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Strahomir Chrobroslavovitch
A handsome, well built young man with black hair, and green eyes. He wears an embroidered tunic and a princely golden chain on his neck.
CR 1; XP 400
Male Human Aristocrat 5
LG Medium Humanoid (human, shapechanger)
Init +2; Senses low-light vision; Perception +11
Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 36 (5d8+10)
Fort +5, Ref +5, Will +7; –4 in combat or other significant danger
Weakness the curse
Offense
Speed 30 ft.
Melee mwk short sword –1 (1d6–3, 19–20/x2)
Ranged mwk light crossbow +1 (1d8–2, 19–20/2)
Statistics
Str 11, Dex 14, Con 14, Int 14, Wis 12, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Alertness, Diehard, Dodge, Endurance
Skills Bluff +12, Diplomacy +12, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (nobility) +10, Linguistics +10, Perception +11, Sense Motive +11
Language Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, Sylvan
SQ change shape (squirrel)
Ecology
Environment any
Organization unique
Treasure double standard (including ring of resistance +2)
Special Abilities
Change Shape (Su) Strahomir can change his shape into a harmless squirrel at will. In such form his AC becomes 17 (+4 Dex, +1 dodge, +2 size), Reflex saving throw becomes +7, he gains climb speed of 30 feet, and his Climb and Stealth skills have total bonuses of +12 each.
The Curse (Su) Strahomir curse triggers whenever he is in danger, including combat. For the duration of the danger and for 1d4 rounds thereafter he is stricken with shaken, sickened, and fatigued conditions, suffering significant penalties and being unable to move fast. The curse effects are suspended while he is in the squirrel form... Attempts to break enchantment or remove curse can only suspend the curse for 1d4 rounds, anyone casting such spell on Strahomir is immediately targeted with baleful polymorph, however and and changed into a squirrel on a failed saving throw (DC 20).
Strahomir is a sole son of duke Chrobroslav. When he was born, a witch in the employ of his uncle Gnyevosh put a powerful curse on him that was revealed when the boy reach the age of training for the sword and the horse. Because dukes are required to be capable in body as well as in mind—leading the warriors on the field during the skirmishes and wars is one of their primary roles—his uncle made sure that the news of his nephew's inability to rule is well known. When the boy came of age, it was Gnyevosh who gave him his adult name meaning "fearful peace" or "respectful of fear". Despite the popular love for the duke's son, both among the common people, and his father's warriors, it's painfully obvious that the warrior's assembly will be simply unable to approve him taking the ducal crown when his father passes. This not only assures that he won't challenge Gnyevosh for the crown of the duchy, but also means he will be omitted later in favor of Gnyevosh's own sons.
When the curse first revealed, Chrobroslav promised a royal reward to anyone who would break the curse, significantly increasing number of squirrels in the ducal gardens. After some trial and errors, the number of petty magicians trying to undo the spell significantly dropped. A more wary sage managed to divine that the curse could be broken if the duke's son would kill a mighty dragon, a prospect unlikely with the weakness the curse bestows on Strahomir in combat.
Despite this terrible flaw, Strahomir is a cheerful, compassionate fellow. He still looks for a way to undo his curse, of which he speaks freely, though he keeps his ability to turn into a squirrel a secret. He is not a hero and he knows it, accepting help when he needs it and providing whatever limited help he is capable of.
Blog dedicated to Fantasy, SF, roleplaying games, writing, and occasional creative hijinks by Drejk.
2017-02-26
2017-02-25
Monster: Barrow-Spider
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Barrow-Spider
A massive spider formed of pieces of bleached chitin, webs, and bones.
CR 7; XP 3,200
NE Large undead
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +17
Defense
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 91 (12d8+36)
Fort +6, Ref +7, Will +10
Defensive Abilities channel resistance +4, web walker; DR 5/—; Immune undead traits
Offense
Speed 30 ft., climb 30 ft.
Melee bite +14 (3d6+7 plus necrotic venom)
Ranged web +11 touch (entrap)
Space 10 ft.; Reach 5 ft.
Special Attacks entrap (DC 16, permanent, hardness 2, 10 hp), ghost web, web spray (DC 16)
Spell-Like Abilities (CL 12th, concentration +14)
1/day—call spirit (only creatures that died or were interred in the barrow where the spell is used)
Statistics
Str 22, Dex 16, Con —, Int 13, Wis 15, Cha 15
Base Atk +9; CMB +16; CMD 31 (43 vs. trip)
Feats Defensive Combat Training, Improved Initiative, Intimidating Prowess, Run, Toughness, Vital Strike
Skills Acrobatics +15, Climb +14, Intimidate +23, Knowledge (religion) +16, Perception +17, Stealth +14
Languages Common, Undercommon
Ecology
Environment any
Organization single, pair, or pack (3–12)
Treasure standard
Special Abilities
Ghost Web (Su) A barrow-spider's web and web spray affect incorporeal creatures. An incorporeal creature entrapped within a barrow-spider's web can be attacked with non-magical attacks (dealing half the damage), and non-damaging magical effects ignore 50% chance of not affecting incorporeal creature.
Necrotic Venom (Su) Bite—injury; save Fort DC 16, frequency 1/round for 10 rounds, effect 1 point of damage, the victim dies if it drops to 0 hp, cure 1 save. A barrow-spider bite injects the victim with negative energy. Creatures that die while affected by the necrotic venom decay quickly and animate as webbed bones 1d4 hours later. This is a death and poison effect. The saving throw DC is Constitution-based.
