18 February 2018

Fantasy NPC: Drakon Demiurgos Kosmon

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Drakon Demiurgos Kosmon

A bipedal anthropomorphic dragon with hide of dark grey and black.

CR 1; XP 400
N Medium Dragon
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +2

AC 12, touch 10, flat-footed 12 (+2 natural)
hp 13 (2d12)
Fort +3, Ref +3, Will +5
Defensive Abilities environmental adaptation, rejuvenation, unrestrained creation; Immune paralysis, starvation, thirst; SR 16
Weakness susceptible to sleep

Speed 30 ft., fly 30 ft. (average)
Melee 2 claws +2 (1d4)

Str 10, Dex 10, Con 10, Int 19, Wis 15, Cha 13
Base Atk +2; CMB +2; CMD 12
Feats Hover
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Profession (writer) +5; Racial Modifiers +10 bonus to Knowledge checks made to identify creatures and discern their weakness and strengths
Language Aklo, Common, Draconic, Giant, Sylvan; tongues
SQ create worlds, seed species, sleep through, starflight

Create Worlds (Sp) Drakon Demiurgos can create a rift leading to a newly formed pocket demiplane spending 1d4 hours in concentration. He can make a Knowledge (geography) check to determine the general physical features of the started demiplane, Knowledge (nature) to determine primary weather conditions, or Knowledge (planes) to set overall cosmological conditions, with the check result of 15 setting single vague quality, with one additional quality determined for every 5 points above 15. Once created, the new demiplane slowly expands and shapes itself around the defining conditions, independently of Drakon Demiurgos will, intent, or attention, though it takes years or centuries for most changes. The newly created demiplane remains anchored to the point where it was created, with a passage taking form of a visible rift or portal, or concealed as a natural feature corresponding to the demiplane's dominant feature (such as via burrow under the roots of a large tree for a forest-themed demiplane).

Environmental Adaptation (Ex) Drakon Demiurgos can adapt to natural conditions of a planet, plane, or interplanetary void in 1d4 rounds, and breathe the local natural atmosphere.

Rejuvenate (Su) When killed, Drakon Demiurgos reforms on a random demiplane of his creations somewhere in the universe after 1d10 years. 

Seed Species (Sp) Drakon Demiurgos can prod a newly created demiplane into forming new creatures that will evolve as the demiplane expands, though it might take years, centuries, or even millennia before the desired species emerge—with higher CR creatures usually taking much longer time to develop. Drakon Demiurgos can predetermine or more traits of the incoming species and make a Knowledge check of the type associated with the species type (arcana, dungeoneering, nature, local, planes, or religion). The seeded species will show one of the desired traits with the check result of 15, plus one additional trait per 5 rolled above 15. It will also posses other traits determined by conditions of the demiplane, circumstances of its evolution, interferences by outside forces, presence of other developing species and blind chance. Other creature species will also emerge on the expanding demiplane, to fill available ecological niches and provide the basic ecosystem capable of sustaining the seeded species. Creatures created by this ability, directly or indirectly will have attitude of indifferent at worst to Drakon Demiurgos Kosmon, unless he provokes them in any way. Many of them will simply ignore him when he moves past them, regardless of their aggressiveness and typical behavior.

Sleep Through (Ex) Drakon Demiurgos can hibernate for extended periods of time, typically while travelling between worlds, when bored, or waiting for development of particularly promising demiplane and its denizens.

Starflight (Ex) Drakon Demiurgos can travel between worlds. Intersystem trips usually take 3d20 months, while moving between different planetary systems typically takes 3d20 years. Drakon Demiurgos ability to navigate between stars is rather erratic, though.

Susceptible To Sleep (Ex) While Drakon Demiurgos like other dragons cannot be forced to sleep, any sleep-causing effects used on him make him drowsy and staggered for their duration.

Unrestrained Creation (Ex) Drakon Demiurgos cannot be charmed, coerced, compelled, forced, or threatened into using his creative powers, not even by gods, though he gladly accept innovative ideas for new creations—with no warranty that he'll use them anytime soon.

