2018-12-31

Planar NPC: Errena Baneth Amedek, Princess Of Duk-Arath

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Errena Baneth Amedek, Princess Of Duk-Arath

A short, well-rounded, blonde-haired young lady with perky nose and deep blue eyes. She wears an exquisite dress of blue and green.

CR 1/2; XP 200
Female human aristocrat 2
NG Medium Humanoid (human)
Init +1; Perception +2

Defense
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 11 (2d8+2)
Fort +2, Ref +2, Will +6

Offense
Speed 30 ft.
Melee mwk dagger +1 (1d4–1/19–20/×2)

Statistics
Str 8, Dex 13, Con 12, Int 13, Wis 14, Cha 15
Base Atk +1; CMB +0; CMD 11
Feats Skill Focus (Perform [dance]), Skill Focus (Perform [sing])
Skills Diplomacy +7, Knowledge (nobility) +6, Perform (dance) +10, Perform (sing) +10, Ride +6
Language Common, Duk, Sylvan

Notable Gear an ornate masterwork dagger with crest of Amedek family, necklace–amulet protecting from harm (+1 resistance bonus to saving throws), choice of expensive but characteristic jewelry


Errena Baneth Amedek is the second daughter of the Dakon Amedek, High Prince Of Duk-Arath, one of many small principalities. Unlike her older, more responsible, and married sister, Errena is curious, passionate, carefree, and innocently naive young girl that has yet to learn of hardships of life that touch both the lower and higher classes.

It can soon change, for her father is engaged in negotiations with various neighbors and allies that might benefit from marrying her off to strength the ties with existing allies or gain new ones. This also means that she is a potential target for those who would see those negotiations fail and the alliances break, or those who would use her as a bargaining bit in other ways...

2018-12-30

Monster: Snow Wight

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Snow Wight
A pale-skinned girl, slender, almost thin, with dark hair and dark, soulless eyes wearing gown much too delicate and revealing for the winter weather.

CR 8; XP 4,800
NE Medium Undead (cold)
Init +9; Senses darkvision 60 ft.; Perception +15
Aura eternal cold (100 ft.)

Defense
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 95 (10d8+50)
Fort +8, Ref +8, Will +11
Defensive Abilities channel resistance +4, frozen tomb; DR 10/bludgeoning and magic; Immune undead traits; SR 19
Weakness vulnerable to fire

Offense
Speed 40 ft., climb 20 ft., swim 20 ft., icewalking
Melee 2 claws +12 (1d4+1 plus 2d6 cold plus energy drain) and bite +12 (1d6+1 plus 2d6 cold plus energy drain)
Special Attacks create spawn, energy drain (1 levels, DC 20), piercing chill
Spell-Like Abilities (CL 10th; concentration +15)
At Will—control weather (bringing cold weather, snow, and hail only)

Statistics
Str 13, Dex 20, Con —Int 15, Wis 14, Cha 21
Base Atk +7; CMB +12; CMD 26
Feats Agile Maneuvers, Defensive Combat Training, Improved Initiative, Iron Will, Weapon Finesse
Skills Acrobatics +15, Bluff +15, Climb +9, Knowledge (nature) +12, Knowledge (nobility) +12, Perception +15, Sense Motive +15, Swim +9
Languages understands Auran, Common, and one local language but usually don't speak

Ecology
Environment any cold and temperate
Organization solitary, or accompanied by a number of frost wights
Treasure standard

Aura Of Eternal Cold (Su) A snow wight is surrounded by subtle chill that reduces cold resistance by 10 points and gives –4 penalty to saving throws and Constitution checks made to withstand cold weather. Whenever a cold spell or spell-like ability is used within the aura, the snow wight heals a number of hit points equal to the level of the spell or its equivalent.

Create Spawn (Su) Humanoids killed by a snow wight's energy drain raise as frost wights 1d4 rounds after their death. Female humanoids of royal descent are instead frozen solid within a tomb of ice and break free out of it after 1d4 days as snow wights themselves. A snow wight can command up to 40 HD of frost wights before she has to release some of her direct control, but newly created snow wights are free, though twisted into evil reflections of themselves.

Frozen Tomb (Su) When a snow wight is reduced to 0 or less hit points by damage other than magical fire or positive energy, unless the effect immediately destroys a corpse (such disintegrate), a sarcophagus of magic ice with hardness 5 and 100 hit points forms around her body within 1d4 rounds. When the frozen tomb is broken or melted, the snow wight is released fully healed.

