2018-07-29

Monster: Night Unicorn

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Night Unicorn

An utterly black horse with a horn of obsidian.


CR 5; XP 1,600

NE Large Magical Beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +11
Aura magic circle against good

Defense

AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +8, Will +6
Immune charm, compulsion, death, disease, fear, poison

Offense
Speed 60 ft.
Melee gore +10 (1d8+5 plus poison), 2 hooves +8 (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (2d8+10)
Spell-Like Abilities (CL 9th, concentration +13)
1/day—cure serious wounds, neutralize poisonplane shift (self and the rider only)

Statistics
Str 20, Dex 16, Con 18, Int 11, Wis 15, Cha 19
Base Atk +6; CMB +11; CMD 24 (28 vs. trip)
Feats Improved Initiative, Iron Will, Multiattack
Skills Acrobatics +9, Intimidate +13, Perception +11, Survival +11
Language Common, Abyssal
SQ magical strike

Ecology
Environment temperate forest, extraplanar plains
Organization solitary, pair, or herd (3–6)
Treasure none

Special Abilities


Magic Circle Against Good (Su) A night unicorn is surrounded by constant magic circle against good. The night unicorn can't suppress this ability.

Magic Strike (Ex) A night unicorn's gore attack is treated as magic evil weapon.

Poison (Su) Gore—injury; save Fort 17; frequency 1/round for 6 rounds; effect 1d3 Cha damage; cure 2 consecutive saves. Additionally, each round the poison acts as dispel magic attempting to remove a random beneficial spell or spell-like effect from the victim or suppress benefits of a single magic item (CL 5th). Effects and items with good descriptor are target of this dispel before other effects. Night unicorn poison wrecks havoc with the subject's sense of self, and strips beneficial spells.



Night unicorns are a tribe of unicorns that were corrupted by evil and mated with nightmares. They are wily and temperamental, though they occasionally befriend a wicked humanoid and might even agree to act as a mount for one, if they are allowed to sate their hunger for sapient flesh from time to time.

A night unicorn's horn can be used as an ingredient for creation of evil magic item and casting of evil spells, being worth a total of 3,000 gp for those purposes.

2018-07-22

Monster: Necromimic

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Necromimic

An ornate sarcophagus reveals multiple rows of sharp fangs.


CR 8; XP 4,800

CE Medium Aberration (shapechanger)
Init +7; Senses darkvision 60 ft.; Perception +19

Defense

AC 21, touch 21, flat-footed 15 (+3 Dex, +8 natural)
hp 102 (12d8+48)
Fort +10, Ref +7, Will +11
Defensive Abilities deathly furniture; Immune death, negative energy

Offense
Speed 10 ft.
Melee 2 slams +15 (1d8+5 plus adhesive)
Special Attacks constrict (slam, 1d8+5)

Statistics
Str 20, Dex 16, Con 18, Int 11, Wis 13, Cha 11
Base Atk +9; CMB +14; CMD 27 (can't be tripped)
Feats Great Fortitude, Improved Initiative, Iron Will, Lunge, Skill Focus (Perception), Weapon Focus (slam)
Skills Climb +17, Disguise +15 (+35 when mimicking corpses or tomb paraphernalia), Perception +19; Racial Modifiers +20 Disguise when mimicking corpses or tomb paraphernalia)
Language Common
SQ change shape (a Medium corpse or a Medium undead; undead anatomy II); mimic object

Ecology
Environment ruins, undergound
Organization solitary, or pack (2–4)
Treasure incidental

Special Abilities


Adhesive (Ex) A necromimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered necromimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the necromimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated necromimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

Deathly Furniture (Ex) A necromimic is never attacked by mindless undead, which perceive it as a piece of surroundings, unless directly ordered to.

Mimic Object (Ex) A necromimic can assume the general shape of any Medium object, suitable for a tomb, such as coffin, urn, statue, or religious paraphernalia. The creature cannot substantially alter its size, but three or four necromimics can combine their bodies to form Large objects such as sarcophagi. A necromimic's body is hard and has a rough texture, no matter what appearance it might present. A necromimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.


Necromimics are a subspecies of mimics that grew accustomed to graves and tombs, fine-tuning their shapechanging abilities to imitate dead or their surroundings. They often live near actual undead, misleading adventurers into spending their spells and resources to ward them off like other undead, and many sapient undead deliberately live near them to increase confusion and use them as guardians against living.