Web (Ex) A barrow-spider can spit a strand of a milky oil that immediately hardens into an elastic web with length of up to 60 feet. It can be used as a ranged touch attack to deliver the entrap special attack, to perform ranged dirty trick, disarm, pull, reposition, or steal maneuvers, to turn single square into a difficult terrain, or to attach the webbing to the ceiling allowing the barrow spider to climb it.
Web Spray (Ex) Once per hour, a barrow-spider can rear and spray mass of webbing as a standard action, covering 30-ft. long cone-shaped burst in webs, turning the squares affected into a difficult terrain. Creatures within the area that fail a Reflex saving throw (DC 16) are entrapped within the webs.
Web Walker (Ex) A barrow-spider ignores difficult terrain and entanglement caused by webs.
Barrows are often infested by spiders, large and small. Sometimes, the necrotic energies of the Underworlds corrupt spiders thoroughly as they feast on flesh, bone, weak undeads, and spirits, turning them into unliving monstrosities of chitin, bone, and negative energy, and develop a malicious sentience.
While they no longer need to feed, they enjoy consuming decaying flesh, but they are intelligent and patient enough to occasionally deal with intruders into their barrows in a potentially non-violent matter. They manner of negotiation leaves much to be desired though, as they are used to threaten others into submission unless convinced of the intruders superiority, and they rarely desire anything beyond eating and toying with their prey.
Webbed bones are skeletons with advanced template that retain proficiency with whatever weapon and armor they carried when killed. They are usually uncontrolled, roaming the barrow and attacking living creatures that come near them but they never attack barrow-spiders unless some other force commands them.
Barrow-Spider
A massive spider formed of pieces of bleached chitin, webs, and bones.
CR 7; XP 3,200
NE Large undead
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +17
Defense
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 91 (12d8+36)
Fort +6, Ref +7, Will +10
Defensive Abilities channel resistance +4, web walker; DR 5/—; Immune undead traits
Offense
Speed 30 ft., climb 30 ft.
Melee bite +14 (3d6+7 plus necrotic venom)
Ranged web +11 touch (entrap)
Space 10 ft.; Reach 5 ft.
Special Attacks entrap (DC 16, permanent, hardness 2, 10 hp), ghost web, web spray (DC 16)
Spell-Like Abilities (CL 12th, concentration +14)
1/day—call spirit (only creatures that died or were interred in the barrow where the spell is used)
Statistics
Str 22, Dex 16, Con —, Int 13, Wis 15, Cha 15
Base Atk +9; CMB +16; CMD 31 (43 vs. trip)
Feats Defensive Combat Training, Improved Initiative, Intimidating Prowess, Run, Toughness, Vital Strike
Skills Acrobatics +15, Climb +14, Intimidate +23, Knowledge (religion) +16, Perception +17, Stealth +14
Languages Common, Undercommon
Ecology
Environment any
Organization single, pair, or pack (3–12)
Treasure standard
Special Abilities
Ghost Web (Su) A barrow-spider's web and web spray affect incorporeal creatures. An incorporeal creature entrapped within a barrow-spider's web can be attacked with non-magical attacks (dealing half the damage), and non-damaging magical effects ignore 50% chance of not affecting incorporeal creature.
Necrotic Venom (Su) Bite—injury; save Fort DC 16, frequency 1/round for 10 rounds, effect 1 point of damage, the victim dies if it drops to 0 hp, cure 1 save. A barrow-spider bite injects the victim with negative energy. Creatures that die while affected by the necrotic venom decay quickly and animate as webbed bones 1d4 hours later. This is a death and poison effect. The saving throw DC is Constitution-based.
Web (Ex) A barrow-spider can spit a strand of a milky oil that immediately hardens into an elastic web with length of up to 60 feet. It can be used as a ranged touch attack to deliver the entrap special attack, to perform ranged dirty trick, disarm, pull, reposition, or steal maneuvers, to turn single square into a difficult terrain, or to attach the webbing to the ceiling allowing the barrow spider to climb it.
Web Spray (Ex) Once per hour, a barrow-spider can rear and spray mass of webbing as a standard action, covering 30-ft. long cone-shaped burst in webs, turning the squares affected into a difficult terrain. Creatures within the area that fail a Reflex saving throw (DC 16) are entrapped within the webs.
Web Walker (Ex) A barrow-spider ignores difficult terrain and entanglement caused by webs.
Barrows are often infested by spiders, large and small. Sometimes, the necrotic energies of the Underworlds corrupt spiders thoroughly as they feast on flesh, bone, weak undeads, and spirits, turning them into unliving monstrosities of chitin, bone, and negative energy, and develop a malicious sentience.
While they no longer need to feed, they enjoy consuming decaying flesh, but they are intelligent and patient enough to occasionally deal with intruders into their barrows in a potentially non-violent matter. They manner of negotiation leaves much to be desired though, as they are used to threaten others into submission unless convinced of the intruders superiority, and they rarely desire anything beyond eating and toying with their prey.
Webbed bones are skeletons with advanced template that retain proficiency with whatever weapon and armor they carried when killed. They are usually uncontrolled, roaming the barrow and attacking living creatures that come near them but they never attack barrow-spiders unless some other force commands them.
2017-02-24
Monster: Domovi Zmiy
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Domovi Zmiy
A brown and grey serpent with a pair of undersized wings and a flickering, agile tongue.