Icewalking (Ex and Su) A snow wight can walk on snowy and icy terrain without any hindrance. She can pass barriers of ice and snow at half her speed as if she was incorporeal.

Piercing Chill (Su) A snow wight can dispel or suppress magic effect that protects from death of a touched creature as if using a greater dispel magic with caster level equal to the snow wight HD. She can bestow 1d3 negative energy levels on a creature she embraces without the creature noticing.


When a young princess with undeveloped talent for cold magic dies, usually to exposure, though treason, murder, and suicide might also lead to this outcome, she might rise as a undead entity, distant but malicious, hungering for warmth of the living and their adoration, lacking any empathy, mercy,  or compassion they might have when alive.

A snow wight might pretend to be a lost girl seeking help, or she might be a nearly feral predator, though a few seemingly assumed positions of power, either by regaining their own throne, or by swaying a naive prince to marry them.

2018-12-23

Monster: Pyroceros

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Pyroceros
A massive, stocky quadruped with glassy skin resembling obsidian, covered with fiery cracks. It has a long, bulky head adorned with a horn of molten lava.

CR 11; XP 12,800
N Huge Outsider (earth, elemental, extraplanar, fire)
Init +1; Senses darkvision 60 ft.; Perception +19

Defense
AC 25, touch 9, flat-footed 24 (+1 Dex, +16 natural, –2 size)
hp 150 (12d10+84)
Fort +15, Ref +7, Will +14
Defensive Abilities fiery hide, lava bathing, stable; DR 10/adamantine and magic; Immune acid, bleed, extra damage from critical hits and sneak attacks, fire, flanking, paralysis, poison, sleep, stunning
Weakness vulnerable to cold

Offense
Speed 50 ft., fly 40 ft (clumsy)
Melee gore +19 (3d6+12 plus 8d6 fire, 19–20/×2)
Space 15 ft.; Reach 10 ft.
Special Attacks burn through, fiery horn

Statistics
Str 26, Dex 13, Con 24, Int 2, Wis 19, Cha 11
Base Atk +12; CMB +22; CMD 43 (47 vs. trip)
Feats Critical Focus, Improved Critical (gore), Improved Iron Will, Iron Will, Lightning Reflexes, Weapon Focus (gore)
Skills Intimidate +15, Perception +19

Ecology
Environment desolated wastelands, volcanoes (Elemental Planes Of Earth and Fire)
Organization solitary, pair, or stampede (3–10)
Treasure standard

Burn Through (Ex) A pyroceros flames are extremely potent, burning through lesser protections with ease. Each time a creature is exposed to a pyroceros's fire damage, its fire resistance is reduced by 5 (10 if the pyroceros scored a critical hit with its gore attack) after the damage is dealt, cumulatively. Fire resistance provided by constant sources, such as racial ability or permanent magic item recovers at the rate of 5 points per minute since the last exposure to pyrocers's fire damage.

Fiery Hide (Ex) A pyrocers body cracks and splashes molten lava. Whenever a pyrocers is damaged, it deals 2d6 points of fire damage to all adjacent creatures.

Fiery Horn (Ex) A pyroceros's horn inflicts additional 8d6 fire damage on hit. When a pyroceros makes an attack at the end of charge, it splashes molten lava, inflicting the fire damage in a 15-ft cone instead. Creatures and objects other than the one hit by the charge can halve the damage with a successful Reflex saving throw (DC 23). The saving throw DC is Constitution-based.

Lava Bathing (Ex) Exposure to molten lava heals pyroceros for amount equal to damage it would normally inflict. Pyroceroses can swim in molten lava as if it was water.

Stable (Ex) A pyroceros has a +10 racial bonus to CMD.


Pyroceroses are fierce, territorial, elementals composed of molten lava, living along the borders between the Planes Of Earth and Fire. They are animalistic in their intelligence and behavior, resembling rhinoceros and similar large land animals of the Material Plane, occasionally fighting elemental predators.

From time to time, they might appear near elemental rifts on the Material Plane, and are hard to get rid off, because of their stubbornness.

2018-12-16

Monster: Kittykhore

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Kittykhore
A cute fuzzy kitty with a pair of bat wings and a scorpion tail.

CR 2; XP 600
N Tiny Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +4

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +5, Will +1

Offense
Speed 40 ft., fly 40 ft (clumsy)
Melee bite +3 (1d3–2), 2 claws +3 (1d3—2), and sting +3 (1d3–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with sting)
Special Attacks addictive poison, pounce, rake (2 claws, +3)

Statistics
Str 6, Dex 14, Con 12, Int 5, Wis 11, Cha 15
Base Atk +3; CMB +3; CMD 11 (15 vs. trip)
Feats Hover, Improved Initiative
Skills Acrobatics +6 (+10 jumping), Fly +0, Perception +4, Stealth+14
Languages understands Common; empathy 30 ft.

