrible scream as an immediate action unless the effect also destroyed its body (such as disintegrate or destruction), dealing 10d6 points of sonic damage to creatures within 30 feet and deafening for 1 hour. A successful Fortitude saving throw halves the damage and reduces deafness duration to 1 round. A death-scream is a sonic effect. It can pierce through magical silence as if using dispel magic against it, using the soundblaster kyton's caster level.

Resonant Mantle (Ex) A soundblaster kyton is surrounded by vibrations that apply its Charisma bonus as a deflection bonus to AC. A soundblaster kyton caught within area of silence can't use its spell-like abilities, cutting riffs, does not inflict additional sonic damage with its claw attacks, and loses its deflection bonus to AC. Instead, it becomes enraged, gaining +4 morale bonus to Strength and Constitution ability scores, and can make two additional claw attacks during a full attack. This effect has the same restriction's as barbarian's rage on using skills and abilities.

Unnerving Gaze (Ex) Sapient creatures that succumb to a soundblaster kyton unnerving gaze become overwhelmed with nihilistic hopelessness for 1 minute. During that time they reject beneficial and harmful effects alike, being treated as unwilling targets and making saving throws against harmless effects.

Soundblaster kytons are virtuosi of inflicting pain and injury with sounds. They compose pieces of fiendish music by weaving the riffs played on their embedded strings, the haunting shrills they sing, and the screams of pain of their victims. They often mix terrible cacophony with eerily beautiful parts. When they communicate, they usually sing in a deeply resonant voice drawn from the depth of their throat.

Drummers (CR 4) are lesser kytons that occasionally accompany soundblaster kytons. They use ostiarius stats with young template applied, no spell-like abilities, and Intelligence, Wisdom, and Charisma scores of 13. Their unnerving gaze causes shaken condition for 1 round.

02 July 2017

Monster: Hag Matron

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Hag Matron

A tall, spindly woman with grey hair tied in a tight bun, and stern gaze.

CR 6; XP 2,400

LE Medium Monstrous Humanoid
Init +3; Senses darkvision 60 ft., child-scent; Perception +14

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 76 (8d10+32)
Fort +5, Ref +9, Will +9
Defensive Abilities semblance of decency; SR 17

Speed 30 ft., climb 20 ft.
Melee 2 claws +12 (1d6+4) and bite +12 (1d4+4), or punishing crop +13/+8 (2d6+5 nonlethal)
Special Attacks child-catcher, punishing crop
Spell-Like Abilities (CL 10th; concentration +11)
At Will—mending, prestidigitation
3/day—augurybaleful childhood (DC 16), silence (DC 13), unseen servant

Str 18, Dex 16, Con 16, Int 17, Wis 17, Cha 13
Base Atk +8; CMB +12 (+16 to grapple); CMD 25
Feats Alertness, Blind-Fight, Combat Casting, Toughness
Skills Climb +12, Bluff +12, Diplomacy +12, Knowledge (arcana) +14, Knowledge (local) +14, Perception +16, Profession (housekeeping) +14, Sense Motive +16
Language Aklo, Common, Giant, Ratfolk
SQ small-talk

Environment urban
Organization solitary, pair, or coven
Treasure standard

Special Abilities

Baleful Childhood (Sp) This ability works as baleful polymorph spell, except it is limited to affecting young adult or older humanoids and the target is transformed into a child-like version of oneself, becoming one size category smaller, suffering –4 penalty to Strength and Constitution scores, and a –5 penalty to Charisma-based ability and skill checks made to convince, threaten, or fool adult humanoids. Part of the change is a curse that makes adults not treat the subject seriously. Victims that failed their Will saving throws lose memory of their adult existence forming vague false memories of being local orphans.

Child-Catcher (Ex) A hag matron can attempt a grapple maneuver against a creature smaller than herself without provoking attacks of opportunity and gains +4 bonus to grapple checks. Against creatures smaller than herself, a hag matron can maintain a grapple as a free action, ignore penalty for using single arm, and move her full speed when using move option on a successful check to maintain the grapple.

Child-Scent (Ex) A hag matron can smell children as if possessing scent special ability.

Punishing Crop (Su) A hag matron can fashion a simple riding crop from a piece of wood and some leather and clothing. While in her hands, the punishing crop is a +1 weapon dealing significant nonlethal damage as long as her semblance of propriety is intact. On a confirmed critical hit, punishing crop makes the target stunned with pain for 1 round (a DC 15 Fortitude saving throw reduces stun to being staggered for 1 round). Creating a new punishing crop takes hag matron one hour of work with the right materials. The saving throw DC is Charisma-based.

Semblance Of Propriety (Su) A hag matron is veiled by an illusion that adjust her appear and makes her look as a mundane woman of the locally most prominent race—human, or half-elf usually, by masking her claws and her teeth. While her semblance of propriety remains active, the hag matron's alignment reads as Lawful Neutral instead of Lawful Evil. Semblance of propriety is suspended when a hag matron is asleep, unconscious, stunned, confused, raging, using her natural attacks, or extremely excited.

