2017-10-31

Space Monster: Geckodillo

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Geckodillo

Body of this eight-legged, lizard-like creature is covered with heavy bony plates, and its round head is adorned with multiple bulbous eyes.

CR 3; XP 800
N Large Animal
Init +1; Senses low-light vision; Perception +5

Defense
HP 40
EAC 13; KAC 17
Fort +7; Ref +7; Will +2
Defensive Abilities unflankable

Offense
Speed 30 ft., climb 30 ft.
Melee bite +11 (1d6+7 P), tail slam +11 (1d6+7 B), tongue +11 (grab and pull)
Space 10 ft.; Reach 5 ft. (15 ft. with tongue)

Statistics
Str +4; Dex +1, Con +2, Int –5, Wis +0, Cha +0
Skills Acrobatics +8, Athletics +13, Stealth +8
Other Abilities adhesive padding, hibernate, oxygen reserve

Ecology
Environment warm deserts and mountains
Organization solitary or pair

Special Abilities

Adhesive Padding (Ex) Geckodillos pads have excellent adhesive properties on flat surfaces, allowing them to support their weight while hanging from vertical surfaces, or even cling to hull of a starting spaceship.

Grab And Pull (Ex) When a geckodillo makes a successful attack with it tongue against a Small or smaller creature, it grabs the target and pulls it 5 feet closer to itself. For every 5 points the attack roll exceeds the target's KAC, it can pull the target additional 5 feet closer to itself.

Hibernate (Ex) A geckodillo can suspend its life functions for days or weeks if need be, even going so far, as surviving space travel while adhering to an outer hull of a small starship.

Oxygen Reserve (Ex) A geckodillo can refrain from breathing for up to one hour while remaining active. It usually enters hibernation after half an hour without oxygen.


Geckodillos resemble large, armored reptilians with multiple limbs and multiple eyes. Their bony plating can withstand kinetic weapons and their adhesive pads let them climb over most surfaces, including occasionally attaching themselves to a small ship. A number of geckodillos managed to somehow survive trip from their homeworld to other planets, spreading as oversized pests across the galaxy.

2017-10-30

Space Monster: Ambulatory Cactusoid

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Ambulatory Cactusoid

A green, thorn-covered barrel forms a body of this creature moving on multiple short roots.

CR 2; XP 600
N Small Plant
Init +1; Senses blindsight (life) 60 ft., low-light vision; Perception +7

Defense
HP 25
EAC 13; KAC 15
Fort +6; Ref +4; Will +1
Defensive Abilities integrated weapons; DR 5/piercing; Immunities plant immunities; Resistances cold 5, fire 5

Offense
Speed 10 ft.
Melee slam +7 (1d6+4 B & P)
Ranged thorns +10 (1d6+2 P; critical bleed 1d6)
Multiattack 3 thorns +4 (1d6+2 P; critical bleed 1d6)
Offensive Abilities spores

Statistics
Str +2; Dex +1, Con +4, Int —, Wis +0, Cha +0
Skills Perception +7, Stealth +7

Ecology
Environment warm deserts
Organization solitary, pair or patch (3—50)

Special Abilities

Spores (Ex) Ambulatory cactusoid's thorns contain its spores. When a living, corporeal creature with a fleshy tissues that was harmed by a cactusoid's thorn dies, the spores sprout and consume the body within the next 1d4 days giving rise to one or more young cactusoids (1 for Tiny creature, 1d3 for Small, 2d4 for Medium, doubled for each size category above Medium). The thorns can be removed with a Medicine check (DC 15) within the first hour, later a remove affliction spell cleans the affected creature of the spores.

Thorns (Ex) Ambulatory cactusoid's thorns are natural weapon with a range increment of 50 ft. A cactusoid can fire up to 120 thorns every day.


Ambulatory cactusoids are motile plants from a desert planet that were spread across the galaxy by careless explorers. They are quite hardy, capable of surviving in moderately hot and cold environments alike and they use their ability to sense living creatures to hunt them—notably they prefer to attack as many targets as possible instead of focusing on single prey. Their thorns spread their spores, while decaying corpses of killed creatures act as a suitable fertilizer.

2017-10-29

Space Monster: Cannon Fodder Robot

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Robot, Cannon Fodder

A slender, skeleton-like robot. Its head is merely a small bulge on the top of its torso.