Ecology
Environment warm hills and forests
Organization solitary, pair, or pride (3–6)
Treasure standard

Addictive Poison (Ex) Sting—injury; save Fort DC 12; frequency 1/day for 3 days; initial effect 1d3 Cha damage and charmed for 1 day; secondary effect charmed for 1 day; cure 1 save.

Empathy (Su) A kittykhore can communicate by project its feelings and emotions to nearby sapient beings.


Kittykhores are tiny felines that somewhat resemble manticores. They are usually friendly to creatures they didn't classified as prey, often trying to get sapient beings to feed and protect them, by their disarming cuteness or their addictive venom.

A spellcaster willing to take care of, feed, and entertain one, can select a kittykhore for an Improved Familiar at 7th level, though this usually involves getting addicted to their poison, unless one is immune to poison or really good at avoiding their stings. Surprising number of liches get themselves kittykhores as familiars.


2018-12-09

Monster: Therewolf

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Therewolf
A monstrous wolf, black like night, with glowing green eyes.

CR 9; XP 6,400
NE Large Magical Beast
Init +8; Senses darkvision 120 ft., low-light vision, scent; Perception +17
Aura stalking shadows (100 ft.)

Defense
AC 12, touch 12, flat-footed 11 (+4 Dex, +10 natural, –1 size)
hp 114 (12d10+48)
Fort +12, Ref +12, Will +8
DR 10/cold iron and magic

Offense
Speed 50 ft.
Melee bite +17 (1d8+9)
Special Attacks phantom wolves

Statistics
Str 22, Dex 18, Con 18, Int 17, Wis 15, Cha 19
Base Atk +12; CMB +19; CMD 33 (37 vs. trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Improved Vital Strike, Iron Will, Vital Strike
Skills Bluff +16, Disguise +16, Intimidate +16, Perception +17, Stealth+15
Languages Abyssal, Common, Sylvan
SQ change shape (a specific Small or Medium humanoid; alter self)

Ecology
Environment any
Organization solitary
Treasure standard

Phantom Wolves (Su) A therewolf can project shadowy, half-real wolf shapes. It can create one phantom wolf as a standard action, with a maximum number of phantom wolves active at one time equal to its Charisma bonus. Phantom wolves that don't attack specific targets roam and stride across their therewolf stalking shadows aura area, each bestowing a cumulative –1 penalty to attack rolls,  Perception and Survival checks, and saving throws against illusions and shadow effects made by a therewolf's enemies and victims. A therewolf can take a swift action to designed a target for each of its currently active phantom wolves. Each phantom wolf attacks its designated target once per the therewolf's turn, using the therewolf's base attack bonus and its Charisma bonus instead of Strength, dealing 1d6+Charisma bonus points of damage (+16 attack bonus for a typical therewolf, dealing 1d6+4 damage). The therewolf has to see the target to designate it as a prey for a phantom wolf, but the phantom wolf can continue to attack its prey even outside the therewolf's line of sight as long as they remain within the stalking shadows aura. A phantom wolf can be attacked with magic weapons and spells, having the same AC and saving throws as the therewolf, though it vanishes in a puff of shadows after suffering a hit from an effect dealing lethal magic damage or failing a saving throw against effect that deals lethal magic damage. A phantom wolf can make attack of opportunity when the prey takes actions that provokes one, other than movement.

Stalking Shadows (Su) A therewolf is surrounded by an unseen aura that twists and deepens shadows, bestowing +4 bonus to all Disguise and Stealth checks made within.


Therewolves are cruel, cunning, monstrous wolves that favor hunting sapient prey. While they need to consume flesh, like other living beings, they greatly enjoy deceiving and terrifying their victims by projecting a shadowy wolf-like forms that can. A therewolf projections can consume meat and apparently need to be feed on their own, greatly increasing the therewolf's everyday food intake.

Therewolves can take on a humanoid alter ego, using it to set up ambushes, disturb their future prey with dreadful tales, and sneak upon unsuspecting victims.

Therewolves are hated and often attacked by actual wolves, though on rare occasions they make deals with werewolves and worgs as long as the prey is plentiful.

