2018-05-27

Monster: Sorrowspring

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Sorrowspring

A once beautiful but now emaciated woman, with unkempt long reddish hair and pale bluish skin.


CR 8
; XP 3,200
NE Medium Undead (water)
Init +10; Senses darkvision 60 ft., low-light vision, keen scent; Perception +15

Defense

AC 22, touch 20, flat-footed 15 (+3 deflection, +6 Dex, +1 dodge, +2 natural)
hp 85 (10d8+40)
Fort +6, Ref +9, Will +11
Defensive Abilities one with water; DR 10/cold iron and magic; Immune undead traits; Resist acid 10, cold 10, electricity 10, fire 10
Weakness vulnerable to dryness

Offense
Speed 30 ft., swim 30 ft.
Melee 4 red streams +13 (entangle and desiccate)
Spell-Like Abilities (CL 10th, concentration +13)
At Will—air bubble, commune with nature (their own spring, lake, pond, or stream, plus the land within line of sight from the water only), control water, dispel magic (potions and fire or water-based magic only), putrefy food and drink (liquids only), water walk
1/day—summon monster V (Large water elemental only)

Statistics
Str 10, Dex 22, Con —, Int 15, Wis 15, Cha 17
Base Atk +7; CMB +13; CMD 27
Feats Agile Maneuvers, Dodge, Improved Initiative, Iron Will, Toughness
Skills Craft (alchemy) +12, Heal +12, Knowledge (nature) +15, Perception +15, Sense Motive +15, Swim +21
Languages Aquan, Necril, Sylvan

Ecology
Environment springs and rivers
Organization solitary or pair, occasionally accompanied by lesser undead
Treasure standard

Special Abilities


One With Water (Su) A sorrowspring completely submerged in water gains incorporeal quality and incorporeal subtype.

Red Streams (Su) A sorrowspring can animate strands of blood-tinged water using them to attack creatures within 30 feet, animating single strand as a standard action or up to four strands as a full-round action. Each animated strand makes a CMB check against its target CMD. If the maneuver succeeds the target becomes entangled for one round and suffers 2d6 points of nonlethal damage from intense thirst and loss of water. The sorrowspring gains temporary hit points equal to nonlethal damage inflicted by this ability, stacking with each other. These temporary hit points last for 1 hour unless depleted first. The sorrowspring can also move targets by 5 feet for every 5 points her CMB check exceeded the target's CMD, as long as the target isn't moved more than 35 feet away from the sorrowspring.

Vulnerable To Dryness A sorrowspring suffers damage and other negative effects from effects that drain moisture, destroy water, or control water like it was a water elemental. Effects that inflict damage by causing intense thirst inflict lethal damage on sorrowspring despite it being undead with no need to drink.


Sorrowsprings are nymphs, naiads, and nereids, throughly corrupted into undead monstrosities haunting their old springs and ponds. While most of them lack ability to create undead directly, their corrupted dwelling usually contain enough taint to rise their victims to unlife spontaneously.

2018-05-20

Seven Young Fists: Severed Ear

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Severed Ear

A young but weathered usagimimi with single hare ear, a stump of the second one, and a bunny tail.

CR 1/2; XP 200
Male usagimimi ranger 1
CG Medium Humanoid (usagimimi)
Init +3; Senses low-light vision; Perception +6

Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2

Offense
Speed 30 ft.
Melee handaxe +4 (1d6+3/×3)
Ranged mwk composite longbow +6 (1d8+3/×3)
Special Attacks favored enemy (humans +2)

Statistics
Str 16, Dex 16, Con 13, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Point-Blank Shot
Skills Craft (bows) +6, Handle Animal +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6, Survival +6
Language Common, Sylvan
SQ creative craftsmanship, hare affinity, track +1, wild empathy +1

Notable Gear self-made mwk might +3 composite-longbow, mwk leather lamellar armor


Severed Ear is dour and broody for he lost his ear together with his family and friends, when corrupted warlord lead his army across the lands and village where he lived, third son to the highborn village overseer magistrate. He survived the initial attack by being absent, venturing for a hunt with a lowborn friend, though his friend perished when they hurriedly returned, alarmed by the rising column of smoke. Severed Ear himself almost died that night, earning many scars, including his name-sake one.