CR 1/3; XP 135
LN Medium Construct (technological)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +3

Defense
HP 6
EAC 10; KAC 12
Fort +1; Ref +1; Will +0
Defensive Abilities integrated weapons; Immunities construct immunities
Weakness vulnerable to critical hits, vulnerable to electricity

Offense
Speed 20 ft.
Melee integrated blade +1 (1d4+1 S)
Ranged integrated laser +4 (1d4 F, 50 ft. range increment, critical burn 1d4)

Statistics
Str +1; Dex +3, Con —, Int –2, Wis +0, Cha +0
Skills Acrobatics +3, Athletics +7, Perception +3
Languages Common; comm receiver
Other Abilities micro-reactor, package folding, unliving

Ecology
Environment any
Organization solitary, pair or patrol (3—12)

Special Abilities

Comm Receiver (Ex) Cannon fodder robots have builtin communication receive antenna, which allows them to receive communication from comm transceivers, comm devices, and creatures with shortwave special ability, but not initiate it themselves.

Micro-Reactor (Ex) Cannon fodder robots are powered from a micr-reactor that provides enough energy to keep them running and power their integrated laser, though it's too fragile to be salvaged.

Package Folding (Ex) Cannon fodder robots can fold themselves into an inert, easily portable form or unfold into a fully operational state by taking two full actions. Cannon fodder robot in folded form has bulk value of 15 (18 for cannon fodder manager).

Robot, Cannon Fodder (Advanced)

A slender, skeleton-like robot. Its head is merely a small bulge on the top of its torso.

CR 1/2; XP 200
LN Medium Construct (technological)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +4

Defense
HP 13
EAC 10; KAC 12
Fort +2; Ref +2; Will +0
Defensive Abilities integrated weapons; Immunities construct immunities
Weakness vulnerable to critical hits, vulnerable to electricity

Offense
Speed 20 ft.
Melee integrated blade +3 (1d4+2 S)
Ranged integrated laser +6 (1d4 F, 50 ft. range increment, critical burn 1d4)

Statistics
Str +2; Dex +3, Con —, Int –2, Wis +0, Cha +0
Skills Acrobatics +4, Athletics +9, Perception +4
Languages Common; comm receiver
Other Abilities micro-reactor, unliving

Ecology
Environment any
Organization solitary, pair or patrol (3—12)

Robot, Cannon Fodder (Manager)

A slender, skeleton-like robot with a hunchback-like structure. Its head is merely a small bulge on the top of its torso.

CR 1; XP 400
LN Medium Construct (technological)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5

Defense
HP 20
EAC 11; KAC 13
Fort +3; Ref +3; Will +1
Defensive Abilities integrated weapons; Immunities construct immunities
Weakness vulnerable to critical hits, vulnerable to electricity

Offense
Speed 20 ft.
Melee integrated blade +5 (1d4+3 S)
Ranged integrated laser +8 (1d4+1 F, 50 ft. range increment, critical burn 1d4)
Statistics
Str +2; Dex +4, Con —, Int –1, Wis +0, Cha +0
Skills Acrobatics +5, Athletics +10, Perception +5
Languages Common; comm transceiver
Other Abilities micro-reactor, unliving

Ecology
Environment any
Organization solitary, pair or patrol (3—12), often accompanied by 2 or more lesser cannon fodder robots

Special Abilities

Comm Transceiver (Ex) Cannon fodder managers have built-in communication  antenna, which allows them to communicate with other cannon fodder robots and communication devices within 100 feet.


Cannon fodder robots are cheap and mass-produced combat force, easily destroyed but also easily replaced—they can be easily fielded by thousands, assembled in low-grade robot factories and transported in bulk haulers. They are often assigned role of security guards, militia substitute, or expendable patrol forces.

2017-10-22

Space Monster: Astrogator Kyton

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Kyton, Astrogator

A gaunt figure in a torn spacesuit with a gaping hole in the chest revealing missing sternum and tangle of cables extending from a cube floating where a heart should be.