2018-12-02

Fantasy Locations: The Othertown

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Othertown

The Othertown is a settlement at the crossroads of the Material Plane and the Fey Otherworld. A place where the mundane meets the magical, where fey pretend to live as mortals, and mortals turn strange.

Othertown
N Large Town
Corruption +0; Crime +0; Economy +1; Law +0; Lore +2; Society +2
Qualities fey denizens, strategic location, weirdness magnet
Danger +15

Demographics
Government Autocracy
Population 4,000+ (2,500 fey living like mortals, 500 gnomes, 500 other humanoids , 500 intelligent animals and magical beasts, plus countless gremlins, sprites, pixies, and other fey entities that come and go without pretending to be humanoid citizens)
Notable NPCs
The Mayor (LN Fey)
Constable Dvyrwyn (LG Fey Paladin 4)
Lady Of The Questionable Morals (CE Fey)

Marketplace
Base Value 2,200 gp; Purchase Limit 15,000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Adventure Leads

Children are vanishing from the nearby mortal settlements and farms with traces and hints leading to the Othertown. Is someone capturing humanoid thralls a highborn fey? Is some monster abducting them to fill its pantry? Or maybe a careless but not ill-wishing entity is just looking for friends to play with? Is it really not malicious, though?

A bold merchant leads a caravan into the Othertown and beyond into the strange lands of the Otherworld and looks for guards, guides, and people capable of dealing with fey. Preferably non-violently, unless absolutely necessary. It would be a bad move to kill the potential customers on the first foray, after all.

Lady Of Questionable Morals is playing a new game with her favorite nemesis. The constable needs a group of deputies to disrupt her operations. They need to infiltrate one of her dens of iniquities and gather evidence that will help thwart it, and maybe, just maybe, expose the Lady for the villain she is.

The Mayor decided that the Othertown needs a statue of an Owlbear. Obviously, this means that some brave heroes need to capture one, bring it back to the city, and turn it into stone in the right place, and right position!

A dragon attack was reported near the Othertown. Is that another of Lady Of The Questinable Moral's ploys, or is that an emergency that can be only dealt by having her negotiate with the dragon?!

2018-12-01

Planar NPC: The Merchant

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The Merchant

A swarm of minute shards of mirror arranged in a vaguely anthropomorphic form.

CR 4; XP 2,400
NE Dimuntive Fey (swarm)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +16

Defense
AC 17, touch 15, flat-footed 16 (+1 Dexterity, +2 natural, +4 size)
hp 45 (10d6+10)
Fort +3, Ref +10, Will +10
Defensive Abilities swarm traits; Immune bleed, death, disease, poison, weapon damage
Weakness one mind, vulnerable to area damage

Offense
Speed fly 20 ft. (perfect)
Melee swarm (2d6 bleed plus distraction)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (2d6), distraction (DC 15)
Spell-Like Abilities (CL 10th, concentration +11)
At Will—detect magic, identify, read magic

Statistics
Str 2, Dex 12, Con 10, Int 15, Wis 13, Cha 13
Base Atk +5; CMB –; CMD —
Feats Alertness, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Appraise +12, Bluff +14, Diplomacy +14, Fly +15, Knowledge (local) +15, Perception +16, Sense Motive +16, Spellcraft +15
Language Common, Sylvan
SQ coalesce, no breath

Coalesce (Ex) The Merchant can make its components fly in highly compact and coordinated fashion, taking on an almost anthropomorphic Medium form capable of manipulating objects with Strength 10. While in this state The Merchant suffers half damage from weapon attacks. Maintaining the coalesced form takes a move action.

One Mind (Ex) The Merchants is a swarm driven by single mind and can be targeted with single target mind-affecting effects.



The Merchant is a greedy and unprincipled trader of goods of varied quality and origins. Exchanging anything as long as it brings profit, The Merchant often has both legitimate and illicit deals with other denizens of the Othertown, thought none so blatant that it could bring the constable's full wrath.

In the times past, The Merchant had different form but was turned by an offended highborn fey into a magic mirror that was later shattered into thousand pieces. There is a recurring rumor that The Merchant business is really just a way to reassemble missing pieces and reform The Merchant into the old shape. The Merchant scoffs as such notions.

2018-11-30

Planar NPC: Lady Of The Questionable Morals

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Lady Of The Questionable Morals

A beautiful lady in tight, yet revealing dress made of iridescent scales. Her hair are red, her eyes are fire, and her tongue is forked.

