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

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

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

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).


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

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

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)

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.


Planar NPC: Stitch-Weaver

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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

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

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

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.


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

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

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

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.


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.)

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

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

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.


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

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

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)

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.


Monster: Mechasquito

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An oversized mechanical mosquito buzzes through the air.

CR 1; XP 400
N Small Construct
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +0
Aura buzzing (60 ft.)

AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 15 (1d10+10)
Fort +0, Ref +1, Will +0
Immune construct traits

Speed 10 ft., fly 30 ft. (average)
Melee bite +2 (1d3+1 plus bleed)
Special Attacks anticoagulant, bleed (1d4)

Str 12, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +1; CMB +1; CMD 12
Feats HoverB, MobilityB
Skills Fly +3, Stealth –3; Racial Modifiers –8 penalty to Stealth

Environment any
Organization solitary, pair, or squad (3—10)
Treasure none

Anticoagulant (Ex) A mechasquito bleed is hard to stop, increasing Heal check DC to 20. A creature suffering from mechasquoto bleed subtracts the result of bleed damage roll from all healing received until the start of its following turn.

Buzzing (Ex) A mechasquito droning is quite irritating, bestowing –1 penalty to all attack rolls made against targets other than mechasquitos, concentration checks, and all Dexterity, Intelligence, Wisdom, or Charisma-based skill checks made within 60 feet, except Perception checks made to locate mechasquitos and Stealth checks made to hide from them.

Mechasquitos are mechanical mosquitoes, aggressive constructs harassing living beings and spilling their blood. The original design was intended as a weapon against vampires but it failed miserably, lacking ability to actually detect vampires or cause them serious harm, as their creator operated under a false premise that vampires should be easily drainable of stolen blood. Soon thereafter, their constructor was turned into a vampire himself and proceeded to adapted his design into a blood extracting device that would relive him of the need to hunt... Which was misguided idea either, as the vampires feed on stole lifeforce more so than the blood itself, and find spilled blood to be equally palatable as rotten food is for humans. Still, he build hundreds of those, and trade many of them to other vampires, dark cults that cherish spilling of blood, and forces fighting against vampires that sought to deprive vampires of their sustenance. Later, the design was copied by some mad artificers with varying degree of success.

Mechasquitos attack living creatures that have blood, though they are rather erratic in their mindless tactics, sometimes attacking creatures that don't suffer from bleeds first, sometimes attacking strongly bleeding targets with great aggression.

CL 7th; Price 2,000 gp
Requirements Craft Construct, bloodhound, vomit swarmSkill Craft (clockwork) DC 12; Cost 1,250 gp.

Because of design quirks, the mechasquito does not really react to command, though a person trained in Craft (alchemy) can prepare a salve that will repel them, protecting from their attacks, that costs 1 gp per dose lasting for 24 hours or until washed away.


Monster: Bufonal Agathion

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Agathion, Bufonal
A well-rounded, anthropomorphic toad in a garish, colorful suit.

CR 10; XP 9,600
NG Large Outsider (agathion, extraplanar, good)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +18

AC 24, touch 12, flat-footed 21 (+4 armor, +3 Dex, +8 natural, –1 size)
hp 126 (12d10+60); regeneration 1 (evil weapons and spells)
Fort +13, Ref +9, Will +13; +4 vs. poison
Defensive Abilities honorary lordship; DR 5/cold iron and evil; Immune electricity, petrification; Resist cold 10, sonic 10

Speed 40 ft., climb 30 ft., swim 30 ft.
Melee genteltoad's cane +18/+18/+13/+8 (1d8+7)
Ranged double-barreled pistol +15/+10 (2d6/×4)
Space 10 ft.; Reach 10 ft.
Special Attacks croaking laughter
Spell-Like Abilities (CL 12th; concentration +15)
Constant—mage armor (manifests as a suit of garish clothing)
At will—dancing lightsgreater teleport (self and 50 lbs of equipment only), prestidigitation, true strikeunseen servant (up to three active at the same time)
3/day—charm monster (DC 17), create food and water (creates exquisite food and wine), quickened true strike
1/day—heroes' feast, tiny hut

Str 20, Dex 16, Con 20, Int 17, Wis 17, Cha 17
Base Atk +12; CMB +18; CMD 31
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Quickened Spell-Like Ability (true strike)
Skills Acrobatics +15, Climb +13, Diplomacy +18, Disable Device +15, Heal +15, Knowledge (nobility) +18, Knowledge (planes) +18, Perception +18, Profession (gambling) +18, Swim +13, Use Magic Device +18
Languages Celestial, Draconic, Infernal, Sylvan; speak with animals, true speech
SQ genteltoad's cane, lay on hands (9/day, 6d6)

Environment any (Nirvana)
Organization solitary, or pair
Treasure standard (including a few adorned handkerchiefs, a monocle, deck or two of cards, and some dice)

Croaking Laughter (Su) Bufonals' laughter is a booming, croaking sound that can disturb listeners. When a bufonal laughs as a standard action, anyone hearing the laughter within 60 feet has to succeed a Will saving throw (DC 19). Failure renders the creature dazed for 1 round. Regardless of success or failure, each creature becomes immune to dazing effects of croaking laughter for the next 24 hours, though they still can find it to be hilarious and join the laughter.

