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Great Arctic Slug
A strange creature in all the hues of blue, reminiscent of a butterfly, multi-winged bird, or an exotic flower.
CR 1; XP 400
N Small Vermin (aquatic)
Init +1; Senses darkvision 60 ft., blindsense 60 ft. (aquatic); Perception +1
Defense
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 13 (3d8)
Fort +3; Ref +2; Will +2
Defensive Abilities contact poison; Immune vermin poison; Resist cold 5, fire 5
Offense
Speed 10 ft., swim 40 ft.
Melee 4 slams +2 (1d4–1 plus poison)
Special Attacks poison
Statistics
Str 8, Dex 12, Con 10, Int —, Wis 13, Cha 3
Base Atk +2; CMB +0; CMD 11 (can't be tripped)
Skills Perception +1, Stealth +5 (+13 in water or on ice), Swim +6; Racial Modifiers +8 Stealth in water or on ice
SQ semi-amphibious
Ecology
Environment arctic waters
Organization solitary, pair
Treasure none
Special Abilities
Contact Poison (Ex) Creatures that touch or strike a great arctic slug with unarmed or natural attack are exposed to its poison.
Poison (Ex) Slam—injury; save Fort 11; frequency 1/hour for 6 hours; effect 1 Dex damage, –2 penalty to all ability and skill checks requiring focus and patience, severe pain forces concentration checks on actions that require concentration as if suffering continuous damage; cure 1 save. Animals are normally repelled after the initial exposure to severe pain caused by great arctic slug poison. They rarely attack great arctic slug again after such experience.
Semi-Amphibious (Ex) Unlike their smaller kin, great arctic slugs can survive out of water for one hour without ill effects. They can survive on land for a day when kept moist with fresh water, or indefinitely with salt water.
Great arctic slugs are bigger, slightly more dangerous kin to blue sea slugs. They are adapted to wider range of environments, living closer to both glaciers and thermal vents. As they age, they can grow even bigger.
Medium great arctic slug (CR 4) has AC 14, 7 HD, 38 hp, Fort +6, Ref +2, Will +3, Str 12, Dex 10, Con 12, attack bonus +6, deals 1d6+1 points of damage per hit. Its poison has saving throw DC of 14.
Large great arctic slug (CR 6) has AC 18, 11 HD, 71 hp, Fort +9, Ref +2, Will +4, Str 16, Dex 8, Con 14, attack bonus of +10, deals 1d8+3 damage per hit. Its poison has saving throw DC of 17.
Huge great arctic slug (CR 10) has AC 22, 15 HD, 112 hp, Fort +12, Ref +3, Will +6, Str 20, Dex 6, Con 16, attack bonus of +14, deals 2d6+5 damage per hit. Its poison has saving throw DC of 20.
Great arctic slugs can also be bound by spellcasters to act as improved familiars (minimum caster level 3), though they never grow beyond their Small size. Their master becomes immune to contact poison of great arctic slugs.
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Winter-Shell
An enormous tortoise made of glacial ice.
CR 12; XP 19,200
N Colossal Outsider (cold, elemental)
Init +0; Senses darkvision 60 ft., low-light vision; tremorsense 60 ft.; Perception +31
Defense
AC 27, touch 2, flat-footed 27 (+25 natural, —8 size)
hp 171 (18d10+72)
Fort +13; Ref +8; Will +15
Defensive Abilities steam cloud; DR 20/adamantine and magic; Immune daze, cold, elemental traits, stagger, slow
Weakness vulnerable to fire
Offense
Speed 30 ft., burrow 30 ft. (snow and ice only); lumbering
Melee bite +20 (3d6+10 and grab), 2 stomps +20 (2d6+10 and trip)
Space 30 ft.; Reach 10 ft. (bite 15 ft.)