CR 6; XP 2,400
CE Medium Fey
Init +8; Senses darkvision 60 ft., low-light vision; Perception +24

Defense
AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dexterity, +2 natural)
hp 71 (13d6+26)
Fort +6, Ref +12, Will +12
DR 5/cold iron; Immune paralysis, sleep; Resist fire 30; SR 17

Offense
Speed 30 ft. (dragon form fly 60 ft. with poor maneuverability)
Melee (fey form) rapier +9/+4 (1d6+2/18–20/×2)
Melee (dragon form) bite +10 (1d8+3), 2 claws +10 (1d6+3), and 2 wings +5 (1d4+1)
Special Attacks breathe fire (dragon form, 1/minute, 30-ft. cone, 6d8 fire, DC 19)
Spell-Like Abilities (CL 7th, concentration +11)
At Will—arcane mark, detect magic, disguise self (DC 15), prestidigitation, villainous charm (DC 15)
3/day—apport objects, dispel magic, erase, invisibilityknock

Statistics
Str 13, Dex 18, Con 14, Int 19, Wis 18, Cha 19
Base Atk +6; CMB +10; CMD 21 (23 dragon form)
Feats Acrobatic Steps, Agile Maneuvers, Alertness, Deceitful, Dirty Fighting, Improved Initiative, Nimble Moves
Skills Appraise +17, Bluff +24, Disguise +24, Fly +20 (+16 in dragon form), Intimidate +12, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Perception +24, Sense Motive +24, Spellcraft +12, Use Magic Device +12
Language Abyssal, Common, Dragon, Goblin, Sylvan
SQ dragon-blooded, dragon form (7 minutes/day)

Dragon-Blooded The Lady counts as both fey and dragon for purpose of all effects.

Dragon Form (Su) Lady can change between her fey and draconic forms as a swift action, though she can only spend a maximum of 7 minutes each day as a dragon. This transformation works like form of the dragon I spell, though it is limited to a specific red dragon form, always the same. Both shapes are Lady's true forms. In her draconic form, Lady has AC 20, 73 hit points, Str 17, Con 16, fly 60 ft (poor), a number of natural attacks, and a breath weapon that can be used once per minute taking the form of 30-ft. cone dealing 6d8 points of fire damage (successful Reflex saving throw against DC 19 halves) but gains vulnerability to cold.

Villainous Charm (Sp) Lady can charm a creature that she witnessed breaking the law of the Othertown as a standard action, (Will saving throw against DC 15 negates), with the charm lasting for up to 24 hours after the crime was committed. Once she attempts to charm a creature with this ability, she can't use it again on the same target until a new crime is committed. This is a mind-affecting, emotion effect.

Notable Gear +1 rapier, +2 magic dress


Lady Of The Questionable Morals is the face and the brain of the Othertown's criminal underground. She plans and oversees smuggling, theft, and fencing of various substances and goods of questionable legitimacy, she owns a gambling den, dabbles in slave trade, and black magic market. Most of those activities are run by her minions, thralls, and acquaintances, shielding her from responsibility—gremlins, redcaps, and other lesser evil fey. Because of her high-born status, she is above most Othertown laws unless caught directly during crimes that weird and inconsistent fey justice would deem deeply beneath a fey aristocrat.

Until then she flaunts Dvyrwyn's attempts to put her reign of crime to end while The Mayor remains blind to her villainy, considering her a highly respectable citizen. Occasionally, she enters in a secret war with an upstart criminal or a renegade subordinate, sometimes hiring mercenaries to help her in her dealings, or play a game or two with the constable. She is a good sport about her "relationship" with Dvyrwyn, enjoying successes of her nemesis as much as her own, and never tries to kill her (though she isn't shy of harming her if needed).

2018-11-29

Planar NPC: Mr. Bigg And Mr. Smol

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Mr. Bigg

There is no denying this giant fellow has more than a trace of troll blood, with the wicked teeth, huge nose, and hair resembling a straw thatching.

CR 9; XP 6,400
Male fey crossbreed barbarian 1
NG Large Fey (giant)
Init +0; Senses low-light vision, scent; Perception +3

Defense
AC 23, touch 9, flat-footed 23 (+4 armor, +10 natural, –1 size); 21 while raging
hp 120 (10d6+1d12+77); regeneration 5 (acid, fire)
Fort +11, Ref +7, Will +12; +2 to Fortitude and Will while raging
DR 5/cold iron; Resist fire 10

Offense
Speed 40 ft.
Melee large greatclub +15/+10 (2d6+15) or 2 slams +15 (1d6+10)
Melee (raging) large greatclub +17/+12 (2d6+8) or 2 slams +17 (1d6+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (10 rounds/day)