CR 10; XP 9,600
LE Medium Outsider (evil, extraplanar, kyton, lawful)
Init +3; Senses darkvision 60 ft.; Perception +19

Defense
HP 150
EAC 23; KAC 24
Fort +9; Ref +11; Will +13
Defensive Abilities regeneration 5 (good or silver); DR 10/good and silver; Immunities cold, radiation, vacuum; SR 21

Offense
Speed 30 ft., fly 30 ft. (Su, good, environments with micro-g, zero-g or artificial gravity only)
Melee ultrathin knife +20 (3d4+12 S) or cable tentacle +20 (1d10+12 B & E)
Multiattack 3 cable tentacles +14 (1d10+12 B & E)
Ranged yellow star plasma rifle +20 (2d10 E & F, critical burn 1d8)
Spell-Like Abilities (CL 10th)
1/day—interplanetary teleport (self plus 10 bulk of objects only), life bubble
Offensive Abilities hijack ship, twist ship

Statistics
Str +2; Dex +3, Con +2, Int +8, Wis +2, Cha +5
Skills Bluff +19, Computers +24, Disguise +19, Engineering +24, Medicine +19, Perception +19, Piloting +24
Languages Abyssal, Aklo, Common, Drow, Infernal
Other Abilities change shape, no breath

Ecology
Environment any
Organization solitary

Special Abilities

Hijack Ship (Su) Astrogator kytons can connect to the ship systems from anywhere inside the ship itself, as long as they can simply touch the nearest cable, circuitry, or system that is connected to the rest of the ship. Each day an astrogator kyton stays on the ship, it can make a Computer checks to hack the vessel's systems while ignoring countermeasures not specifically designed to deal with supernatural intruders. Each success grants the astrogator kyton root access to one of the ship's main systems (sensors, security, communications, shields, one weapon arc, one expansion module). After hacking any three systems, an astrogator kyton can hack standard engines, and after hacking seven system (or all of them if there is less than seven systems installed), the drift engine.

Twist Ship (Su) When a vessel hijacked by an astrogator kyton is within the Drift, the kyton can make the ship do things physically impossible—have the cables animate and entangle crew, pipes release coolants and noxious fumes without being pierced, corridors lead to unconnected areas of the ship, and so on. An astrogator kyton can make the vessel do one of the following tasks as a standard action, or up to three of the following tasks with a full action: make a +14 kinetic attack with a piece of its internal equipment dealing 2d10 points of bludgeoning, piercing, or slashing damage; make a +14 energy attack with a piece of its internal equipment dealing 2d8 points of acid, cold, electricity, or fire damage; make a combat maneuver with a +18 bonus; make a single door lead to a different corridor/room for 1 round. Each time the astrogator kyton uses this ability, there are visible changes to the corridors leading between the affected region and the kyton's location. The kyton must familiarize oneself with the area of the ship before being able to produce any of those effects there, and the affected area must be connected to the kyton's location for this ability to work.


Astrogator kytons are exploiting isolation provided by a traveling spaceship to bring their revelation of pain and torment to unenlightened mortals. They sometimes join the crews pretending to be mechanics, pilots, or science officers, board the ships as travelers, or pose as castaways to infiltrate and hijack spacefaring vessels. Once they control majority of the ship's systems, they unleash their malice on the crew while within the Drift, trapping the ship and torturing the survivors. They usually let the ship leave the Drift with a final survivor or two after they are done, protected with life bubble if the vessel's life support systems were damaged.

2017-10-15

Monster: Gorgoneia

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Gorgoneia

A giant monstrous head floats in the air, with snakes for hairs, big glowing eyes, and a fanged maw twisted in a vicious snarl.


CR 16
; XP 76,800
CE Large Aberration
Init +10; Senses blindsight 30 ft., darkvision 120 ft., low-light vision; Perception +42

Defense

AC 31, touch 15, flat-footed 25 (+6 Dex, +16 natural, –1 size)
hp 252 (24d8+144); warding stones
Fort +14, Ref +14, Will +19
Defensive Abilities all-around vision, immortal, petrifying spell resistance; DR 10/—; Immune disease, fear, paralysis, petrification; Resist acid 10, cold 10, electricity 10, fire 10; SR 27

Offense
Speed 5 ft., fly 20 ft. (perfect)
Melee bite +25 (2d6+8/19–20/×3), 8 snake heads +20 (1d4+4 plus poison)
Space 10 ft.; Reach 5 ft. (10 ft, with snake heads)
Special Attacks petrifying gaze, stone-biter
Spell-Like Abilities (CL 24th, concentration +26)
At will—animate objects (petrified creatures only)
3/day—quickened animate objects (petrified creatures only)

Statistics
Str 26, Dex 22, Con 22, Int 15, Wis 21, Cha 15
Base Atk +18; CMB +27; CMD 49 (can't be tripped)
Feats Alertness, Combat Reflexes, Defensive Combat Training, Diehard, Endurance, Flyby Attack, Improved Critical (bite), Improved Initiative, Iron Will, Quicken Spell-Like Ability (animate objects), Skill Focus (Perception), Skill Focus (Sense Motive)
Skills Fly +39, Intimidate +29, Knowledge (dungeoneering) +29, Perception +42, Sense Motive +39, Spellcraft +29
Languages Aklo, Celestial, Common, Sylvan

Ecology
Environment ruins and underground
Organization single
Treasure standard

Special Abilities


Immortal (Ex) Gorgoneias don't age and don't require food or water.