Special Attacks fast swallow, freezing breath (DC 23, 10d6 cold, entangled), swallow whole (6d6 cold, AC 22, 16 hp, hardness 8), trample (2d6+15, DC 29)
Statistics
Str 30, Dex 10, Con 18, Int 1, Wis 17, Cha 3
Base Atk +18; CMB +36 (+40 grapple); CMD 46 (50 vs. trip)
Feats Blind-Fight, Diehard, Endurance, Great Fortitude, Greater Vital Strike, Improved Vital Strike, Lightning Reflexes, Skill Focus (Perception), Vital Strike
Skills Perception +31
Ecology
Environment arctic, mountain glaciers
Organization solitary
Treasure standard
Special Abilities
Freezing Breath (Su) A winter-shell can breathe a 60-ft. cone of freezing steam, dealing 10d6 points of cold damage and freezing the affected creatures to the ground (acting as entangled). A successful Fortitude saving throw (DC 23) halves the damage and leaves the creatures entangled for single round without being stuck to the ground. Frozen creatures can free or be freed by 10 points of fire damage, or a Strength or Escape Artist check (DC 23). The saving throw DC is Constitution-based.
Lumbering (Ex) A mighty winter-shell moves through difficult terrain and minor obstacles without problems, and it cannot be dazed, entangled, slowed, or staggered, or have its movement impaired.
Steam Cloud (Su) When a winter-shell is struck with acid, electricity, or fire damage, parts of its icy shell evaporate quickly, dealing half of the received damage to all creatures within 60 feet spread. Until the beginning of winter-shell's next turn, all the creatures within the cloud have concealment.
Winter-shells are ancient ice elementals that live among glaciers and arctic zones. They tend to aggressively protect their territories, and are occasionally hunted for beautiful pearls and exotic looking ice formations that can be sometimes salvaged from their bodies—both due to their aesthetic and magical value.
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Porcupivy
A stocky creature resembling a brown, eight-legged badger, covered with a mass of long, sharp, green spines.
CR 5; XP 1,600
N Small Plant
Init +2; Senses low-light vision; tremorsense 60 ft.; Perception +10
Defense
AC 18, touch 13, flat-footed 15 (+2 Dex, +5 natural, +1 size)
hp 52 (7d8+21)
Fort +8; Ref +4; Will +4
Defensive Abilities ball of spines, spiny hide; Immune plant traits
Offense
Speed 20 ft., burrow 20 ft.
Melee bite +8 (1d4+2)
Ranged 4 spines +8 (1d3+2 plus piercing entanglement)
Statistics
Str 14, Dex 14, Con 16, Int —, Wis 15, Cha 3
Base Atk +5; CMB +6; CMD 18 (30 vs. trip)
Skills Perception +10, Stealth +14, Racial Modifiers +8 Perception, +8 Stealth
Ecology
Environment warm forests, plains
Organization solitary, pair, pack (3–6)
Treasure incidental
Special Abilities
Ball Of Spines (Ex) A porcupivy can roll into a defensive ball while pelting nearby enemies with volleys of its spines. When a porcupivy takes a total defense action, until the start of its following turn it can make unlimited number of attacks of opportunity with its spines within 30 feet range. It cannot make attacks of opportunity against targets that it can't detect with its tremorsense.
Spines (Ex) A porcupivy can make ranged attack with its spines against opponents within 60 ft., launching one spine as a standard attack, or up to four spines as a full-round attack. Once a spine hits its target, it embeds itself in the flesh and coils around the victim, bestowing entangled condition and dealing 1 point of bleed damage per round. The spine can be removed as a standard action with a Strength, Dexterity, Heal, or Profession (gardening) skill check against DC 16, or exposure to any effect heals wounds or kills plants.
Spiny Hide (Ex) A porcupivy is covered with spines. Anyone making an unarmed or natural attack against a porcupivy suffers a spine hit.
Porcupivies are vicious balls of spines on eight legs, originally grown from magical ivies to resemble porcupines. No one is sure why their creator decided to make them that way, but once they spread, it was too late to change anything about it.
Giant Poison Porcupivies (CR 7) have giant and advanced templates. Their spines cause sickened condition in creatures that are not immune to poison.
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Thunderwolf
A massive, wolf-like beast with particularly large jaws, throat, and chest.
CR 6; XP 2,400
N Large Magical Beast
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defense
AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, –1 size)
hp 73 (7d10+35)
Fort +9, Ref +9, Will +5
Immune deafness; Resist electricity 10, sonic 10
Offense
Speed 50 ft.