Statistics
Str 30, Dex 11, Con 22, Int 5, Wis 17, Cha 10
Base Atk +6; CMB +17; CMD 27
Feats Diehard, Endurance, Iron Will, Power Attack, Pushing Assault, Toughness
Skills Knowledge (local) +10, Linguistic –2, Profession (cook) +13, Profession (innkeeper) +13
Language Common, Giant, Sylvan
SQ giant-blooded

Notable Gear +1 studded-leather apron, ring of minor fire resistance


Mr. Bigg is a half-troll innkeeper, running the Othertown Inn (named "Othertown Inn") together with his partner, Mr. Smol who keeps the books. Mr. Smol is a hamster. Mundane hamster, or to be precise, a succession of hamsters, for when "Mr. Smol" reaches the end of his short hamster lifespan, the staff—composed of an endless, ever-changing stream of gnomes, with no gnome appearing twice as far as anyone can tell—replaces him with another, identical whatever hamster is available (in fact the current Mr. Smol is a she). So far Mr. Bigg doesn't seem to notice.

Mr. Bigg is peaceful, unless someone threatens his guests, his staff, or his partner. He may go violent in the first two cases, or fly into outright murderous rage in the latter. Do not threaten Mr. Smol.

2018-11-28

Planar NPC: Stitch-Weaver

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Stitch-Weaver

A really big spider hangs on the wall, attended by two cobweb-wrapped figures.

CR 7; XP 3,200
CN Large Fey
Init +5; Senses low-light vision, tremorsense 60 ft.; Perception +23

Defense
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 90 (12d6+48)
Fort +10, Ref +9, Will +10
DR 5/cold iron

Offense
Speed 30 ft., climb 30 ft.
Melee bite +13 (2d6+12 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks poison
Spell-Like Abilities (CL 12th, concentration +14)
At will—web (4th level, DC 16), web bolt (4th level, DC 16), web shelter

Statistics
Str 26, Dex 14, Con 18, Int 15, Wis 15, Cha 15
Base Atk +6; CMB +15; CMD 26 (38 vs. trip)
Feats Alertness, Great Fortitude, Improved Initiative, Skill Focus (Heal), Skill Focus (Stealth), Vital Strike
Skills Climb +16, Craft (weaving) +17, Heal +20, Knowledge (arcana) +14, Knowledge (nature) +17, Perception +23, Sense Motive +23, Stealth +18, Use Magic Device +17
Language Aklo, Common, Gnome, Sylvan; telepathy 100 feet.
SQ surgery, webmantle dolls

Stitch-Weaver Poison (Ex) Bite—injury; save Fort DC 20, frequency 1/minute for 10 minutes, effect fatigued for 1 minute, cure 1 save. As a side effect, a creature that is fatigued by the poison is seriously numbed, gaining +4 bonus to saving throws against pain effects. Creature that fails all ten saves is rendered unconscious for 1 hour.

Surgery (Ex) Stitch-Weaver can peform a hour-long surgery on a helpless subject (usually rendered unconscious with a hefty dose of herbal drugs or alcohol) to heal 1d4 points of ability damage, convert 1 point of ability drain into 2d6 points of ability damage. The subject wakes up with 1 hit point and remains exhausted for a day, and fatigued for 1d6 following days.

Webmantle Dolls (Su) The two attendants of Stitch-Weaver are under telepathic direction following orders listlessly. Stitch-Weaver can also control them directly using own skills through their bodies. One of them has Craft (alchemy) with +10 total bonus and the other has Profession (herbalism) at +10.


Stitch-Weaver is the Othertown's resident healer, though she is secretive, unpredictable, capricious, and often switches between long periods of brooding, and short bouts of energy and occasionally dangerous enthusiasm. She sometimes offers her services for participation in "small experiments", often involving being hurt (and possibly poisoned, infected, or infested) by exotic beasts or consuming potentially harmful plants. The rumors that she occasionally eats her patients are probably only rumors, though.

Stitch-Weaver lives in a two store building, though the second level is only accessible by climbing strands of webs, as there are no stairs. The interior is dark, full of cobwebs where Stitch-Weaver grows medicine molds, old cabinets still containing various trinkets, books, and expired medicines of the Othertown's previous medical practitioner.

2018-11-27

Planar NPC: Mr. Owl, Esq.

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Mr. Owl, Esq.

A well-rounded, halfling-sized owl with a pair of smoked glasses, wearing a top hat.