Genteltoad's Cane (Su) Bufonals' cane are actually magic +2 speed sword canes that are bound to the bufonal themselves. A bufonal can conjure own cane back into its hand as a swift action. A genteltoad's cane loses its power if its master is killed.

Honorary Lordship (Ex and Su) According to ancient treaties, among the fey the bufonals enjoy a status of minor lordlings, granting them sanctuary effect (DC 19) but only against actions of fey and entities and devices controlled by fey.

Bufonals are toad agathions, known for their good, but vain and self-centered natures, their foppishness, boisterousness, and bragging. They are also generous, helpful, and gregarious, and unlike many other dandies, they aren't snobbish, and despite their vanity they are almost impossible to insult, finding attempts to be rude as hilarious, interesting, or reading them in completely wrong way.

Their names always include an aristocratic title of some sort.


Monster: Kaikesi Asura

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Asura, Kaikesi
A voluptuous feminine entity, eerily attractive despite three horned heads with razor-sharp teeth, four clawed arms, serpentine tails instead of legs, and a pair of giant butterfly wings.

CR 17; XP 102,400
LE Large Outsider (asura, evil, extraplanar, lawful)
Init +12; Senses all-around vision, aura sight, darkvision 60 ft., low-light vision; Perception +33

AC 32, touch 22, flat-footed 23 (+4 deflection, +8 Dex, +1 dodge, +10 natural, –1 size)
hp 270 (20d10+160); regeneration 10 (good spells and weapons)
Fort +15, Ref +20, Will +20; +2 vs. enchantment spells
Defensive Abilities veil of motherhood; DR 15/good; Immune charm, curse, disease, flanking, poison; Resist acid 10, electricity 10; SR 28

Speed 40 ft., fly 40 ft. (good)
Melee 4 claws +27 (1d8+8/19–20/×2), 3 bites +27 (1d8+8/19–20/×2)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 24th; concentration +34)
Constant—aura sight, see invisibletongues
At Will—discern location (any of her progeny only), greater scrying (any of her progeny only), greater teleport (self plus 50 lbs of equipment only), mindlink
3/day—blasphemy, charm monster (3rd level, DC 23), create mindscape (4th, DC 24), heal, mind probe (4th, DC 24), quickened suggestion (2nd, DC 22)
1/day—summon (level 9, up to three lesser asuras of CR 11 or less, 100%)

Str 26, Dex 26, Con 24, Int 21, Wis 23, Cha 31
Base Atk +20; CMB +29; CMD 48
Feats Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Critical (bite), Improved Critical (claws), Improved Initiative, Iron Will, Quicken Spell-Like Ability (suggestion), Toughness
Skills Acrobatics +28 (+32 jumping), Bluff +33, Disguise +33, Fly +33, Heal +26, Knowledge (nobility) +28, Knowledge (planes) +28, Knowledge (religion) +28, Perception +33, Perform (dance) +31, Sense Motive +33
Languages Abyssal, Celestial, Common, Infernal, Sylvan; tongues; telepathy 100 ft.
SQ change shape (any Large or smaller humanoid or antrophomorphic outsider; shapechange), mother of fiends

Environment any (Hell)
Organization solitary
Treasure standard

Mother Of Fiends (Su) A kaikesi can conceive a fiendish offspring with most mortal or immortal beings, either in the real world or in her midscape shared with the other parent. While pregnant, a kaikesi can cast create greater demiplane that will last for 1 day, with flowing time that will make its internal time equal to the remaining duration of pregnancy, emerging from within with a newly born offspring, usually a half-fiend or an occasional demigod, but sometimes merely a tiefling or a new asura.

Veil Of Motherhood (Su) A kaikesi gains +4 deflection bonus to her AC all the time. Additionally, any creature that sired an offspring with the particular kaikesi suffers –4 penalty to attack rolls, caster level checks against that kaikesi, and can't use any mythic abilities against kaikesi (including spending mythic power), the kaikesi gains +4 bonus to her saving throws against effects produced by that creature and ignores the creature's DR and SR as long as their shared progeny lives.

Kaikesi are powerful asuras that seduce gods, fiends, celestials, and occasional mortal hero to sire champions that will bring ruin to the divine powers and their creations. While other asuras often court them, kaikesi usually reject them, in favor of gods, demigods, and celestials. They rarely pick fiends for their consorts, choosing only the most powerful and the most closely related to the hated gods—for they seek to turn the power of deities and their own creations against them. They seem to have a degree of fondness for rakshasa accepting them more often than other fiends, though.