CR 6; XP 2,400
CG Medium Dragon
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +18
Defense
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 75 (10d12+10)
Fort +8, Ref +11, Will +8
Defensive Abilities household ward; Immune dragon traits
Offense
Speed 30 ft., fly 30 ft. (clumsy), swim 30 ft.
Melee bite+12 (2d6+3)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 10th; concentration +11)
Constant—hide from animals
Statistics
Str 14, Dex 18, Con 12, Int 19, Wis 13, Cha 13
Base Atk +10; CMB +12; CMD 26 (cannot be tripped)
Feats Alertness, Blind-Fight, Improved Initiative, Skill Focus (Sleight Of Hand), Vital Strike
Skills Bluff +14, Fly +9, Handle Animal +11, Knowledge (arcana) +17, Knowledge (nature) +17, Knowledge (planes) +17, Perception +18, Sense Motive +18, Sleight Of Hand +20, Stealth +14, Swim +10
Languages Common, Draconic, Sylvan
SQ change size, compression, throat pouch
Ecology
Environment temperate rural
Organization single
Treasure standard
Special Abilities
Change Size (Su) A domovi zmiy can grow twice in size, becoming Large creature (Init +7; AC 18; Reflex +10; Atk +12 (3d6+4); Space 10 ft.; Str 16, Dex 16; Fly +6, Sleight Of Hand +13, Stealth +9, Swim +11) or shrink to half its size (Init +9; AC 22; Reflex +12; Atk +12 (2d4+1); Str 12, Dex 20; Fly +12, Sleight Of Hand +15, Stealth +19, Swim +9). The size change lasts until the zmiy decides to change it again.
Household Ward (Su) A household inhabited by a domovi zmiy is blessed with a magical protection against fey, outsiders, and undead. Whole of the building and the nearby utility buildings (including such amenities as outhouse or barn) are shielded with an effect similar to double strength magic circle against evil (+4 deflection bonus to AC, +4 resistance bonus to saving throws), working against fey, monstrous humanoids, outsiders, and undead regardless of their alignment instead of evil creatures. Any such creature entering the house without invitation has to succeed a Will saving throw (DC 16) at the beginning of each of its turns or become staggered for 1 round. A successful saving throw renders the creature immune to being staggered by this effect for 24 hours. A domovi zmiy becomes aware when a creature fails a Will saving throw against this effect, warning it of uninvited intrusion by a supernatural entity. Creatures that are members of the household or are invited by a household member are unaffected by household ward. Once an invitation is extended, the creature can leave or enter for the next three days without repercussions. A deceased person ceases to be household member after a proper burial, as does anyone who was officially disinherited by the head of the household. The saving throw DC is Charisma-based.
Throat Pouch (Su) A domovi zmiy has an extraplanar pouch in its throat, allowing it to store and carry items it can swallow, up to a foot across, with a total capacity of two cubic feet or 20 pounds in weight. It can even store liquid it has drunk within its throat pouch, usually milk, ale or wine, and regurgitate it into another container later. A domovi zmiy's tongue is agile enough to substitute for a hand.
A domovi zmiy ("household wyrm") is a serpentine dragon that adapted to living among humans as a household protector. Like other dragons, zmiys tend to be capricious, lazy and vain, but they get attached to the family members of the household they live in, as long as the resident zmiy is given proper care and reverence (or love) and the denizens live in harmony. A zmiy will leave the household if mistreated or if the family life turns sour.
Many zmiys in return for offerings of food and a warm place to sleep take an occasional aid in providing for the household... By stealing grain, milk, wine, or valuables from households of disliked or malicious neighbors. A domovi zmiy never steals from a household protected by another zmiy, however. Another help provided by domovi zmiy is eating vermin, rodents, and annoying fey, and defending its house against supernatural intruders. They also have extensive supernatural lore, providing advice in dealing with creatures and events they can't prevent themselves.
A domovi zmiy can be selected as a 10th level cohort by a character with Leadership who has permanent base of operations, such as house, a manor, a keep, or a castle, though the household ward only protects the master's living quarters in the later two constructions.
Domovi Zmiy
A brown and grey serpent with a pair of undersized wings and a flickering, agile tongue.
CR 6; XP 2,400
CG Medium Dragon
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +18
Defense
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 75 (10d12+10)
Fort +8, Ref +11, Will +8
Defensive Abilities household ward; Immune dragon traits
Offense
Speed 30 ft., fly 30 ft. (clumsy), swim 30 ft.
Melee bite
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 10th; concentration +11)
Constant—hide from animals
Statistics
Str 14, Dex 18, Con 12, Int 19, Wis 13, Cha 13
Base Atk +10; CMB +12; CMD 26 (cannot be tripped)
Feats Alertness, Blind-Fight, Improved Initiative, Skill Focus (Sleight Of Hand), Vital Strike
Skills Bluff +14, Fly +9, Handle Animal +11, Knowledge (arcana) +17, Knowledge (nature) +17, Knowledge (planes) +17, Perception +18, Sense Motive +18, Sleight Of Hand +20, Stealth +14, Swim +10
Languages Common, Draconic, Sylvan
SQ change size, compression, throat pouch
Ecology
Environment temperate rural
Organization single
Treasure standard
Special Abilities
Change Size (Su) A domovi zmiy can grow twice in size, becoming Large creature (Init +7; AC 18; Reflex +10; Atk +12 (3d6+4); Space 10 ft.; Str 16, Dex 16; Fly +6, Sleight Of Hand +13, Stealth +9, Swim +11) or shrink to half its size (Init +9; AC 22; Reflex +12; Atk +12 (2d4+1); Str 12, Dex 20; Fly +12, Sleight Of Hand +15, Stealth +19, Swim +9). The size change lasts until the zmiy decides to change it again.