Petrifying Gaze (Su) Creatures with 12 or more HD suffer 1d4 points of Dex drain, creatures with less than 12 HD and those reduced to 0 Dexterity turn to stone permanently, 60 ft., Fortitude DC 24 negates. The save DC is Charisma-based.

Petrifying Spell Resistance (Su) Whenever spells fail to penetrate a gorgoneia's Spell Resistance, their casters suffer Dexterity drain equal to the level of the spell and become turned to stone if the drain reduces their Dexterity score to 0.

Poison (Su) Snake head—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d3 Dex drain; cure 1 save. Creatures reduced to 0 Dexterity turn to stone permanently. The save DC is Charisma-based.

Stone-biter (Ex and Su) A gorgoneia's natural attacks are treated as adamantine and magic. Its main bite attack has a ×3 critical damage multiplier.

Warding Stones (Su) Creatures turned to stone by a gorgoneia are marked with a glyph that binds them to that particular creature. Each gorgoneia gains regeneration ability with value equal to the number of her bound statues within 60 feet of her (to a maximum of 12), as long as there is line of effect between them. The glyph visibly pulsates with dark red glow when the gorgoneia heals and can be destroyed by beheading or shattering the face of the statue, though it will kill the creature if turned back to flesh.



Gorgoneias are terrifying monsters that can slowly petrify their victims with their hideous visages and the venom of their snake-hair. They were created by an ancient divine curse as guardians of unholy places with the power to make a lasting example out of intruders—by turning trespassers into stone decorations of their lairs. Gorgoneias are ageless beings, nearly immortal, though they can be killed by direct violence.

Gorgoneias sometimes entertain themselves by animating their petrified victims and rearranging them into new positions. They also spread their victims across their lairs to benefit from their warding stones ability. They are rarely willing to parley, being filled with hate toward mortals and deities alike.

Occasionally, a gorgoneia is accompanied by a group of blind morlocks, or other creatures immune to her deathly gaze, sometimes worshiped as a dark deity, sometimes merely a leader of the assorted guardians of an unholy place.

2017-10-08

Monster: Sparkith

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Sparkith

This child-like entity has gliding membranes made of skin flaps between its arms and its legs. It is wholly covered with red and orange fur with occasional scorched path and its black eyes contain tiny swirling sparks. A hair-less rat-like tail trails behind its back.


CR 4; XP 1,200

CN Fey
Init +8; Senses low-light vision; Perception +13

Defense

AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 40 (9d6+9)
Fort +3, Ref +10, Will +7
Defensive Abilities absorb fire; DR 2/cold iron; Resist cold 20, fire 20

Offense
Speed 30 ft., fly 30 ft. (clumsy)
Melee 2 claws +6 (1d4+1) and tail slap +6 (1d4+1 plus 1d4 fire)
Ranged absorbed flame +9 touch (special)
Special Attacks direct flame

Statistics
Str 12, Dex 18, Con 12, Int 13, Wis 13, Cha 15
Base Atk +4; CMB +4; CMD 18
Feats Acrobatic Steps, Flyby Attack, Improved Initiative, Nimble Moves, Stealthy
Skills Acrobatics +16, Bluff +14, Escape Artist +18, Fly +10, Knowledge (nature) +13, Perception +13, Stealth +22
Languages Common, Ignan, Sylvan
SQ heat-gliding, quenching death

Ecology
Environment temperate and warm forests, plains, and mountains
Organization single, pair, or camp (3–8)
Treasure standard

Special Abilities


Absorb Fire (Su) Fire damage prevented by a sparkith's resistance is absorbed and stored. Before the end of the following turn, the sparkith can take a standard action to throw the absorbed flame with a ranged touch attack up to 60 feet, dealing fire damage equal to the damage absorbed (up to a maximum of 20).