Melee bite +11 (2d6+6 plus 3d6 sonic)
Space 10 ft.; Reach 5 ft.
Special Attacks thunder-bite, thunder-howl
Statistics
Str 18, Dex 18, Con 18, Int 2, Wis 17, Cha 11
Base Atk +7; CMB +12; CMD 26 (30 vs. trip)
Feats EnduranceB, Improved Initiative, Run, Toughness, Weapon Focus (bite)
Skills Acrobatics +10 (+18 leaping), Perception +14, Racial Modifiers +4 Perception
SQ savage tracker
Ecology
Environment moderate forests, hills
Organization solitary, pair, pack (3–6)
Treasure standard
Special Abilities
Thunder-Bite (Su) A thunderwolf's bite strikes with the promise of thunder, dealing additional 3d6 points of sonic damage and causing deafness for 1 round.
Thunder-Howl (Su) A thunderwolf can issue a thunderous roar as a standard action. All creatures within 30 feet suffer 6d6 points of sonic damage, become deafened for 1 minute, and staggered for 1 round. A successful Fortitude saving throw (DC 17) halves the damage, negates staggered condition, and reduces deafness duration to 1 round. A thunderwolf can howl once every 1d4+1 rounds. Thunderwolves are immune to thunder-howls of their pack-mates. The saving throw DC is Constitution-based.
Savage Tracker (Ex) Thunderwolves can use their Perception skill to follow tracks, and they gain Endurance as a bonus feat.
Thunderwolves are massive, wolf-like predators that roar carries the might of thunders. Not terribly subtle predators, they usually hunt in packs, trying to surround their prey and harry it toward each other with their thunder-howls, often chasing particularly tenacious game for hours or days.
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Ratzilla
An enormous, many-headed rat, the size of a small barn. Its heads are disproportionally small for its size, and hundreds, if not thousands of even smaller rats crawl over its massive body.
CR 14; XP 38,400
N Gargantuan Magical Beast
Init +10; Senses darkvision 120 ft., low-light vision, scent; Perception +30
Aura all-consuming swarm (1000 ft.)
Defense
AC 25, touch 13, flat-footed 18 (+5 deflection, +8 Dex, +10 natural, –4 size)
hp 202 (15d10+120)
Fort +17, Ref +17, Will +12
Defensive Abilities all-around vision, swarming hide; Immune disease
Offense
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee 4 bites +22 (2d4+11 plus disease, 18–20/×2)
Space 20 ft.; Reach 10 ft.
Special Attacks critical effects, piercing bite
Spell-Like Abilities (CL 20th; concentration +25)
Constant—greater magic fang, shield of faith
Statistics
Str 22, Dex 26, Con 26, Int 2, Wis 25, Cha 15
Base Atk +15; CMB +25; CMD 41 (45 vs. trip)
Feats Bleeding Critical, Blind-Fight, Blinding Critical, Combat Reflexes, Critical Focus, Improved Initiative, Sickening Critical, Staggering Critical
Skills Acrobatics +14 (+18 leaping), Climb +14, Perception +30, Stealth +24, Swim +14; Racial Modifiers +10 Perception, +30 Stealth
SQ compression
Ecology
Environment ruins, underground
Organization solitary, usually accompanied by a significant number of dire rats and rat swarms
Treasure standard
Special Abilities
All-Consuming Swarm (Su) A ratzilla mere presence empowers nearby rats and rat-like beings, granting them insight bonus to attack rolls, weapon damage rolls (including swarm damage), saving throws, skill checks, and AC, equal to 11–their CR (minimum +1). Ratzilla can communicate telepathically with rats, coordinating their attacks with a predatory cunning.
Critical Effects (Ex) A ratzilla's array of critical feats allows it to produce one of the following effects on each critical: a stacking 2d6 bleed, permanent blindness (dazzled for 1d4+1 rounds on Fort DC 25 instead), sickened for 1 minute, or staggered for 1d4+1 rounds (Fort DC 25 reduces to 1 round).
Disease (Ex) Consuming filth fever: Bite—injury; save Fort DC 25; onset 1d3 hours; frequency 1/hour; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Piercing Bite (Su) Ratzilla's bites pierce damage reduction and suspend regeneration as if they were adamantine, chaotic, cold iron, evil, good, lawful, and silver weapon. They ignore 5 points of DR/— and 10 points of hardness, and have a natural critical range of 18–20.