Drakon Demiurgos Kosmon, is a travelling oddity—a mostly harmless entity wielding cosmic power of creating new (if tiny at their inception) worlds and new species seemingly at will (if erratically and with limited finesse). Not really interested in extended social interaction, unless exchanging thoughts and ideas about worlds and creatures, he shows strong interest in learning about strange entities and natural wonders, as well, as unusually ecosystems. He certainly seems to be fed up with humans and other common humanoids, sometimes blatantly examining encountered specimens for atypical features only to exclaim things such as "Oh, great! Another base line homo sapiens...", "You're sure that you don't hide some interesting features under that clothing? No? Ah, well, maybe the other one?" or "Two sexes, live-birth mammalian? Done it to death. Pass...". He shows a degree of protectiveness for his creations, even if they failed to evolve interesting and unusual traits.

Drakon Demiurgos often carries with him notes regarding his past and future creations, though he is prone to misplacing them or losing them to environmental damage.

11 February 2018

Monster: Spectral Kitten Swarm

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Spectral Kitten Swarm

A tangle of ghostly kittens leaping, skittering, and hovering in air.

CR 6
; XP 2,400
CE Tiny Undead (incorporeal, swarm)
Init +8; Senses darkvision 60 ft.; Perception +20


AC 18, touch 18, flat-footed 13 (+1 deflection, +4 Dex, +1 dodge, +2 size)
hp 66 (12d8+12)
Fort +5, Ref +8, Will +9
Defensive Abilities incorporeal, swarm; Immunities undead traits
Weakness attracted to light

Speed fly 30 ft. (perfect)
Melee swarm (3d6 plus clumsiness)
Space 10 ft.; Reach 0 ft.
Special Attacks clumsiness (DC 16)

Str —, Dex 18, Con —, Int 2, Wis 13, Cha 13
Base Atk +7; CMB —; CMD —
Feats Dodge, Improved Initiative, Mobility, Skill Focus (Fly), Skill Focus (Perception), Skill Focus (Stealth)
Skills Fly +19, Perception +20, Stealth +15
SQ poltergeist passing

Environment ruins
Organization solitary, pair, box (3—10)
Treasure incidental

Special Abilities

Attracted To Light A spectral kitten swarm is attracted by any magical light and pattern effects it notices, moving to approach the center of the effect, and becoming fascinated when within 10 feet of it. They also aggressively pursue magical light or patterns, with 50% chance they will move toward the source of the effect instead of along it.

Clumsiness (Su) Any sapient creature damaged by a spectral kitten swarm that fails a Will saving throw (DC 16) is staggered and suffers —4 penalty to Dexterity and Perception checks until the end of its following turn. The saving throw DC is Charisma-based.

Poltergeist Passing (Su) Despite their incorporeal state, a swarm of spectral kittens generates psychokinetic force as it moves, pushing, pulling, biting, and breaking unattended objects weighing 5 or less pounds wherever it passes (or heavier if they are put in unstable position). It does not damage magical objects but makes them fall off the tables, desks, and other high placed locations.

Spectral kittens are cute, capricious, immaterial, disorderly, murderous little furballs. They are very inquisitive and playfully cruel, often giving their victims a moment of respite while pursuing another prey for a moment only to reemerge from a wall or ceiling and haunt the initial target. They also seem to be very fond of throwing things from heights to the ground.

04 February 2018

Monster: Hiurdophagus

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An attractive, though a bit disheveled young lady, with a bit too wide smile, and wild eyes.