2018-07-15

Monster: Thunderstruck Dryad

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Thunderstruck Dryad

Shards of gray metal pierce the flesh of this unkempt but still weirdly beautiful woman.


CR 8; XP 4,800

CN Fey
Init +9; Senses low-light vision; Perception +25

Defense

AC 21, touch 21, flat-footed 15 (+5 deflection, +5 Dex, +1 dodge)
hp 94 (21d6+21)
Fort +8, Ref +15, Will +11
DR 10/cold iron; Resist electricity 20; SR 19
Weakness vulnerable to sonic damage

Offense
Speed 30 ft.
Melee 2 claws +15 (1d4 plus 3d6 electricity)
Special Attacks doomed sapling, forking lightning, 
Spell-Like Abilities (CL 20th; concentration +25)
At Will—dancing lights, wood shape
1/day—blighttransport via plants

Statistics
Str 10, Dex 20, Con 12, Int 13, Wis 13, Cha 21
Base Atk +10; CMB +15; CMD 42
Feats Acrobatic Step, Agile Maneuvers, Blind-Fight, Combat Casting, Combat Reflexes, Defensive Combat Training, Dodge, Improved Initiative, Nimble Moves, Weapon Finesse, Wind Stance
Skills Acrobatics +29, Escape Artist +29, Knowledge (nature) +25, Perception +25, Perform (dance) +29, Perform (sing) +29, Survival +25
Language Aklo, Common, Elven, Sylvan

Ecology
Environment temperate forest, hills, and mountains
Organization solitary
Treasure standard

Special Abilities


Doomed Sapling (Sp) As a swift action, a thunderstruck dryad can make a tree sapling grow out of the ground within 60 feet. The newly formed sapling grows for a round, counting as an obstacle occupying its square at the start of the dryad's following turn. It has hardness 8 and 20 hit points but shrivels and dies after 24 hours. Any creature occupying the square where the sapling grows becomes entangled and rooted to the ground (DC 17 Reflex save negates). The saving throw DC is Charisma-based. This is an equivalent of a 2nd level spell.

Forking Lightning (Sp) A thunderstruck dryad can invoke lightning arcing toward her doomed saplings burning them to ash in the process. Anyone standing on the lines connecting the dryad with her doomed saplings, including creatures occupying the same space as her saplings suffers 6d6 points of electricity damage (DC 19 Reflex halves the damage). The saving throw DC is Charisma-based. This is an equivalent of a 4th level spell.


Sometimes, a dryad's tree is killed by a lightning. Occasionally, the orphaned dryad is driven mad by the shock and the loss, empowered by the lightning, and changed into a strange, unpredictable entity, no longer dependent on trees.

Thunderstruck dryads are dangerous because of their erratic behavior, though they usually are contemptuous of peaceful fey and druids, reveling in their lunacy and cruel, unforgiving  randomness of natural phenomenons.

2018-07-08

Monster: Trash Hag

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Hag, Trash

An ugly, dirty, old witch clad in equally ugly, dirty, tattered cloth.


CR 3; XP 800

CE Small Monstrous Humanoid
Init +6; Senses darkvision 60 ft.; Perception +9

Defense

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 30 (4d10+8)
Fort +3, Ref +6, Will +6
Immune disease, nauseated, sickened

Offense
Speed 30 ft.
Melee 2 claws +6 (1d4+1), bite +6 (1d4+1)
Ranged thrown trash +3 (1d4+1)
Special Attacks steel teeth
Spell-Like Abilities (CL 5th; concentration +7)
At Will—putrefy food and drink, sift
1/day—summon swarm

Statistics
Str 12, Dex 14, Con 14, Int 11, Wis 15, Cha 15
Base Atk +4; CMB +4; CMD 16
Feats Improved Initiative, Nimble Moves
Skills Knowledge (local) +4, Perception +9, Stealth +13, Survival +9
Language Aklo, Common, Goblin
SQ swarm form, vile brews

Ecology
Environment urban
Organization solitary or coven (3 hags)
Treasure standard

Special Abilities


Steel Teeth (Ex) Non-magical wood and brick have half their normal hardness against a trash hag's natural attacks, allowing her to slowly gnaw and scratch through such materials.