Household Ward (Su) A household inhabited by a domovi zmiy is blessed with a magical protection against fey, outsiders, and undead. Whole of the building and the nearby utility buildings (including such amenities as outhouse or barn) are shielded with an effect similar to double strength magic circle against evil (+4 deflection bonus to AC, +4 resistance bonus to saving throws), working against fey, monstrous humanoids, outsiders, and undead regardless of their alignment instead of evil creatures. Any such creature entering the house without invitation has to succeed a Will saving throw (DC 16) at the beginning of each of its turns or become staggered for 1 round. A successful saving throw renders the creature immune to being staggered by this effect for 24 hours. A domovi zmiy becomes aware when a creature fails a Will saving throw against this effect, warning it of uninvited intrusion by a supernatural entity. Creatures that are members of the household or are invited by a household member are unaffected by household ward. Once an invitation is extended, the creature can leave or enter for the next three days without repercussions. A deceased person ceases to be household member after a proper burial, as does anyone who was officially disinherited by the head of the household. The saving throw DC is Charisma-based.
Throat Pouch (Su) A domovi zmiy has an extraplanar pouch in its throat, allowing it to store and carry items it can swallow, up to a foot across, with a total capacity of two cubic feet or 20 pounds in weight. It can even store liquid it has drunk within its throat pouch, usually milk, ale or wine, and regurgitate it into another container later. A domovi zmiy's tongue is agile enough to substitute for a hand.
A domovi zmiy ("household wyrm") is a serpentine dragon that adapted to living among humans as a household protector. Like other dragons, zmiys tend to be capricious, lazy and vain, but they get attached to the family members of the household they live in, as long as the resident zmiy is given proper care and reverence (or love) and the denizens live in harmony. A zmiy will leave the household if mistreated or if the family life turns sour.
Many zmiys in return for offerings of food and a warm place to sleep take an occasional aid in providing for the household... By stealing grain, milk, wine, or valuables from households of disliked or malicious neighbors. A domovi zmiy never steals from a household protected by another zmiy, however. Another help provided by domovi zmiy is eating vermin, rodents, and annoying fey, and defending its house against supernatural intruders. They also have extensive supernatural lore, providing advice in dealing with creatures and events they can't prevent themselves.
A domovi zmiy can be selected as a 10th level cohort by a character with Leadership who has permanent base of operations, such as house, a manor, a keep, or a castle, though the household ward only protects the master's living quarters in the later two constructions.
2017-02-23
Monster: Maleficaprus
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Maleficaprus
A horse-sized jet-black goat with burning red eyes and a wisps of charcoal smoke rising from its body.
CR 5; XP 1,600
LE Large Outsider (evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft.,; Perception +12
Defense
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +4, Will +8
DR 10/silver or good; Resist fire 30
Weakness diurnal discorporation
Offense
Speed 40 ft., climb 20 ft.
Melee gore +10 (2d6+6 plus 2d6 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks caprine possession, fiery hooves
Spell-Like Abilities (CL 10th, concentration +12)
Constant—greater scrying (centered on the dedicated altar), spider climb
At Will—word of recall (dedicated altar)
Statistics
Str 18, Dex 15, Con 18, Int 14, Wis 17, Cha 15
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Acrobatic Steps, Nimble Moves, Weapon Focus (gore)
Skills Acrobatics +19, Climb +12, Handle Animal +11, Intimidate +19, Knowledge (arcana) +11, Knowledge (nature) +11, Knowledge (planes) +11, Perception +12, Survival +12; Racial Modifier +8 Acrobatics, +8 Intimidate
Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
SQ dark cult
Ecology
Environment any
Organization single
Treasure standard (offerings at the altar or remaining possession of its victims)
Special Abilities
Caprine Possession (Su) A maleficaprus can possess rams, goats, and similar creatures as if using greater possession (DC 15) with indefinite duration. It can also possess any representation of goats, such as figurines, statues, and paintings of them, goat or sheep skulls, or willing humanoids. The possessed body gains the maleficaprus resistance to fire, Damage Resistance 5/silver or good, +2 profane bonus to Constitution and Charisma, and greatly increased virility. A maleficaprus can't initiate possession during the day but it can continue to possess a creature or object already claimed. The saving throw DC is Charisma-based.
Dark Cult A maleficaprus can teach willing mortals how to build a dedicated altar anchoring it to the material plane, and how to perform crude occult rituals intended to empower the altar and potentially recall back the maleficaprus if it is banished or killed. As long as the altar exist, the maleficaprus loses extraplanar subtype, and it can communicate telepathically with anyone making an offering at the altar. Sacrificing animals at the altar heal, restore, and regenerate the maleficaprus, while the humanoid victims can be used to recall or revive the entity to which the altar is dedicated. A maleficaprus can instruct it cultists how to perform other evil occult rituals as well, usually related in some way to fertility, virility, and herd animals.
Diurnal Discorporation A maleficaprus can't maintain a coherent form during the day, becoming incorporeal, invisible, and incapable of affecting the world physically between sunrise and sunset unless he already possesses a creature or an object. It can still be smelled and occasionally can appear as a blurred shape in the corner of the eye. A maleficaprus remaining within 60 feet of its dedicated altar can become fully visible if it wishes so.