CR 1
; XP 400
N Medium Aberration
Init +1; Senses darkvision 60 ft., scent of prey; Perception +5


AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 14 (2d8+5)
Fort +1, Ref +1, Will +4
Immunities sleep

Speed 30 ft.
Melee bite +2 (1 plus paralytic poison), 2 slams +2 (1d3+1)
Special Attacks larval infection (DC 12)

Str 12, Dex 12, Con 12, Int 3, Wis 13, Cha 15
Base Atk +1; CMB +2; CMD 13
Feats Toughness
Skills Perception +5, Sense Motive +2; Racial Modifiers +10 to Bluff and Diplomacy when interacting with creatures that would be attracted to the host's body
Languages Common (or whatever the native language of the host was)

Environment tropical urban and rural
Organization single, pair, swarm (3—12)
Treasure incidental

Special Abilities

Larval Infection (Ex) Special—contact; save Fort 12, frequency 1 day, effect 1d3 Con and 1d3 Wis damage, cure 2 consecutive saves that exceeded the DC by 5 or more. As a full-round action, usually during an act of passion, a hirudophagus can infect a humanoid or a humanoid-blooded native outsider with one of its larvas. The larva slowly consumes the victim's intestines, with only a minimal disturbance to the victim, due to the larva's anesthetic excretions. When Constitution damage exceed the victim's Constitution score, the parasite takes over the body turning the victim into another hirudophagus. If Wisdom damage exceed the victim's Wisdom score before transformation, the infected becomes restlessly amorous and lustful, eschewing rest and personal care until the infection is cured or the transformation occurs. This is a disease effect and can be treated accordingly. A hirudophagus can infect 1d3+1 victims before dying and needs at least hour after an infection before it can infect another victim.

Scent of Prey (Ex) A hirudophagus has a scent special ability though restricted only to humanoids and humanoid-blooded native outsiders, such as aasimars or tieflings. It also allows hirudophagus to recognize and avoid creatures already infected by hirudophage larva.

Hirudophages are leech-like parasite that eat guts of their hosts, wearing infected bodies like sophisticated disguises to spread among humanoids. Being only marginally stronger and resistant than average humanoid, hirudophages are naturally cunning, trying to entice unsuspecting victims into entering intimate contact, though they retain only minimal level of intelligence and capability to use language of their host.

The exact source of hirudophage is unknown, with outbreaks of infection appearing in various place from time to time, as if a smart, long-living carriers capable of overcoming their lust were moving across population centers.

28 January 2018

Monster: Dragontoad

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An enormous toad with a hide covered with warts and scales and a pair of grotesquely clumsy wings.

CR 4
; XP 1,200
N Medium Dragon
Init +1; Senses darkvision 60 ft., low-light vision; Perception +9


AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 42 (4d12+16)
Fort +7, Ref +7, Will +6
Immunities paralysis, sleep; Resistance acid 10, fire 10

Speed 20 ft., swim 30 ft.
Melee bite +8 (2d6+8/×3 plus grab)
Ranged caustic spit +5 touch (2d4 acid, 2d4 fire, and entangle)
Special Attacks mighty jaws

Str 18, Dex 12, Con 16, Int 5, Wis 15, Cha 11
Base Atk +4; CMB +8 (+12 grapple); CMD 19
Feats Lightning Reflexes, Toughness
Skills Acrobatics +5 (+35 to jump), Perception +9, Stealth +8 (+12 in marshes and swamps); Racial Modifiers +30 Acrobatics when jumping, +4 Stealth in marshes and swamps
Languages Draconic
SQ hold breath, vestigial wings

Environment warm swamps and marshes
Organization single or pair
Treasure standard

Special Abilities

Caustic Spit (Ex) A dragontoad can spit a glop of corrosive slime that burst with fire a moment later, dealing 2d4 points of acid damage and 2d4 points of fire damage to a creature within 30 feet on a successful ranged touch attack. A creature struck has to make a Reflex saving throw (DC 15) or becomes entangled with the sticky goo, suffering the damage each round for the next 1d4+1 rounds. The creature can take a full round action to attempt to free itself by making a successful Reflex saving throw, Escape Artist, or Strength check (DC 15). A dragon toad can use her caustic spit every 1d3 rounds. The saving throw DC is Constitution-based.

Mighty Jaws (Ex) A dragontoad powerful jaws add twice the creature's Strength bonus to damage inflicted and inflict triple damage on a confirmed critical hit.

Vestigial Wings (Ex) A dragontoad is always treated as if it had a running start when jumping and never suffers falling damage as long as it is conscious and capable of taking actions.