CR 2; XP 600
N Small Fey
Init +1; Senses darkvision 120 ft., low-light vision; Perception +5

Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 21 (6d6)
Fort +4, Ref +6, Will +8
Defensive Abilities restraining order; DR 2/cold iron
Weakness dazzled by bright light

Offense
Speed 20 ft., fly 40 ft. (good)
Melee beak +5 (1d4+1) and either 2 claws +5 (1d4+1) or 2 wings +0 (1d3)
Spell-Like Abilities (CL 6th, concentration +7)
At will—ghost sound, mending, prestidigitation

Statistics
Str 12, Dex 12, Con 10, Int 23, Wis 17, Cha 13
Base Atk +3; CMB +3; CMD 14
Feats Alertness, Great Fortitude, Skill Focus (Profession [scribe])
Skills Appraise +12, Fly +15, Knowledge (arcana) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (religion) +15, Knowledge (planes) +15, Linguistics +12, Perception +5, Profession (scribe) +12, Sense Motive +5, Spellcraft +10
Language Abyssal, Aklo, Auran, Celestial, Common, Draconic, Elven, Giant, Gnome, Goblin, Infernal, Strix, Sylvan, Tengu
SQ sworn statement, vast libraries

Restraining Order (Su) After being hits with an attack or affected with a hostile effect, Mr. Owl, Esq. can taken an immediate action saying "desist!" to prevent the offender from taking further hostile activities that would affect Mr. Owl, Esq. At the beginning of each round, the affected foe can attempt a Will saving throw (DC 14) to end the effect. This is a mind-affecting language-dependent compulsion effect.

Sworn Statement (Su) When a sapient creature within 30 ft. makes an affirmative or imperative statement about own current or future actions, Mr. Owl, Esq. can seal it as an immediate action, by saying "witnessed" turning the statement into geas that binds the creature that uttered it for up to a year and a day or until the prescribed action is complete. If multiple creatures confirm the statement within 1 round they are also affected. This is a mind-affecting language-dependent compulsion effect.

Vast Libraries (Ex) Mr. Owl, Esq. is well versed in all kinds of lore, treating all Knowledge skills as class skills. If he can consult his personal library, he adds half of his Hit Dice to all Knowledge checks and can make Knowledge checks untrained regardless of their difficulty.


Mr. Owl, Esq. is the Othertowns notary, attorney-in-law, legal adviser, and antiquarian. While he aims to retain calm demeanor and gravitas suiting his vocation, he is actually quite passionate about knowledge and books, and can be easily excited by access to new books, new knowledge, or new legal challenges, or panicked when books, any books are threatened.

His leg talons are quite capable of dealing with books and notebooks, though he writes things down by simply dipping the tip of one of his talons in ink and scribbles that way. He has a very neat hand leg writing.

2018-11-26

Planar NPC: Constable Dvyrwyn

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Constable Dvyrwyn

A tall and muscular woman, with red skin, purplish tattoos, black horns, goat legs, and a pair of black-feathered wings.

CR 6; XP 2,400
Female half-fiend faun paladin 4
LG Medium Outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +14
Aura of courage (10 ft.)

Defense
AC 23, touch 13, flat-footed 20 (+6 armor, +3 Dex, +4 natural)
hp 74 (3d6+4d10+42)
Fort +17, Ref +13, Will +17
DR 2/cold iron or 5/magic; Immune disease, fear, poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 16

Offense
Speed 30 ft., fly 60 ft. (good)
Melee mwk greatsword +12 (2d6+9) and bite +6 (1d4+3) or 2 claws +11 (1d4+6) and bite +11 (1d4+6)
Ranged sling +8 (1d4+6)
Special Attacks channel energy 2d6, smite evil (2/day, +6 to attack and AC, +4 to damage), smite good (1/day)
Spell-Like Abilities (CL 7th, concentration +13)
At will—detect evilghost sound (DC 16)
3/day—darkness, poison (DC 20, which she only uses against dangerous monsters)
1/day—hideous laughter (DC 18), sleep (DC 17), unholy blight (DC 20, though she is deeply unwilling to use it because of its evil nature)
Paladin Spells (CL 1st; concentration +7)
1st level—lesser restoration, magic weapon

Statistics
Str 22, Dex 16, Con 22, Int 13, Wis 18, Cha 23
Base Atk +5; CMB +11; CMD 24
Feats Combat Reflexes, Furious Focus, Power Attack, Reward Of Life
Skills Fly +11, Intimidate +15, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +4, Perception +14, Perform (sing) +12, Sense Motive +14
Language Abyssal, Common, Sylvan
SQ aura of good, lay on hands (8/day, 2d6), mercy (sickened)

