2017-12-31

Monster: Big Eater

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Big Eater

An enormous, eyeless, fur-covered orb, with wide maw, large, spike covered tongue, and two long tentacles extending from its mouth.


CR 11
; XP 12,800
NE Huge Aberration
Init +7; Senses blindsight 60 ft., scent; Perception +23

Defense

AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)
hp 152 (16d8+80)
Fort +10, Ref +10, Will +14
Defensive Abilities eat magic, razor fur; DR 10/—; Immune disease, fear, poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 22
Weakness blindness

Offense
Speed fly 20 ft. (perfect)
Melee 2 tentacles +19 (1d8+8/19–20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (1d8+8), disgorged destruction, grabbing tentacles, hungry maw

Statistics
Str 26, Dex 16, Con 20, Int 13, Wis 18, Cha 13
Base Atk +12; CMB +22 (+24 bull rush, +26 grapple); CMD 39
Feats Defensive Combat Training, Flyby Attack, Improved Bull Rush, Improved Critical (tentacle), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (tentacle)
Skills Fly +26, Intimidate +20, Knowledge (arcana) +20, Perception +23, Spellcraft +20
Languages Aklo; telepathy 100 ft.

Ecology
Environment underground
Organization single, pair, or a feast (3 or 6)
Treasure standard

Special Abilities


Eat Magic (Su) When a spell or spell-like ability fails to penetrate a big eater's Spell Resistance, the big eater gains 5 temporary hit points per level of the spell. Temporary hit points gained from eating magic or digesting living beings with their hungry maw ability last for 1 hour or until depleted or used to power their disgorged destruction ability.

Disgorged Destruction (Su) A big eater can unleash a beam of raw force as a standard action, expending the energy it gained from spells and digested creatures. Using this ability consumes all the temporary hit points the big eater currently has and deals an equal amount of force damage within a 60 feet line. Creatures caught within the beam who succeed a Reflex saving throw (DC 23) suffer half the damage instead. The saving throw DC is Constitution-based.

Grabbing Tentacles (Ex) A big eater's tentacles are very efficient at grabbing, pinning, and moving the victims into the creature's maw. A big eater that grapples one or two Large or smaller creatures with its tentacles, can maintain a grapple with one of the tentacles as a swift action and attack or maintain grapple with the other tentacle as a standard action without –20 penalty to its CMB.

Hungry Maw (Ex) When a big eater successfully pins a creature one or more size categories smaller than itself that it grappled with a tentacle, it can pull the victim inside its huge maw. Hungry maw is filled with a spiky teeth and a large tongue that can hold the victims in place while it is digested. A creature can escape the hungry maw by breaking from the pinned condition. Each round the creature stays trapped within the hungry maw, it suffers 1d4 points of ability drain to all its ability scores and the big eater gains 1d4 × 5 temporary hit points. When any of the ability scores is reduced to 0, the victim is completely digested. A big eater can hold single Large, two Medium, four Small, or eight Tiny creatures within its stomach.

Razor Fur (Ex) The seemingly soft fur of a big eater is really vicious tangle of razor sharp, semi-animate tendrils that deal 2d6 points of slashing damage to anyone striking a big eater with an unarmed strike, natural weapon or melee touch attack, or attempting or maintaining a grapple against one.


Big eaters are voracious aberrations that are mostly interested in eating, preferably sapient beings, though they are not terribly picky. They are intelligent enough to be reasoned with, though they are hard to negotiate with unless one can offer them morsel more attractive than oneself. Differences in tastes and preferences for certain flavors over others seem to be a main distinguishing factor of their individual personalities, though once their hunger is satiated (a no small feat, and not something than lasts for more than an hour or so), they show signs of interests beyond feeding.

2017-12-24

Monster: Malakuma

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Malakuma

A dried corpse wearing resplendent robes and a golden circlet on its shriveled brow.


CR 13
; XP 25,600
LE Medium Undead
Init +8; Senses darkvision 60 ft.; Perception +25

Defense

AC 28, touch 20, flat-footed 24 (+6 deflection, +4 Dex, +8 natural)
hp 184 (16d8+112)
Fort +11, Ref +15, Will +18
Defensive Abilities channel resistance +4, regal grace, rejuvenation; DR 10/chaotic and silver; Immune undead traits

Offense
Speed 30 ft.
Melee 2 claws +19 (1d8+6 plus 1d4 Cha damage) or brass axe +21/+16/+11 (2d6+9/19–20/×3) and claw +14 (1d8+3 plus 1d4 Cha damage)
Ranged brass bow +20/+15/+10 (2d6+9/×3)
Special Attacks charisma damage
Spell-Like Abilities (CL 16th; concentration +22)
1/day—dominate person (DC 21), quickened bestow curse (DC 20), quickened fear (DC 20), remove curseword of recall (own tomb)
1/month—weather control
1/year—bless plants or diminish plants