Dragontoads are draconic creatures that cross the line between reptiles and amphibians, a barely sapient, primal branch of dragonkind, or so it is speculated, though a stories of a a progeny of a dragon turned into a toad surface from time to time. Dragontoads don't seem to care anyway.


Greater dragontoads (CR 5) have giant simple template, more functional wings giving them flying speed of 40 ft. with clumsy maneuverability, and more caustic spit dealing 2d6 points of acid and 2d6 points of fire damage per round.

21 January 2018

Fantasy NPC: The Queen In Ruby With The Emerald Eyes

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The Queen In Ruby With The Emerald Eyes

A short but shapely woman, with raven-black hair. Her body is completely covered in a translucent ruby shell, except for a white mask that conceals her face.

CR 7; XP 3,200
CN Medium Fey
Init +6; Senses low-light vision; Perception +25

AC 20, touch 16, flat-footed 18 (+4 armor, +4 deflection, +2 Dex)
hp 88 (16d6+32)
Fort +7, Ref +10, Will +10
Defensive Abilities mistress of the palace, ruby raiment; Immune charm, emotion, pain; SR 18

Speed 30 ft.
Melee touch of red glass +8 melee touch (2d6 bleed)
Spell-Like Abilities (CL 16th, concentration +20)
At Will—command (DC 15), dancing lights, dispel magic, glitterdust (DC 16), lightmagic missile, prestidigitation, word of recall (her palace)
3/day—quickened command (DC 15), quickened dispel magicquickened glitterdust (DC 16), maximized magic missile

Str 10, Dex 14, Con 14, Int 16, Wis 14, Cha 18
Base Atk +8; CMB +8; CMD 32
Feats Alertness, Defensive Combat Training, Improved Initiative, Maximize Spell-Like Ability (magic missile), Quicken Spell-Like Ability (command), Quicken Spell-Like Ability (dispel magic), Quicken Spell-Like Ability (glitterdust), Skill Focus (Spellcraft)
Skills Bluff +23, Diplomacy +23, Knowledge (arcana) +19, Knowledge (nature) +22, Knowledge (nobility) +19, Knowledge (planes) +19, Perception +25, Sense Motive +25, Spellcraft +25
Language Aklo, Celestial, Common, Draconic, Giant, Sylvan
SQ mistress of the rituals

Mistress Of The Palace (Ex and Su) The Queen In Ruby existence is bound to her palace. If she is reduced below 0 hit points, her ruby raiment explodes as her body and the palace discorporate and reform elsewhere in the Otherworld in 1d10 days. The only way to destroy her is to anchor her palace to its current location with potent magic, such as obscure occult ritual, or wish, preventing its discorporation on her demise. The Queen always knows her way around her palace, even after it was reshaped, and the location of her courtiers, kalophages, and her Champion within its borders. She can command food and drink to appear on tables spread around the palace and doors to open and close as she wishes. The  palace keeps itself modestly clean of filth and sewage, though other services have to be performed by her courtiers. 

Mistress Of The Rituals (Ex) The Queen In Ruby has hoarded and mastered many occult rituals. She has +4 bonus to skill checks while performing occult rituals due to her caster level. Her palace is a nexus for a 6th level ley line, giving her another +3 bonus while performing occult rituals if she spends three extra hours to tap its power. She is known to be able to create more kalophages, send creatures to the material plane from her palace, reshape and move her palace to different locations in the Otherworld unclaimed by other fey lords and ladies, house spirits of dead mortals within bodies of her courtiers, and turn oaths and pacts into magically binding compulsions. She certainly can invoke other grand magics with her rituals.

Ruby Raiment (Sp) The Queen In Ruby is covered in a constant mage armor effect that takes the form of a ruby sheath over her body. If ruby raiment is dispelled, disjoined or otherwise suppressed, it shatters into a rain of ruby shards bestowing vulnerability to force for 24 hours to anyone within 30 feet and the Queen herself reverts to her true, incorporeal form, gaining incorporeal defensive quality and incorporeal subtype until the raiment reforms (which takes 1d4+1 rounds normally, unless suppressed with a longer lasting effect).