Fiery Hooves (Su) A moving maleficaprus can leave a trail of eerie flames behind itself. The flames last until the beginning of the maleficaprus following turn and inflict 2d6 points of fire damage to anyone moving into one of their squares. They never start flames in natural environment, though the maleficaprus can start flames to deliberately gathered flammables, such as during its cultists' ceremonies, and to burn hoove-shaped marks on stones, preferably in some strange places it reached thanks to its spider climb ability.
Devil goats are evil spirits that roam hill-lands at the outskirts of civilization, seeking mortal worshipers among herders, nomads, and wildlanders. Their behavior is an unpredictable mixture of coarse savagery—violent, lustful, and gluttonous—and occult erudition. Some devil goats degrade into bloodthirsty and savage monsters, terrifying natives into making offerings to them, while others are more sophisticated, if vain, providing secret lore to the inner circle of their worshippers.
While devil goats don't need to eat, they enjoy devouring flesh of living beings, fresh, rotting, or seared over sacrificial flames. Presence of devil goats is also linked to numerous appearance of fiendish sheep and goats among the local herds.
Similar fiendish spirits can appear as other beasts as well:
Demon bulls are chaotic evil, resist and deal electricity damage instead of fire, can possess bovines, and grant profane bonus to Strength and Charisma. They have constant water walk effect instead of spider climb, and trample (2d6+6 plus 2d6 electricity, DC 17) instead of fiery hooves.
Daemon boars are neutral evil, resist and deal acid damage instead of fire, can possess pigs and boars, and grant profane bonus to Constitution and Wisdom. They have constant burrow spell instead of spider climb, and stench (DC 17) ability instead of fiery hooves.
Maleficaprus
A horse-sized jet-black goat with burning red eyes and a wisps of charcoal smoke rising from its body.
CR 5; XP 1,600
LE Large Outsider (evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft.,; Perception +12
Defense
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +4, Will +8
DR 10/silver or good; Resist fire 30
Weakness diurnal discorporation
Offense
Speed 40 ft., climb 20 ft.
Melee gore +10 (2d6+6 plus 2d6 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks caprine possession, fiery hooves
Spell-Like Abilities (CL 10th, concentration +12)
Constant—greater scrying (centered on the dedicated altar), spider climb
At Will—word of recall (dedicated altar)
Statistics
Str 18, Dex 15, Con 18, Int 14, Wis 17, Cha 15
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Acrobatic Steps, Nimble Moves, Weapon Focus (gore)
Skills Acrobatics +19, Climb +12, Handle Animal +11, Intimidate +19, Knowledge (arcana) +11, Knowledge (nature) +11, Knowledge (planes) +11, Perception +12, Survival +12; Racial Modifier +8 Acrobatics, +8 Intimidate
Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
SQ dark cult
Ecology
Environment any
Organization single
Treasure standard (offerings at the altar or remaining possession of its victims)
Special Abilities
Caprine Possession (Su) A maleficaprus can possess rams, goats, and similar creatures as if using greater possession (DC 15) with indefinite duration. It can also possess any representation of goats, such as figurines, statues, and paintings of them, goat or sheep skulls, or willing humanoids. The possessed body gains the maleficaprus resistance to fire, Damage Resistance 5/silver or good, +2 profane bonus to Constitution and Charisma, and greatly increased virility. A maleficaprus can't initiate possession during the day but it can continue to possess a creature or object already claimed. The saving throw DC is Charisma-based.
Dark Cult A maleficaprus can teach willing mortals how to build a dedicated altar anchoring it to the material plane, and how to perform crude occult rituals intended to empower the altar and potentially recall back the maleficaprus if it is banished or killed. As long as the altar exist, the maleficaprus loses extraplanar subtype, and it can communicate telepathically with anyone making an offering at the altar. Sacrificing animals at the altar heal, restore, and regenerate the maleficaprus, while the humanoid victims can be used to recall or revive the entity to which the altar is dedicated. A maleficaprus can instruct it cultists how to perform other evil occult rituals as well, usually related in some way to fertility, virility, and herd animals.
Diurnal Discorporation A maleficaprus can't maintain a coherent form during the day, becoming incorporeal, invisible, and incapable of affecting the world physically between sunrise and sunset unless he already possesses a creature or an object. It can still be smelled and occasionally can appear as a blurred shape in the corner of the eye. A maleficaprus remaining within 60 feet of its dedicated altar can become fully visible if it wishes so.
Fiery Hooves (Su) A moving maleficaprus can leave a trail of eerie flames behind itself. The flames last until the beginning of the maleficaprus following turn and inflict 2d6 points of fire damage to anyone moving into one of their squares. They never start flames in natural environment, though the maleficaprus can start flames to deliberately gathered flammables, such as during its cultists' ceremonies, and to burn hoove-shaped marks on stones, preferably in some strange places it reached thanks to its spider climb ability.
Devil goats are evil spirits that roam hill-lands at the outskirts of civilization, seeking mortal worshipers among herders, nomads, and wildlanders. Their behavior is an unpredictable mixture of coarse savagery—violent, lustful, and gluttonous—and occult erudition. Some devil goats degrade into bloodthirsty and savage monsters, terrifying natives into making offerings to them, while others are more sophisticated, if vain, providing secret lore to the inner circle of their worshippers.
While devil goats don't need to eat, they enjoy devouring flesh of living beings, fresh, rotting, or seared over sacrificial flames. Presence of devil goats is also linked to numerous appearance of fiendish sheep and goats among the local herds.