Small Talk (Ex) A hag matron is well versed in local etiquette treating Bluff, Diplomacy, Knowledge (local), Profession (housekeeping), and Sense Motive as her class skills.

While majority of the hags live in wilderness or on the very outskirts of human settlements, hag matrons adapted to urban existence. They grow out of changelings that resisted the call of their tainted heritage for a long period while living in a major settlement, learning local customs and traditions while gathering temporal power, wealth, and social connections.

Many hag matrons pose as governesses, orphan-house keepers, landladies in poor districts, nuns, fortune-tellers, or wealthy eccentric widows using accumulated wealth and social influence to hide their dark deeds from the overly nosy neighbors, adventurers, and other do-gooders. While a few of them occasionally may resort to stalking the city at night in search of prey, usually they set up themselves in position where the prey comes to them (or is brought to them by servants or even well-meaning others, unwary of their true nature).

25 June 2017

Monster: Visceraith

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Twin images of the entity overlap each other. One is a perfectly shaped form of a man, while the other is misshapen mass of bloodied organs, inverted skin, and bare muscles.

CR 11; XP 12,800

CE Medium Undead (incorporeal)
Init +5; Senses darkvision 60 ft., lifesense; Perception +18

AC 25, touch 25, flat-footed 20 (+10 deflection, +5 Dex)
hp 145 (10d8+100)
Fort +13, Ref +10, Will +14
Defensive Abilities channel resistance +4, gruesome return, incorporeal; Immune undead traits

Speed fly 30 ft (perfect)
Melee 2 incorporeal touches +13 (6d6 plus eviscerating touch)
Special Attacks eviscerating touch, messy kills

Str —, Dex 20, Con —, Int 17, Wis 21, Cha 31
Base Atk +7; CMB +7; CMD 32
Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (incorporeal touch)
Skills Fly +26, Heal +15, Intimidate +23, Knowledge (arcana) +16, Knowledge (religion) +16, Perception +18, Spellcraft +16
Language Abyssal, Aklo, Common, Undercommon; telepathy 100 feet
SQ visceral harvest

Environment any
Organization solitary
Treasure standard

Special Abilities

Eviscerating Touch (Su) A visceraith's touch opens deep wounds and rips out pieces of the victim's flesh and organs. It addition to regular damage, eviscerating touch inflicts 1d4 points of ability damage to Strength or Dexterity, or 1 point of Constitution bleed and the visceraith gains 5 temporary hit points.

Gruesome Return (Su) A visceraith is not that easy to get rid off. When a visceraith is reduced to 0 or less hit points or destroyed with an effect such as disruption weapon, it's essence disperses among all Tiny or larger corporeal living beings within 100 feet that have discernible anatomy, are not protected with protection from evil, blessed, or staying within consecrated or hallowed area. The first of those creatures that is reduced to 0 or less hit points within the next 24 hours with an effect that does not destroy body, or is powered by light, good, or positive energy, dies within a shower of blood and gore as the visceraith emerges renewed. Creatures that are prevented from becoming undead or immune to possession are excluded from this effect as well. This is a death effect.

Messy Kills (Su) When a visceraith reduces a living corporeal creature to 0 or less hit points, the victim's body is completely butchered, the skin bursts, the muscles are torn apart, and the organs shred and thrown around in a fountain of blood. The ground within 10 feet of the victim becomes difficult terrain for 1d4+1 rounds, the victim cannot be returned to life with effects that require intact body, and the visceraith can make a demoralize check as a free action, targeting all the sapient creatures that witnessed the demise. The visceraith also gains 2d6 × 5 temporary hit points if the victim was Medium (1d8 if Small, 3d6 if Large, with smaller or larger creatures adjusting the dice used as per natural weapon damage dice size progression). This is a death effect.

Visceral Harvest (Su) Pieces of viscera torn from visceraith's victims keep floating around it forming a gruesome curtain within 30 feet radius. A visceraith can burn 10 temporary hit points to appear as a ghostly version of a person it killed as if using disguise self for 10 minutes. It can burn 25 temporary hit points to produce telekinesis (CL 10th). It can burn 100 temporary hit points to weave the stolen viscera into a temporary physical body to inhabit. The temporary body has 100 hit points that cannot be healed and decay at the rate of 5 points per hour, DR 10/silver and magic, Strength score of 20, and natural armor bonus replacing the deflection bonus to AC. 

Visceraith are cruel, mad spirits formed when a powerful caster suffers from a terrible mishap involving death magic, portals, teleportation, or transformation, that butchered the dying body, and warped the extinguished mind.

Visceraith usually are obsessed with regaining physical form, though a few prefer to go further, seeing their discorporate state as a step above a feeble mortal form.

18 June 2017

Monster: Tentaculcat

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This creature has a cat-like body with eight tentacles instead of legs. Its head is clearly feline, though more elongated and streamlined. It also has beak instead of jaws, and thick tendrils instead of whiskers.