Touch Of Red Glass (Su) The Queen's touch can open wounds that turn flowing blood into shards of red glass inflicting 2d6 points of bleed damage per round. As long as the bleed effect persist, the victim's moving speed is halved. A creature dropped to 0 or less hit points by this bleeding becomes trapped in a column of red glass, paralyzed but conscious and stable if the damage didn't kill it. The trapped creature does not need to breathe, eat, or drink, and doesn't age. Freeing the creature requires break enchantment (DC 18), dispel magic (DC 18), freedom, shatter, or stone to flesh effect, or breaking the column by inflicting 10 points of damage, but the trapped victim takes the same damage. Once freed, the victim returns to dying condition, depending on its current hit points.

The Queen In Ruby With The Emerald Eyes is the mistress of a palace hidden somewhere in the Otherworld. She commands unquestioning loyalty of her Champion, capricious services of kalophages, and keeps vessels of kalophages' victims as her pliant courtiers.

She is callous and uncaring towards anyone, desiring love and companionship but offering none in return, occasionally keeping a mortal retainer or two before she lets her kalophages feed on them and make them join the rank of her listless courtiers.

Essentially, she is an intangible spirit wearing a ruby shell, incapable of mortal intimacy and mortal feelings, with only limited understanding of either. Her existence is one of mimicry of courtly custom twisted by her inhuman nature. Additionally, unlike many other fey lords and ladies, her own powers are very limited, relying instead on tapping the source of her own existence indirectly, through exquisite and obscure rituals.

A few scholars of the Otherworld implied that she might be an impostor or an usurper, not a true fey lady, who hijacked the powers of the palace with occult rituals. None of those who dared to say it in her presence are still around to confirm, rescind, or amend their opinions.

14 January 2018

Fantasy NPC: The Champion In Ruby With The Emerald Blade

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The Champion In Ruby With The Emerald Blade

A tall figure in a full crimson plate, adorned with intricate etchings and ruby spikes. His leg plates and helmet are strangely shaped, as if his legs were not human, and his brow adorned with horns. He wields a glaive shaped from a piece of emerald.

CR 5; XP 1,600
Male faerzon andal steelblood bloodrager 5 (Verdant bloodline)
LE Medium Fey
Init +2; Senses low-light vision; Perception +10

AC 22, touch 12 (10 in bloodrage), flat-footed 20 (+10 armor, +2 Dex); +1 AC against charge
hp 37 (5d10+5); fast healing 2 while bloodraging
Fort +6, Ref +4, Will +4; +1 to Reflex against trample, +4 against fear, charm, and compulsion effects
Defensive Abilities blood sanctuary, ferocity, inured to elements, ivory death

Speed 25 ft.; runs at three times the speed
Melee emerald blade +10 (1d10+7/×3) or +1 armor spikes +10 (1d6+5)
Special Attacks bloodrage (19 rounds/day, +4 Str, +4 Con, +2 Will, verdant growth, oaken skin), indomitable stance (+1 to attack and damage against charging creatures)
Bloodrager Spells (CL 5th; concentration +7)
1st (2/day)—expeditious retreat (45 ft. due to armor), mountshield
Spell-Like Abilities (CL 15th, concentration +17)
1/day—sending (only to contact The Queen In Ruby), word of recall (only to return to the palace of the Queen)

Str 18, Dex 14, Con 12, Int 10, Wis 10, Cha 15
Base Atk +5; CMB +10; CMD 21 (22 against overrun)
Feats Eschew MaterialsB, Extra Rage, Iron Will, Power Attack
Skills Intimidate +10, Knowledge (nobility) +5, Perception +10, Spellcraft +5; Racial Modifiers +2 Perception
Language Common, Sylvan
SQ blood casting

Notable Gear cloak of resistance +1, +1 spiked +1 full plate armor, emerald blade, potion of lesser restoration

Emerald Blade carried by The Champion In Ruby is a +1 glaive that appears to be carved out of piece of emerald, glowing with a green luminescence. Its strike deplete brooch of shielding (or a similar protections absorbing magic missile damage) by the amount equal to the damage inflicted and suppress immunity to magic missiles provided by shield spell and similar effects for 1 round, both for the target and the wielder of the blade.