Swarming Hide (Ex) Multitude of rats constantly swarms over the ratzilla body. Any special effect that requires a touch attack roll has a 50% chance of hitting one of the rats instead of the ratzilla. Full-strength physical attacks are not blocked by this ability, as they simply squash the rat and go through to affect the ratzilla, though the ratzilla gains 2d6 temporary hit points at the start of its turn that last until the beginning of its following turn.
"Good Sir, we have a rat problem..."
"Bah! Don't bother me with such trivialities, stupid peasant! I have gone far past gathering dozens of damned rat tails for a few meager coppers! Go find yourself some raggamuffins desperate for such lowly work!"
"But Sir..."
"I said go away... Wait... Why is the inn shaking?!"
"That's the rat we have problem with, Sir."
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Tristag
A big, majestic stag with three heads and eight legs. Between enormous horns of each head eerie flames glow.
CR 10; XP 9,600
N Large Magical Beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +18
Defense
AC 24, touch 14, flat-footed 19 (+5 Dex, +10 natural, –1 size)
hp 138 (12d10+72)
Fort +13, Ref +13, Will +9
Immune dazzle; SR 21
Offense
Speed 60 ft.
Melee 3 gore +17 (2d6+5 plus blinding radiance, 19–20/×2), 2 hooves +14 (1d4+2)
Space 10 ft.; Reach 5 ft. (10 ft. with gore attacks)
Special Attacks blinding radiance, revealing radiance, three-headed charge
Statistics
Str 20, Dex 20, Con 20, Int 11, Wis 17, Cha 17
Base Atk +12; CMB +18; CMD 33 (45 vs. trip)
Feats Combat Reflexes, Improved Critical (gore), Iron Will, Multiattack, Toughness, Weapon Focus (gore)
Skills Acrobatics +20 (+32 leaping), Perception +18
Languages Sylvan (doesn't speak)
SQ woodland stride
Ecology
Environment forests
Organization solitary, pair
Treasure standard
Special Abilities
Blinding Radiance (Su) When a tristag hits an enemy with one of its gore attacks, the target becomes blinded by the eerie light glowing between the horns for 1d4+1 rounds. A successful Reflex saving throw (DC 19) renders them dazzled for 1 round instead. Duration of blindness and dazzle conditions from multiple strikes stacks. This is a light effect that passes through soft vegetation without obstruction. The saving throw DC is Charisma-based.
Revealing Radiance (Su) As a full-round action, a tristag can bay, stomp its hooves, and release a burst of multi-hued light from its crowns, producing a dome with 120-ft. radius. All the creatures within the area are outlined with a faerie fire that lasts for 2d6 hours.
Three-headed Charge (Ex) A charging tristag can make gore attacks at up to three adjacent targets within its reach at the end of its charge.
Woodland Stride (Ex) A tristag moves through any sort of natural undergrowth at full speed without suffering damages or any other impairment. It can also ignore difficult terrain caused by magical manipulation of vegetation and suffers half the damage from such effects.
Tristags are majestic creatures living in the depths of the forests, protective of their territory and aggressive toward the intruders that would disrupt the natural order of things there.
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Dracomantid
A giant mantis with a black patterns on its carapace and strange sack-like structures on its neck.
CR 8; XP 4,800
N Large Vermin
Init +10; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +24
Defense
AC 21, touch 15, flat-footed 15 (+6 Dex, +6 natural, –1 size)
hp 105 (10d8+60)
Fort +13, Ref +9, Will +7
Defensive Abilities murderous affect, evasion; Resist acid 30
Offense
Speed 40 ft., climb 40 ft., fly 50 ft. (poor)
Melee 2 claws +14 (2d6+8 plus grab, 19–20/×2)
Space 10 ft.; Reach 15 ft.