Notable Gear masterwork greatsword and masterwork custom breastplate that allows her use her wings


When asked about her ancestry, constable Dvyrwyn wryly says that when a faun and a devil like each other very much, and lets her voice hang there. If pushed, she'll quips something about "not having time to explain bees, flowers, fey, and fiends to simpletons" though she might half-jokingly offer to show the process to those she finds attractive. Whatever the details of her birth were, she inherited her good heart from her fey side, and her dedication to order from her fiendish parentage... Her order is neither devilish iron-fisted tyranny of devils, nor clean niceties of princes charming—she cusses and drinks like a sailor, she flirts with those who are not repelled by her heritage, and she slaps those who act stupid. She does not presses for punishment for the sake of punishment and is lenient in case of minor offenses, especially when the guilty seems to be genuinely sorry. More often than not, she'll simply knock some sense into the offender's part, especially when dealing with a visiting fey trickster, or an errand adventurer.

Constable Dvyrwyn is not an actual denizen of the Othertown, but a traveler that was hired by The Mayor to keep the peace long ago. She also seems to be the only person whose rudeness The Mayor overlooks, though some say he is simply afraid of her. They seem to work well together—with her keeping the peace, and him trying to not interfere with her duties.

2018-11-25

Planar NPC: The Mayor Of Othertown

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The Mayor Of Othertown

An anthropomorphic heavily mustachioed otter in a burgher's robes, with a cane in one hand, a pipe in the other, and a monocle on his nose.

CR 3; XP 800
LN Medium Fey
Init +1; Senses low-light vision; Perception +2

Defense
AC 15, touch 11, flat-footed 14 (+1 armor, +1 Dex, +3 natural)
hp 32 (5d6+15)
Fort +3, Ref +5, Will +8
Defensive Abilities eternal commission; DR 5/cold iron

Offense
Speed 30 ft., swim 30 ft.
Melee cane of office +4 (2d6+2 or 2d6+2 plus 1d6 nonlethal)
Spell-Like Abilities (CL 5th, concentration +6)
At will—dancing lightsprestidigitation
1/day—greater command (DC 16), unseen servant
1/month—commune with nature, control weather, heroes' feast, mark of justice, reincarnation (the subject is reincarnated as therigen)

Statistics
Str 12, Dex 13, Con 14, Int 13, Wis 14, Cha 13
Base Atk +2; CMB +3; CMD 14
Feats Iron Will, Skill Focus (Perform [oratory]), Toughness
Skills Diplomacy +9, Knowledge (local) +9, Knowledge (nature) +9, Linguistics +6, Perform (oratory) +12, Perform (sing) +9, Swim +9, Use Magic Device +9
Language Common, Draconic, Dwarf, Elven, Giant, Gnome, Goblin, Sylvan

Eternal Commission (Su) The Mayor will reform 2d12 hours after being killed, alive and well, though rarely remembering being killed, as long as the Othertown exist, unless he is formally disposed of his office. If the Mayor is killed with cold iron or weapons specifically designed to harm fey (such as having a fey bane property), it will take him 1d6+1 days to reform.


The Mayor is a nominal leader and administrator of a strange settlement known as the Othertown that lays somewhere on the verge of the mundane world and the fey Otherworld. Some say the town was once inhabited by mortals who built it too close to the borders of the Otherworld and slowly turned into faeries themselves, others say that fey built it in one night, a sort of weird pastiche of a human villages and cities. A few whisper that the community was one of the mundane world abducted and cursed into their current shape by a capricious archfey. Whatever the truth behind its creation is, now the Othertown and its denizens are living a life somewhere between the Material Plane and the Otherworld.

The Mayor (his title being his name, similarly to many other unique denizens of the town) is a jolly fellow, though somewhat absent-minded and easily distracted. As the Othertown works in large part by baroque faerie principles, he lacks actual administrative skills, having mostly a representative role. He loves to deliver speeches and attend events, and he often offers tasks and quests to adventurers, some of which may even actually serve the Othertown's interests. While the Mayor returns to life without memory of his death, most of the time, he is quite unfazed by the events taking place, though he detests rudeness, hooliganism, and petty misdemeanors. He uses overly elaborate speech and never resorts to vulgarities, though he might insult particularly annoying chaps with complex and confusing epithets.

Cane of office wielded by the mayor acts like a merciful shillelagh, though only in his hands (or his legal replacement). When used to deal nonlethal damage, it passes DR as if was made of cold iron.