CR 3; XP 800

N Small Aberration (aquatic)
Init +8; Senses darkvision 60 ft., keen scent, low-light vision, scent; Perception +14

AC 16, touch 15, flat-footed 12 (+4 Dex, +1 natural, +1 size)
hp 26 (4d8+8)
Fort +3, Ref +5, Will +6
Defensive Abilities aquatic evasion

Speed 20 ft., climb 20 ft., swim 50 ft.
Melee bite +8 (1d4+1), tentacles +3 touch (attach, paralytic grasp)
Space 5 ft.; Reach 5 ft.
Special Attacks pounce, sneak attack +2d6

Str 12, Dex 18, Con 14, Int 2, Wis 15, Cha 11
Base Atk +3; CMB +3; CMD 17 (29 vs trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Climb +13, Perception +14, Stealth +16, Swim +13; Racial Modifiers +8 Perception, +8 Stealth
SQ amphibious, compression

Environment tropical oceans
Organization solitary or pair
Treasure incidental

Special Abilities

Aquatic Evasion (Ex) A tentaculcat benefits from evasion special ability while swimming.

Paralytic Grasp (Ex) The touch of a tentaculcat long feeding tentacles can short circuit nerves and cause paralysis on a failed Fortitude saving throw (DC 14). A creature affected by paralytic grasp can keep repeating its saving throw each round. A creature that succeeds the saving throw becomes immune to tentaculcats' paralytic grasp for 24 hours. A tentaculcat can suppress this ability, usually when it is using its tentacles to feel an object or creature peacefully or playfully. The saving throw DC is Constitution-based. This is a pain effect.

Tentaculcats live in shallow tropical seas and oceans and on their shores where they hunt and feed on crustaceans, fishes, and other small critters, as well as tropical fruits. They are curious and playful creatures, rarely harming humanoids, though they can lash quickly against perceived threat.

A 7th level spellcaster with Improved Familiar feat can select tentaculcat as a familiar and characters with Leadership can pick it as a 5th level cohort (advancing by taking rogue levels). It often involves being subject to its paralytic grasp when it wants to show its displeasure, though.

11 June 2017

Monster: Compostnic

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This pile of steaming compost is very stinky and moving around...

CR 6; XP 2,400

NE Huge Undead
Init +0; Senses blindsight 30 ft.; Perception +1
Aura stench (DC 15; 10 rounds)


AC 18, touch 8, flat-footed 18 (+10 natural, –2 size)
hp 66 (12d8+12)
Fort +5, Ref +4, Will +9
Defensive Abilities amorphous, heat of decay; DR 5/—; Immune undead traits
Weakness blind

Speed 20 ft., burrow 20 ft.
Melee 3 slams +12 (1d8+5)
Space 15 ft.; Reach 10 ft.
Special Attacks nauseating demise, nauseating strike

Str 20, Dex 10, Con —, Int —, Wis 13, Cha 13
Base Atk +9; CMB +16; CMD 26 (can't be tripped or bull-rushed)
SQ compression, devour plants

Environment temperate and tropical forests and plains
Organization solitary, pair, or pile (3–6)
Treasure standard

Special Abilities

Devour Plants (Ex) A compostnic can consume remains of a dead plant creature by spending a number of rounds equal to the creature's HD, regaining 2 hit points each round.

Heat Of Decay (Ex) Decaying core of a compostnic is very hot, adding 1d6 points of fire damage to its melee attacks on confirmed critical hits. When a compostnic is subject to any fire damage it emits acrid smoke that acts like a smoke cloud effect of pyrotechnics spell (saving throw DC 13), lasting 1 round.

Nauseating Demise (Ex) When a compostnic is reduced to 0 or less hit points, it explodes in a shower of filthy, decaying plant matter. All the creatures within 10 feet of destroyed compostnic that fail a Fortitude saving throw (DC 15) become nauseated for 1d4+1 rounds. The saving throw DC is Constitution-based and includes +2 racial bonus.

Nauseating Strike (Ex) When a creature suffering from sickened condition is hit with a compostnic's slam attack, it becomes nauseated for 1 round unless it makes a successful Fortitude saving throw (DC 15). The saving throw DC is Constitution-based and included +2 racial bonus.

Stench (Ex) A compostnic's stench ability saving throw DC includes a +2 racial bonus.

Majority of the undead entities arise from dead people or beasts, but compostnics are little more than a pile of decomposed plant matter animated by negative energy. They are occasionally created by necromancers interested in gardening and plant creatures, those who have to utilize corpses of plant creatures, and corrupted druids.


To create a compostnic, a necromancer has to gather a significant amount of shredded decaying remains of plant creatures (approximately 10,000 pounds), supplemented with inanimate but expensive plants worth no less than 600 gp (or 50 gp per HD of created compostnic). Once the pile is ready, it needs to be targeted with either blight or diminish plants spell, followed by animate dead (the expensive plants replace the regular material component) with a minimum caster level 6th (or half the compostnic's HD).