Direct Flame (Su) A sparkith can take a swift action to command an existing sources of flame to expand into up to four squares (or the flame's current number of squares occupied, whichever is lower) adjacent to the space occupied by the flame. The flame disperses after one round from squares that contain no suitable fuel. A sparkith cannot make a fire expand from a hearth, fireplace, or ring of stones deliberately set up to contain the flame, unless the means of controlling the flame are disturbed.

Heat-Gliding (Ex) A spakrith starting its turn above a source of heat floats upwards 5 feet per die of damage of the source (but no higher than 20 feet per die of damage) and increases its flying speed for the turn by 10 feet per die of damage of the heat source.

Quenching Death (Ex and Sp) When a sparkith dies, it sucks in nearby flames, extinguishing non-magical fires within 30 feet, and affecting fire effects and magic items within the same range with dispel magic.


Sparkiths are careless fey that are living embodiment of the wildfires. They tend to be restless in the presence of fire and heat, though they grow morose and apathetic when it is cold or wet. They are enamored by flames, the bigger, the better, as it allows them to fly higher and faster than usual. They are sometimes attracted to rural dwellings of humanoids, where they might try to cause conflagrations, sometimes by tricking children into spreading the fire or damaging means of controlling them—sparkiths themselves are unable to start fires or damage tools and infrastructure that prevents or controls fire, though they can spread existing fire with their absorb fire and direct flame. 

Some of the rural customs, such as building great bonfires during certain feasts and burning various fragrant herbs might be ways of taming and appeasing sparkiths.

2017-10-01

Monster: Mekhanicat

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Mekhanicat

This entity has a general shape of a cat's frame, constructed out of metal pipes, armor plates, hydraulic joints, cables, pipes, and other, harder to describe pieces of technology. Its head is not really feline, elongated with missing jaws and ears, and has a single glowing ruby eye on its front.


CR 7; XP 3,200

N Medium Construct (robot)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +13

Defense

AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 69 (9d10+20); force field (35 hp, fast healing 7)
Fort +3, Ref +7, Will +6
Defensive Abilities hardness 10; Immune construct traits
Weakness vulnerable to critical hits, vulnerable to electricity

Offense
Speed 50 ft., climb 30 ft.
Melee 2 claws +13 (1d6+4)
Ranged integrated laser +13 touch (4d6 or 8d6 fire)
Special Attacks combined arms, operational mode, pounce

Statistics
Str 18, Dex 18, Con —, Int 13, Wis 13, Cha 11
Base Atk +9; CMB +13; CMD 27 (31 vs. trips)
Feats Acrobatic Step, Nimble Moves, Point-Blank Shot, Precise Shot, Run
Skills Acrobatics +13 (+21 jumping), Climb +12, Perception +13, Stealth +13
Languages Common
SQ self-destruct

Ecology
Environment any
Organization single or pair
Treasure standard

Special Abilities


Integrated Laser (Ex) A mekhanicat "eye" is actually a laser beam projector with a short  (4d6 fire, 10 ft. range increment) and long-range (8d6, 100 ft. range increment) settings. Using laser in long-range mode provokes attacks of opportunity.

Operational Mode (Ex) A mekhanicat can operate in one of the four available modes, assault, recon, service, and stealth. Switching between modes requires a swift action. Assault mode grants +8 racial bonus to Acrobatics checks, +4 racial bonus to saving throws, and evasion special ability. In recon mode, a mekhanicat gains scent, +8 racial bonus to Perception checks, and ability to track by scent using Perception skill while moving at full speed. Stealth mode grants +8 racial bonus to Stealth checks and changes integrated laser settings to long range but removes combined arms special ability. Service mode turns off force field and prevents the mekhanicat from taking actions other than switching to another mode, but allows it to repair damage equal to its HD each hour.

Self-Destruct (Ex) A mekhanicat dropped below 0 hit points explodes into a ball of plasma on its following turn unless its body was disintegrated, inflicting 9d6 points of electricity and fire damage to everything within 20 feet. A successful Reflex saving throw (DC 16) halves the damage. The self-destruction mechanism can be disable by a command from an authorized operator. It is automatically disabled in places designated as safe by the operators. The saving throw DC is Constitution-based and included +2 racial bonus.


Mekhanicats are combat recon robots modeled after cheetahs, designed to work in variety of standard gravity environments, both natural and artificial. They are programmed with above average artificial intelligence allowing them to perform scouting or hunting missions without supervision for extended periods of time.