Similar fiendish spirits can appear as other beasts as well:
Demon bulls are chaotic evil, resist and deal electricity damage instead of fire, can possess bovines, and grant profane bonus to Strength and Charisma. They have constant water walk effect instead of spider climb, and trample (2d6+6 plus 2d6 electricity, DC 17) instead of fiery hooves.
Daemon boars are neutral evil, resist and deal acid damage instead of fire, can possess pigs and boars, and grant profane bonus to Constitution and Wisdom. They have constant burrow spell instead of spider climb, and stench (DC 17) ability instead of fiery hooves.
2017-02-22
Monster: Timber Brave
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Timber Brave
An anthropomorphic figure of brown and grey timber, with green growths for a hair, and delicate layer of moss across body.
CR 4; XP 1,200
N Medium Plant
Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
Defense
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 45 (7d8+14)
Fort +7, Ref +5, Will +5
DR 5/slashing; Immune plant traits
Offense
Speed 30 ft., climb 20 ft.
Melee 2 stone handaxes +8 (1d6+4, 20/×3), or slam +8 (1d4+3)
Ranged living dart +8 (1d4+4 plus entangle) or stone javelin +8 (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks living dart
Statistics
Str 18, Dex 16, Con 14, Int 13, Wis 17, Cha 11
Base Atk +5; CMB +9; CMD 22
Feats Double Slice, Stone-Crafter, Two-Weapon Fighting, Weapon Focus (hand axe)
Skills Climb +12, Perception +13, Stealth +13 (+21 in forests and thick vegetation), Survival +13; Racial Modifier +8 Stealth in forested areas and thick vegetation
Languages Sylvan
SQ sunlight nutrition
Ecology
Environment cold and temperate forests
Organization single, pair, or a hunting party (3–6)
Treasure standard
Special Abilities
Living Dart (Ex) A timber brave can grow and splinter a pieces of own body forming living dart. It can be used to make a ranged attack like a regular dart and is consumed on use, sprouting a tangle of tendrils and entangling the creature hit. A successful Reflex saving throw (DC 15) prevents being entangled. The creature can free oneself or be freed by another creature with a successful full round action and a Strength or Dexterity check (DC 15). A timber brave can grow and store up to six living darts per day, each taking 1 hour of time to grow. The saving throw DC is Constitution-based.
Sunlight Nutrition (Ex) Timber braves feed by spending daytime rooted in earth and bathing in sunlight. The more fertile the earth, the less time they need to spend rooted; they often fertilize their favored resting patches with animal carcasses. They don't eat otherwise. They drink water normally, though they can voluntarily absorb liquids through their skin.
Timber braves are woodland dwellers, sexless plant folk spending their days bathing in sunlight, with their feet submerged in fertile earth or tending to young saplings growing in sun glades. During the night however, they form hunting parties roaming their woods, hunting animals and occasional trespasser and use their bodies to fertilize their living grounds.
Every few dozen years, a group of timber braves will clear a patch of forest creating a glade where they can plant and tend to their saplings. They often hunt more intensely at that time, to provide as much fertilizer to their young as possible.
Timber Elders (CR 6) have advanced template, 2 extra HD, Improved Two-Weapon Fighting feat, and a handful of Wisdom-based spell-like abilities. They can use shillelagh and speak with plants at will, and bless plant, commune with nature, goodberry, and tree stride once per day. A group of three timber elders can cast cast awaken (plants only) or liveoak once per month, though a single timber elder may sacrifice own life to use either of those spells, dying when the casting is finished or disrupted in any way. They usually carry quarterstaves instead of hand axes, and have Weapon Focus (quarterstaff) to match.
Feat: Stone-Crafter
You are skilled at making stone age weapons, clothing, and tools.
Prerequisite: Survival 1 rank
Benefit: You can use Survival skill in place of Craft checks to made weapons and tools out of bone, stone, and wood, and clothing and armor out of leather and plant fibers. You can usually make basic tools and simple weapons in mere hours, assuming the right materials are available. Weapons, tools, and clothing made with in this way are unsuitable for sale, though you might barter them for materials or food with groups using similar technology.
Timber Brave
An anthropomorphic figure of brown and grey timber, with green growths for a hair, and delicate layer of moss across body.
CR 4; XP 1,200
N Medium Plant
Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
Defense
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 45 (7d8+14)
Fort +7, Ref +5, Will +5
DR 5/slashing; Immune plant traits
Offense
Speed 30 ft., climb 20 ft.
Melee 2 stone handaxes +8 (1d6+4, 20/×3), or slam +8 (1d4+3)
Ranged living dart +8 (1d4+4 plus entangle) or stone javelin +8 (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks living dart
Statistics
Str 18, Dex 16, Con 14, Int 13, Wis 17, Cha 11
Base Atk +5; CMB +9; CMD 22
Feats Double Slice, Stone-Crafter, Two-Weapon Fighting, Weapon Focus (hand axe)
Skills Climb +12, Perception +13, Stealth +13 (+21 in forests and thick vegetation), Survival +13; Racial Modifier +8 Stealth in forested areas and thick vegetation
Languages Sylvan
SQ sunlight nutrition
Ecology
Environment cold and temperate forests
Organization single, pair, or a hunting party (3–6)
Treasure standard
Special Abilities
Living Dart (Ex) A timber brave can grow and splinter a pieces of own body forming living dart. It can be used to make a ranged attack like a regular dart and is consumed on use, sprouting a tangle of tendrils and entangling the creature hit. A successful Reflex saving throw (DC 15) prevents being entangled. The creature can free oneself or be freed by another creature with a successful full round action and a Strength or Dexterity check (DC 15). A timber brave can grow and store up to six living darts per day, each taking 1 hour of time to grow. The saving throw DC is Constitution-based.