Statistics
Str 22, Dex 18, Con —, Int 19, Wis 15, Cha 22
Base Atk +12; CMB +18; CMD 38
Feats Alertness, Combat Reflexes, Improved Initiative, Quicken Spell-Like Ability (bestow curse), Quicken Spell-Like Ability (fear), Toughness, Weapon Focus (claw), Weapon Focus (longbow)
Skills Diplomacy +25, Intimidate +25, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nobility) +20, Knowledge (religion) +23, Perception +25, Sense Motive +25
Languages Common, Infernal, four other local languages
SQ royal offerings, royal way

Ecology
Environment urban and ruins
Organization single, pair, or a dynasty (3—12)
Treasure double standard

Special Abilities


Brass Weapons (Su) A malakuma can create axe or bow made of brass as a swift action. Either is a +3 weapon that deals damage as if was wielded by creature one size category larger, and crumbles to nothingness one round after leaving the malakuma's grasp. The axe has keen weapon property while the bow also is treated as adaptive composite bow.

Charisma Damage (Su) Malakauma's claws cause 1d4 points of Charisma damage per hit. Malakuma can also cause 1d4 Charisma damage with a melee touch attack. When Charisma damage inflicted by malakuma exceeds a humanoid's Charisma score, that humanoid dies and rises 1d4 rounds later as a wight in the service of malakuma. Members of royal families become Advanced wights. Malakuma can typically control up to 64 HD of wights.

Regal Grace (Su) Malakumas gain bonus to saving throws and deflection bonus to AC equal to their Charisma bonus.

Rejuvenation (Su) Malakumas reform in 1d12 months after being destroyed. To permanently destroy them, one needs to erase all the references to their name and all of their depictions.

Royal Offerings (Su) A malakuma desires reverence and sacrifices. Each day, an offering of an animal, flowers, liquors, and jewelry (though a cheap substitute is enough) needs to be made to appease malakuma. The person performing the offerings (typically the reigning king, queen, or royal heir, preferably one of the malakuma's kinfolk) has to make a Knowledge (nobility), Knowledge (religion) and a Diplomacy or Perform checks (DC 15, or 20 if one has no blood ties to the malakuma), these checks always fail on natural 1 or 2. Succeeding all three checks grants the person performing the rites +2 profane bonus to Charisma score, +4 bonus to saving throws against disease and poison, and constant detect poison with 5 feet range for the next 24 hours. For each failed test the malakuma inflicts 1d4 point of Charisma damage to the person performing the sacrifice. A malakuma that is not appeased for at least month goes on a rampage, slaying citizens of the realm that forsaken until a proper reverence is given to the dead king.

Royal Way (Su) All doors, gates, drawbridges, and similar barriers open before the malakumas within borders of the realms their ruled.


Malakumas are great kings, dead but not forgotten yet, enthroned in their tombs awaiting reverence and offerings from their descendants and their subjects. For the sacrifices they bless their scions with aura of royalty and resistance to disease and poison. They can be also pleaded for advice and blessings, in exchange for new monuments to their memory. In dire circumstances malakumas can be even roused to stand against invading enemies, but only when they are convinced their continued cult would be threatened.

2017-12-17

Seven Young Fists: Silken Voice

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Silken Voice

A black-haired, red-skinned lady with a patch of white highlighting her blue eyes. She wears a comfortable tunic and a lose skirt that reveals a red-and black furred tail.

CR 1/2; XP 200
Female akaimimi monk 1
LG Medium Humanoid (kemonomimi)
Init +3; Senses low-light vision; Perception +7

Defense
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +3

Offense
Speed 30 ft.
Melee unarmed strike +4 (1d6) or flurry of blows +4/+4 (1d6)
Special Attacks stunning fist (1/day, DC 13)
Spell-Like Abilities (CL 1st, concentration +2)
1/day—augury

Statistics
Str 10, Dex 16, Con 12, Int 12, Wis 16, Cha 13
Base Atk +1; CMB +1; CMD 18
Feats DodgeBStunning FistBWeapon Finesse
Skills Acrobatics +7, Knowledge (history) +7, Knowledge (religion) +7, Perception +7, Sense Motive +7
Language Common, Sylvan, Vanara
SQ red panda affinity

Notable Gear potion of cure light wounds, courtier's outfit for formal occasions


Silken Voice is a member of a young group of warriors and do-gooders known as Seven Young Fists. She is a soft spoken woman introduced to the arts of philosophy and unarmed fighting by an old Vanara known as Master Sour Wit, who raised her after her mother, who was an adviser to a local governor fighting the growing corruption, lost her life to a plague that claimed life of thousands of commoners and hundreds of courtiers and magistrates across the land.

