Monster: Jellicat

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A weirdly elongated cat with semi-translucent body. A strange blobs of various colors are visible inside it's gelatinous flesh.

CR 3; XP 800

N Medium Ooze
Init +3; Senses blindsight 60 ft., scent; Perception +12

AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 32 (5d8+10)
Fort +3, Ref +6, Will +4
Defensive Abilities evasion; DR 5/slashing or piercing; Immune falling damage, fear, ooze traits; Resist acid 20, sonic 20

Speed 30 ft., climb 30 ft., swim 30 ft.
Melee vomit acid +6 touch (2d6 acid) and 2 slams +6 (3)
Space 5 ft.; Reach 5 ft. (10 ft. with vomit)
Special Attacks corrosive tongue, push (slam, 5 ft., critical only)

Str 16, Dex 16, Con 14, Int 2, Wis 17, Cha 7
Base Atk +3; CMB +6; CMD 19 (23 vs. trip)
Feats Acrobatic Steps, Lightning Reflexes, Nimble Moves
Skills Acrobatics +12, Climb +12, Escape Artist +12, Perception +12, Stealth +12, Swim +12; Racial Modifiers +8 Acrobatics, +8 Escape Artist, +8 Perception, +8 Stealth
SQ compression, hold breath

Environment forests, ruins, dungeons, and underground
Organization solitary or pair
Treasure standard

Special Abilities

Corrosive Tongue (Ex) A jellicat's lick inflicts 1 point of nonlethal acid damage to creatures as a standard action, or 1 point of acid damage to objects with hardness 10 or less after licking it for a number of rounds equal to its hardness. A jellicat gains +10 bonus to taste-based Perception checks, to Perception checks made to notice creatures and creatures they have tasted, and to Survival checks made to track such creatures and objects.

Soft Slam (Ex) A jellicat paws are gelatinous and soft like the rest of its body, inflicting damage equal to its Strength bonus (minimum 1 point of nonlethal damage). On a confirmed critical hit, soft slam gains push 5 ft. universal monster rule.

Jellicats are felline-shaped oozes. Despite their strange anatomy, they resemble cats in form and behavior, though they are less predatory. Instead they are absolute omnivores with a penchant for discovering new tastes—which they do by licking newly encountered things with their corrosive tongues.

Jellicats reproduce by two or more specimens fusing together for an hour or so after gorging themselves on food and certain combinations of flavors, and then splitting into twice as many individuals with young template.

Jellicats can be influenced with Wild Empathy and reared with Handle Animals as if they were wild animals, though any Wild Empathy and Handle Animals check suffer a –10 penalty and even after they are reared and trained, they can't be pushed to perform tricks they don't know. No training regimen yet invented seems to be capable to teach them not to lick newly encountered creatures, though they can be taught specific trick where their handler orders them to refrain from licking novelties for a short time.

A jellicat makes a suitable familiar for a 7th level caster with Improved Familiar feat.


Monster: Ravenmore

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

CR 6; XP 2,400

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

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

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

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

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

Special Abilities

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

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

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

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

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

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

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

A ravenmore can be suitable 8th level cohort.

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


Monster: Curiosity-Killed-Cat

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

CR 9; XP 6,400

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

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

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

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

Environment any
Organization solitary
Treasure standard

Special Abilities

Fatal Scratch (Su) A scratch from curiosity-killed-cat brings misfortune when dealing with unexpected threats. For the next 24 hours, the victim suffers from vulnerability to accidental damage from traps, falls, vehicle crashes, avalanches, lightning strikes, and accidents, increasing hit point damage received from such sources by 50%. This is a curse effect that manifests as a scar from a cat's scratch and can be ended with break enchantment, dispel evil, or remove curse (DC 22).

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

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

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

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

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

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

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


Monster: Soundblaster Kyton

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Kyton, Soundblaster

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

CR 8; XP 4,800

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

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

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

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

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

Special Abilities

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

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

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

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

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

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


Monster: Hag Matron

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Hag Matron

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

CR 6; XP 2,400

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

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

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

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

Environment urban
Organization solitary, pair, or coven
Treasure standard

Special Abilities

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

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

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

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

Semblance Of Propriety (Su) A hag matron is veiled by an illusion that masks her monstrous traits to make her look as one of the locally prominent race—human, or half-elf usually. While her semblance of propriety remains active, the hag matron's alignment reads as Lawful Neutral instead of Lawful Evil. Semblance of propriety is suspended when a hag matron is asleep, unconscious, stunned, confused, raging, using her natural attacks, or extremely excited.

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

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

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