Sunlight Nutrition (Ex) Timber braves feed by spending daytime rooted in earth and bathing in sunlight. The more fertile the earth, the less time they need to spend rooted; they often fertilize their favored resting patches with animal carcasses. They don't eat otherwise. They drink water normally, though they can voluntarily absorb liquids through their skin.
Timber braves are woodland dwellers, sexless plant folk spending their days bathing in sunlight, with their feet submerged in fertile earth or tending to young saplings growing in sun glades. During the night however, they form hunting parties roaming their woods, hunting animals and occasional trespasser and use their bodies to fertilize their living grounds.
Every few dozen years, a group of timber braves will clear a patch of forest creating a glade where they can plant and tend to their saplings. They often hunt more intensely at that time, to provide as much fertilizer to their young as possible.
Timber Elders (CR 6) have advanced template, 2 extra HD, Improved Two-Weapon Fighting feat, and a handful of Wisdom-based spell-like abilities. They can use shillelagh and speak with plants at will, and bless plant, commune with nature, goodberry, and tree stride once per day. A group of three timber elders can cast cast awaken (plants only) or liveoak once per month, though a single timber elder may sacrifice own life to use either of those spells, dying when the casting is finished or disrupted in any way. They usually carry quarterstaves instead of hand axes, and have Weapon Focus (quarterstaff) to match.
Feat: Stone-Crafter
You are skilled at making stone age weapons, clothing, and tools.
Prerequisite: Survival 1 rank
Benefit: You can use Survival skill in place of Craft checks to made weapons and tools out of bone, stone, and wood, and clothing and armor out of leather and plant fibers. You can usually make basic tools and simple weapons in mere hours, assuming the right materials are available. Weapons, tools, and clothing made with in this way are unsuitable for sale, though you might barter them for materials or food with groups using similar technology.
2017-02-21
Monster: Poultice Ooze
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Poultice Ooze
A pile of vibrant pink goo, with iridescent highlights.
CR 3; XP 800
N Medium Ooze
Init –5; Senses blindsight 10 ft., limited thoughtsense 30 ft.; Perception –5
Defense
AC 5, touch 5, flat-footed 5 (–5 Dex)
hp 30 (4d8+12); fast healing 10
Fort +4, Ref –4, Will +1
Defensive Abilities explosive breeding; DR 5/—; Immune ooze traits
Offense
Speed 10 ft., swim 10 ft.
Melee 3 slams +6 (1d6+3 plus healing amplification)
Space 5 ft.; Reach 5 ft.
Special Attacks healing amplification
Statistics
Str 16, Dex 1, Con 16, Int —, Wis 1, Cha 1
Base Atk +3; CMB +6; CMD 11 (can't be tripped)
Skills Perception –5, Swim +11
SQ compression, healing burst
Ecology
Environment ruins
Organization solitary, swarm (2–12)
Treasure incidental
Special Abilities
Explosive Breeding (Ex) Poultice oozes intensify their self-healing whenever sapient beings are nearby. When they detect a living creature of 3 or more Intelligence with their thoughtsense, their fast healing ability grants them any healing exceeding their hit maximum hit points as temporary hit points. When a poultice ooze's total hit points (regular and temporary) exceed twice its maximum hit points, it splits into two poultice oozes with full hit point each. This temporary hit points last for 1 hour otherwise.
Healing Amplification (Ex) Any creature struck by a poultice ooze's slam attack becomes particularly susceptible to healing, increasing any hit point healing received by 50% for 1 round.
Healing Burst (Ex) A poultice ooze reduced to 0 or less hit points starts to bubble and boil, exploding in a shower of healing slime 1d4 rounds later, or immediately when it is killed. All the living creatures within 10 feet of an exploding poultice ooze are healed for 2d6 hit points. This ability has no effect if the poultice ooze was killed with an attack that destroys body, such as disintegrate. The saving throw DC is Constitution-based.
Limited Thoughtsense (Ex) Poultice oozes were programmed to react to presence of sapient beings. They detect living creatures with Intelligence of 3 or more within 30 feet as if using blindsense.
Poultice oozes were bred as an attempt to create living, motile, renewable, self-replicating fonts of healing supplies. Obviously, it hadn't worked as intended. They were designed to amplify healing with their touch, but their complete lack of intelligence makes them deliver that effect with a full force of their slam, and their physical strength is considerable for a pool of a relatively-slow moving protoplasm. They were planned to react favorably to sapient handlers and to propagate on certain chemical cues. Something got mixed, though, and they started to breed explosively when sapient beings got close to them, outgrowing their intended food supplies and proceeding to feed on corpses of handlers they accidentally killed while providing healing amplification...
When left to themselves, the poultice oozes slowly digest available organic matter moving between available food source. With sapient living beings present, however, a poultice ooze rushes with full speed (i.e. not very quickly) toward the nearest one, triggering its explosive breeding ability, and trying to provide healing amplification to as many individuals as possible. Thankfully, most of the time they can be easily outrun.