Swarm Form (Su) A trash hag can polymorph into a rat swarm gaining its defensive qualities, swarm attack, and distraction special attack, although she is is still treated as a single target for purpose of mind-affecting effects. A trash hag can't use her spell-like abilities in that form and can reform as a full-round action.

Vile Brews (Sp) A trash hag often maintains an improvised magical cauldron in her lair, filling it with remains of animals, sewer fungi, leftover medicines, and other urbane filth scrounged from all over the city. Up to three times per week, a trash hag can use some of the repulsive stew to provide one of the following effects to a creature that manages to swallow this icky brew: neutralize poison, remove disease, remove curse, or +2 enhancement bonus to one ability score for the next 24 hours, though it takes 1 minute to consume bowl of the stew and a successful Fortitude saving throw (DC 14) to avoid becoming nauseated for 1d4 rounds and sickened for the following 1d4 hours.


Trash hags are one of lesser kinds of hags, adapted to living in the streets and slums of urban areas, preying on destitute and lost, utilizing detritus of local society to work their petty but vile magics. Trash hags are cunning, petty, and cruel, but also rather cowardly creatures, easily bullied into submission by stronger creatures. Occasionally, they trade sips of their brews to desperate for hefty prices—often paid in vile services.

2018-07-01

Monster: Hydrokhoiros Agathion

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Agathion, Hydrokhoiros

An anthropomorphic capybara wearing an apron.


CR 10
; XP 9,600
NG Medium Outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +24
Aura of peace (60-ft. radius)

Defense

AC 24, touch 12, flat-footed 22 (+2 Dex, +4 mage armor+8 natural)
hp 126 (12d10+60)
Fort +13, Ref +8, Will +13
DR 10/evil and silver; Immune electricity, petrification; Resist cold 10, sonic 10

Offense
Speed 30 ft., swim 30 ft.
Melee 2 claws +14 (1d4+2) and bite +14 (1d6+2)
Special Attacks merciful strikes (+2d6 nonlethal) 
Spell-Like Abilities (CL 20th, concentration +22)
At Will—control watercreate water, mage armor, mending, prestidigitationpurify food and water
3/day—create food and water, quickened breath of life, restoration
1/day—greater teleport (self plus 50 lbs of equipment only)

Statistics
Str 14, Dex 14, Con 20, Int 15, Wis 21, Cha 15
Base Atk +12; CMB +14; CMD 26
Feats Alertness, Combat Expertise, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (breath of life), Shake It Off
Skills Diplomacy +17, Handle Animal +17, Heal +20, Knowledge (nature) +17, Perception +24, Profession (cook) +17, Profession (midwife) +17, Sense Motive +24, Swim +10
Languages Celestial, Common, Draconic, Sylvan; speak with animals, truespeech
SQ lay on hands (6d6, 8/day, as 12th level paladin), mercy (diseased, poisoned), wild empathy +14
Ecology
Environment any (Nirvana)
Organization solitary or party (3–4)
Treasure standard

Special Abilities


Aura Of Peace (Su) A hydrokhoiros is surrounded by an aura of serene peace that acts like constant calm emotions with DC of 18, although the affected creatures are still able to feel joy in a calm, peaceful manner. All the creature within the aura suffers 2d6 points of nonlethal damage after making an attack or using a spell or an ability that inflicts lethal damage or produces a death, fear, or pain effect on a living non-mindless creature as they are overwhelmed by strain and tired by their own violence. This is a mind-affecting compulsion effect. The saving throw DC is Charisma-based.

Merciful Strikes (Ex) A hydrokhoiros can inflict nonlethal damage with any of its attacks, spells, or spell-like abilities without penalties. A hydrokhoiros inflicts additional 2d6 points of damage with each attack when dealing nonlethal damage.

Mercy (Su) A hydrokheiros can neutralize poison and remove disease with their lay on hands ability.

Wild Empathy (Su) A hydrokheiros can influence attitude of animals, dragons, magical beasts, plant creatures, oozes, and vermin that have 2 or less Intelligence, including mindless ones.


Hydrokhoiroses are peaceful and patient agathions that act as mediators and occasional caregivers over those in need, particularly lost children and orphans, though they sometimes tend to crippled veterans. They do not discriminate when picking their charges, sometimes raising together children of mortal enemies, teaching them to respect each other and live in peace regardless of the bad blood between their ancestors.