Of the Seven Young Fists, Silken Voice is the one closest to being the voice of reason and restraint, though she is also the one the most incensed by corruption of magistrates and governors, whom she holds to the highest (and often unrealistic) standards because of her idealistic image of her mother.

2017-12-10

Space Monster: Executor Robot

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Robot, Executor

A black-tinted robot with a vaguely skeletal shape and red-glowing eyes.

CR 8; XP 4,800
NE Medium Construct (technological)
Init +6; Senses darkvision 60 ft., low-light vision, quarry sniffer; Perception +16

Defense
HP 125
EAC 20; KAC 22
Fort +8; Ref +8; Will +5
Defensive Abilities ; Immunities construct

Offense
Speed 30 ft., climb 30 ft.
Melee killblade +20 (3d4+12 P or S)
Ranged particle beam +17 (2d8+8 E)
Offensive Abilities deathtrap, execute

Statistics
Str +4; Dex +6, Con —, Int +2, Wis +0, Cha +0
Skills Acrobatics +16, Athletics +16, Intimidate +21, Perception +16, Stealth +21
Languages Common, 4 other languages
Other Abilities unliving

Ecology
Environment any
Organization solitary or pair

Special Abilities

Deathtrap (Ex) An executor robot destroyed with its programmed quarry within range of its quarry sniffer ability explodes in 30 feet radius sphere of plasma dealing 9d6 points of electricity and fire damage. A successful Reflex saving throw (DC 16) halves the damage. Creatures caught within the blast are also exposed to medium level of radiation (DC 16).

Execute (Ex) An executor robot's critical hit deals triple damage instead of double, when performing coup d'grace.

Killblade (Ex) An executor robot can extend  deadly blades from its arms as a part of attack. It can retract them as a swift action.

Quarry Sniffer (Ex) An executor robot can be given chemical profile of a designated quarry, gaining blindsense (chemical) with 60 feet, blindsight (chemical) with 10 feet range with regard to the specific target.

Particle Beam (Ex) An executor droid has a built-in particle beam with 50 feet range increment. On a critical hit, a particle beam delivers a medium dose of radiation (DC 16) that ignores armor protection (but not protective spells and other effects).


Executor robots' sole purpose is to kill, kill brutally and messily. They find their quarries and proceed to finish them in close combat, unless there is no other possibility than taking out the target from a distance. For this grisly purpose, they are programmed with ruthless personality and cruelty for they are meant to terrorize those who witness their work. Crime organizations and totalitarian governments are main operators of executor robots, using them to send message of fear.

2017-12-03

Space NPC: Hrin P'Karmitch

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Hrin P'Karmitch

An alien being that looks like a black-blue spider with a blue earthworm head growing out vertically instead of an abodmen. Four of its legs end in small pincers. It wears a transparent environmental suit filled with yellow and green gas.

CR 1; XP 400
Forrikar scientist
N Medium Aberration
Init +1; Senses darkvision 60-ft.; Perception +0

Defense
HP 17; RP 3
EAC 11; KAC 12
Fort +1; Ref +1; Will +6

Offense
Speed 20 ft.
Melee pincer pinch +4 (1d4+1 S)
Ranged forrikar dissolutor pistol +6 (1d4+1 A)
Offensive Abilities overcharging modulation

Statistics
Str +0; Dex +0, Con +2, Int +4, Wis +1, Cha +0
Skills Computers +10, Engineering +5, Life Science +10, Medicine +5, Physical Science +10, Piloting +5
Languages Forrikar, a number of languages of minor races from Forrikar Space, and terribly butchered Common
Other Abilities scientific expertise
Gear forrikar armored environmental suit, forrikar dissolutor pistol (50 ft. range increment, corrode 1d4 critical effect, 50 charge capacity), forrikar hand computer (tier 1)

Special Abilities

Overcharging Modulation (Ex) Hrin can spend 1 point of Resolve to tweak a weapon wielded as a move action, or a weapon wielded by another creature as a standard action. The weapon gains +1 enhancement bonus to its next attack roll and it will deal 1d6 points of bonus damage with its next attack.

Scientific Expertise (Ex) Hrin is a highly competent scientist, adding 1d6 to each of their Life Science and Physical Science checks, as long as they have at least 1 point of Resolve.


Hrin P'Karmitch is a scientist belonging to a poorly known race that inhabits isolated cluster. Unlike their recluse kin, Hrin came to the known space when an accidental discovery led them to believe they hold a key (or rather a series of equations) that could prevent some great incoming calamity that would consume great number of sapient lives. Regretfully, their grasp of local languages is incomplete, especially when it comes to advanced physics, preventing sharing their warning in meaningful way. For this purpose, Hrin seeks local scientists that could aid in translation of their equations into local systems, identify the threat, and prevent it, or at least mitigate its results.

Strangely, a number of unlikely accidents start to pile in Hrin's proximity, though the scientist wasn't harmed by any of them, yet...