Poultice Oozeling (CR 1/2) is a related Tiny oozeling with AC 12 (+2 size), 2 HD, 13 hit points, fast healing 2, Fort +2, Ref +0, Will +0, single slam attack with +0 attack bonus, dealing 1d2–5 points of damage, Str 1, Dex 10, Con 14, Int 5, Wis 11, and Cha 7. It lacks explosive breeding and limited thoughsense abilities. Its healing burst heals 1d4 points to adjacent creatures. Its healing amplification is much weaker, increasing hit point healing received by 2 points but it can deliver it with a touch as a standard action. Poultice oozelings can be selected as improved familiars by 3rd level casters, such familiars increases hit point healing provided and received by their master by 2 points while within 5 feet of them.
Poultice Ooze
A pile of vibrant pink goo, with iridescent highlights.
CR 3; XP 800
N Medium Ooze
Init –5; Senses blindsight 10 ft., limited thoughtsense 30 ft.; Perception –5
Defense
AC 5, touch 5, flat-footed 5 (–5 Dex)
hp 30 (4d8+12); fast healing 10
Fort +4, Ref –4, Will +1
Defensive Abilities explosive breeding; DR 5/—; Immune ooze traits
Offense
Speed 10 ft., swim 10 ft.
Melee 3 slams +6 (1d6+3 plus healing amplification)
Space 5 ft.; Reach 5 ft.
Special Attacks healing amplification
Statistics
Str 16, Dex 1, Con 16, Int —, Wis 1, Cha 1
Base Atk +3; CMB +6; CMD 11 (can't be tripped)
Skills Perception –5, Swim +11
SQ compression, healing burst
Ecology
Environment ruins
Organization solitary, swarm (2–12)
Treasure incidental
Special Abilities
Explosive Breeding (Ex) Poultice oozes intensify their self-healing whenever sapient beings are nearby. When they detect a living creature of 3 or more Intelligence with their thoughtsense, their fast healing ability grants them any healing exceeding their hit maximum hit points as temporary hit points. When a poultice ooze's total hit points (regular and temporary) exceed twice its maximum hit points, it splits into two poultice oozes with full hit point each. This temporary hit points last for 1 hour otherwise.
Healing Amplification (Ex) Any creature struck by a poultice ooze's slam attack becomes particularly susceptible to healing, increasing any hit point healing received by 50% for 1 round.
Healing Burst (Ex) A poultice ooze reduced to 0 or less hit points starts to bubble and boil, exploding in a shower of healing slime 1d4 rounds later, or immediately when it is killed. All the living creatures within 10 feet of an exploding poultice ooze are healed for 2d6 hit points. This ability has no effect if the poultice ooze was killed with an attack that destroys body, such as disintegrate. The saving throw DC is Constitution-based.
Limited Thoughtsense (Ex) Poultice oozes were programmed to react to presence of sapient beings. They detect living creatures with Intelligence of 3 or more within 30 feet as if using blindsense.
Poultice oozes were bred as an attempt to create living, motile, renewable, self-replicating fonts of healing supplies. Obviously, it hadn't worked as intended. They were designed to amplify healing with their touch, but their complete lack of intelligence makes them deliver that effect with a full force of their slam, and their physical strength is considerable for a pool of a relatively-slow moving protoplasm. They were planned to react favorably to sapient handlers and to propagate on certain chemical cues. Something got mixed, though, and they started to breed explosively when sapient beings got close to them, outgrowing their intended food supplies and proceeding to feed on corpses of handlers they accidentally killed while providing healing amplification...
When left to themselves, the poultice oozes slowly digest available organic matter moving between available food source. With sapient living beings present, however, a poultice ooze rushes with full speed (i.e. not very quickly) toward the nearest one, triggering its explosive breeding ability, and trying to provide healing amplification to as many individuals as possible. Thankfully, most of the time they can be easily outrun.
Poultice Oozeling (CR 1/2) is a related Tiny oozeling with AC 12 (+2 size), 2 HD, 13 hit points, fast healing 2, Fort +2, Ref +0, Will +0, single slam attack with +0 attack bonus, dealing 1d2–5 points of damage, Str 1, Dex 10, Con 14, Int 5, Wis 11, and Cha 7. It lacks explosive breeding and limited thoughsense abilities. Its healing burst heals 1d4 points to adjacent creatures. Its healing amplification is much weaker, increasing hit point healing received by 2 points but it can deliver it with a touch as a standard action. Poultice oozelings can be selected as improved familiars by 3rd level casters, such familiars increases hit point healing provided and received by their master by 2 points while within 5 feet of them.
2017-02-20
Monster: Wolfengaunt
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Wolfengaunt
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
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d10+6)
Fort +3, Ref +5, Will +4
Offense
Speed 40 ft.
Melee 2 claws +5 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks group charge, pounce, solitary rage
Statistics
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
Ecology
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.
Wolfengaunt
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
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d10+6)
Fort +3, Ref +5, Will +4
Offense
Speed 40 ft.
Melee 2 claws +5 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks group charge, pounce, solitary rage
Statistics
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
Ecology
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.
2017-02-19
Monster: Squipion
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Squipion
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
Defense
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 13 (2d8+4)
Fort +2, Ref +4, Will +4
Offense
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
Statistics
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
Ecology
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
Squipion
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
Defense
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 13 (2d8+4)
Fort +2, Ref +4, Will +4
Offense
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
Statistics
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
Ecology
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
2017-02-18
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 like me to work my ass on it five days a week you could set the donation a little bit higher... Just saying.
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 like me to work my ass on it five days a week you could set the donation a little bit higher... Just saying.
2017-02-13
Monster: Necrocerebrum
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
Defense
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
Offense
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)
Statistics
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
Ecology
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.
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
Defense
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
Offense
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)
Statistics
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
Ecology
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.
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