Eternal Devotion (Ex) The Champion In Ruby serves his Queen exclusively, gaining +4 bonus to saving throws against non-harmless fear, charm, and compulsion effects. He also gains ferocity universal monster rule. He can maintain his bloodrage while defending his Queen without expending daily rounds of bloodrage. He can enter bloodrage while seeing his Queen being attacked even when fatigued or exhausted, suppressing either condition for as long as she is attacked.

Inured To Elements (Ex) Faerzon andal fey nature makes them much more resistant to heat and cold than most mortals, granting them range of protection against temperatures similar to endure elements spell.

Ivory Death (Ex) Dying faerzon andal slowly transform into an ivory-like statues, gaining hardness equal to the absolute value of their negative hit points.

The Champion In Ruby With The Emerald Blade is the most loyal servant of The Queen In Ruby With The Eyes Of Emerald, her marshal, her castellan, and her guardian. He is bound to her by inviolable oaths tempered with the name he forsake when he entered her services.

He despises kalophages and he has nothing but cold disdain for the shells of their victims they bring to fill the ranks of the Queen's courtiers for the dedication of the later is false, brought by predations of the former. A mere suggestion that his servitude to the Queen might not differ much is sure way to provoke his rage and incite him into pursuing the offender relentlessly until either one of them dies. Only a direct order from the Queen could pause such vendetta, though it's uncertain if even she could order the Champion to forgive the offender.

07 January 2018

Monster: Kalophage

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A slender androgynous figure with pointed ears, smooth skin and nearly featureless face that lacks mouth.

CR 3
; XP 800
CN Medium Fey
Init +8; Senses low-light vision; Perception +12


AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 27 (5d6+10)
Fort +3, Ref +8, Will +6
DR 5/cold iron

Speed 30 ft., climb 30 ft.
Melee 2 slams +5 (1d4+3 plus grab)
Special Attacks sap personality, wordless charm

Str 16, Dex 18, Con 14, Int 11, Wis 15, Cha 15
Base Atk +2; CMB +5 (+9 grapple); CMD 22
Feats Alertness, Defensive Combat Training, Improved Initiative
Skills Acrobatics +12, Bluff +10, Climb +19, Perception +12, Sense Motive +12, Stealth +12
Languages understand Aklo, Common, Sylvan

Environment forest or urban
Organization single, pair, or a krewe (3–7)
Treasure standard

Special Abilities

Sap Personality (Su) Kalophages drain confidence and individuality from mortal victims. At the end of each round a kalophage maintained pin on its victim, or holds a willing victim in its arms, the victim suffers 1d4 points of Charisma damage. A creature whose Charisma damage exceeds Charisma score becomes listless shell of oneself, superficially attractive, with a perfectly smooth skin, but devoid of will and sense of self, following simple requests from others, though unable to perform any actions that would require initiative or personal choices.

Wordless Charm (Sp) Once per day, a kalophage can attempt to charm a single humanoid (Will DC 14 negates and renders the target immune to further attempts made by the same kalophage forever) making it believe the kalophage to be its sole friend and instilling a sense of distrust toward everyone except the kalophage and its krewe. The charm lasts until dispelled or removed by feeding the victim an infusion of fey-repelling herbs and cold iron shavings, or keeping the victim within a circle of cold iron for 24 hours. This is an equivalent of a 2nd level spell. A kalophage can have single victim charmed in this way at any one time.

Kalophages are callous fey that feed on doubts and self-loathing of lone mortals, turning them into puppets for their mistress, The Queen In Ruby With The Emerald Eyes. Their favored victims are people who are attractive but lack confidence, pushing them deeper into embrace of soul-crushing apathy. Kalophages that rendered their victims fully docile are allowed to return to their mistress palace, where their victims join the ranks of The Queen's courtiers and the kalophages continue to feed on the victims' personalities keeping them submissive and obedient.