Saved by Anata, he joined the Seven Young Fists for vengeance and stayed to bring justice to the lands wrecked by corruption, bandits, and monsters.

2018-05-13

Seven Young Fists: Anata

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Anata

A stocky youth with a pair of furry ears and a tail. He wears a worn armor, wields a big old blade, and carries a traveler's rucksack.

CR 1/2; XP 200
Male tanukimimi paladin 1
LG Medium Humanoid (kemonomimi)
Init +0; Senses low-light vision; Perception +0

Defense
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 13 (1d10+3)
Fort +5, Ref +0, Will +2

Offense
Speed 20 ft. (30 ft. without armor)
Melee falchion +4 (2d4+4/18–20)
Ranged javelin +1 (1d6+3)
Special Attacks smite evil 1/day
Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil

Statistics
Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 14
Feats Improved GrappleB, Improved Unarmed StrikeB, Inspire Tenacity
Skills Handle Animal +7, Heal +4, Profession (farmer) +4
Language Common, Sylvan
SQ aura of good, blunt brawler, surprising tenacity 2/day, tanuki affinity

Notable Gear falchion, horn lamellar armor


Anata is, in a sense the heart of the Seven Young Fists. A simple peasant born in masterless village, who stood up against bandits, defied a warmongering lordling's attempt to conscript him, and fought monsters with nothing but a pitchfork, never losing hope for justice and fairness. Ever cheerful and full of vitality, he expect the best in others and never gives less from himself. For all his valor and fairness, however, he remains a rural bumpkin, with poor grasp of manners, and little subtlety, often making some of his better-born companions cringe in shock and disbelief...

2018-05-06

Seven Young Fists: Capricious Shadow

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Capricious Shadow

A handsome young man with cat's nose, dark-furred ears, and stripped bushy tail.

CR 1/2; XP 200
Male nekomimi archaeologist bard 1
CG Medium Humanoid (kemonomimi)
Init +3; Senses low-light vision; Perception +7

Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +3

Offense
Speed 30 ft.
Melee rapier +0 (1d6/18–20)
Ranged shortbow +3 (1d6/×3)
Bard Spells (CL 1st; concentration +4)
1st (2/day)—cure light wounds, ear-piercing scream (DC 14)
0 (at will)—detect magic, mage hand, prestidigitation

Statistics
Str 10, Dex 16, Con 12, Int 14, Wis 13, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Lingering Perfomance
Skills Acrobatics +7, Bluff +7, Climb +6, Knowledge (any) +3, Perception +7, Sense Motive +5, Sleight Of Hand +7, Stealth +7, Use Magic Device +7
Language Catfolk, Common, Sylvan, Vanara
SQ archeologist luck 7 rounds/day (+1 to attack rolls, saving throws, skill checks, weapon damage), bardic knowledge +1, cat affinity, fortune's favored

Notable Gear several outfits for different formal occasions, leather armor


Capricious Shadow is flamboyant, insolent, blaze, distant, and unpredictable, as fitting his nekomimi heritage. Of all the Seven Young Fists, he is the most likely to take unsavory actions if he deems such necessary. Before joining the group, he was a thief—stealing more for the thrill than gain, gambling with the fortune over his livelihood and life, often picking corrupted magistrates and cruel aristocrats as his marks, although as he claims himself, there was no virtue in that, as there is little profit in stealing from the poor.

While he claims to be a villain himself, occasionally mocks matters such as honor or courage, and would not admit it, he is loyal to his companions and has a sense of honor that leads him to aid weak and downtrodden, preferably without their knowledge.