Special Attacks breath weapon (60 ft. line, 10d6 acid, Reflex DC 21 for half, usable every 1d4 rounds), caustic mandibles (2d6 acid), sudden strike
Statistics
Str 26, Dex 22, Con 22, Int 1, Wis 15, Cha 11
Base Atk +7; CMB +16 (+20 grapple); CMD 32 (40 vs. trip)
Feats Blind-Fight, Combat Reflexes, Improved Critical (claws), Improved Initiative, Iron Will
Skills Climb +16, Fly +0, Perception +24, Stealth +14; Racial Modifiers +12 Perception, +12 Stealth
Ecology
Environment temperate and warm forests
Organization solitary, pair
Treasure standard
Special Abilities
Caustic Mandibles (Ex) A dracomantid can deal 3d6 points of acid damage to creature it is grappling as a free action once per turn.
Murderous Affect (Ex) Dracomantids react to charms with the lethal grace of their tiny kin, trying to show their feelings by relentlessly tracking and attacking the creature that charmed them. A confused dracomantid always attack the nearest random creature. Using wild empathy and Handle Animal (combined with abilities that allow using them on vermin) on them suffers additional –4 penalty. Failing any such check prompts the dracomantid to attack.
Sudden Strike (Ex) A dracomantid can take a full round of actions during the surprise round.
Dracomantids are dangerous predators of forests and jungles, possibly related to, or evolved (naturally or magically) from giant mantises. They owe their name to their ability to spit corrosive acids, reminiscent of draconic abilities, though they are probably not related to dragons in any other way. A few sages do believe they might be descendant from half-dragon giant mantises but others find it unlikely that even dragons would show carnal interest in those dire insects...
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Striygryph
A massive beast with the body of an enormous snow panther and head and wings of a giant owl.
CR 9; XP 6,400
N Huge Magical Beast
Init +8; Senses blindsight 60 ft., darkvision 120 ft., low-light vision, scent; Perception +26
Defense
AC 23, touch 13, flat-footed 18 (+4 Dex, +1 dodge, +10 natural, –2 size)
hp 114 (12d10+48)
Fort +12, Ref +12, Will +8
Defensive Abilities acrobatic flight; DR 5/cold iron; Resist cold 10
Offense
Speed 30 ft., fly 40 ft. (good)
Melee bite +15 (1d8+4), 2 claws +15 (1d8+4)
Space 15 ft.; Reach 10 ft.
Special Attacks flying grab, pounce, rake (2 claws +15, 1d8+4)
Statistics
Str 18, Dex 18, Con 18, Int 13, Wis 19, Cha 13
Base Atk +12; CMB +18 (+22 grapple); CMD 32 (36 vs. trip)
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Focus (bite), Weapon Focus (claws)
Skills Fly +21, Perception +26, Stealth +19; Racial Modifiers +8 Perception, +8 Stealth
Language Common, Sylvan (can't speak)
Ecology
Environment temperate forests, hills, and mountains
Organization solitary, pair
Treasure standard
Special Abilities
Acrobatic Flight (Ex) A flying striygryph can make Fly checks in place of Acrobatic checks, and while perching on narrow surfaces.
Flying Grab (Ex) A flying striygryph can make two claw attacks as a standard action. If both attacks successfully hit against a creature two or more sizes smaller than the striygryph, it can follow with a free grapple attempt that doesn't provoke attacks of opportunity.
Occasionally, a gryphling doesn't stop growing after reaching its maturity. Instead, it gets bigger and bigger as the years pass, its intelligence also developing to be more complex. It is unclear what exactly what triggers such growth, though exposure to fey dabbling and Otherworldly energies are suspected as the main factors.
Like their smaller siblings, striygryphs are curious, playful creatures, and, despite their higher intelligence the predatory nature is still strong in them.
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Ashen Fox
A fox with elongated snout, long ear, and bushy tail. Its black fur is marked with streaks of grey and white, and its eyes shine with supernatural intelligence.
CR 1; XP 400
N Small Fey
Init +6; Senses low-light vision, scent, smell spirits; Perception +7
Defense
AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 size)
hp 13 (3d6+3)
Fort +2, Ref +5, Will +4
DR 2/cold iron; Immune death, disease, energy drain, fear
Offense
Speed 50 ft., burrow 10 ft.
Melee bite +4 (1d4–1 plus ghost-nibbler)
Special Attacks ghost-nibbler
Statistics
Str 8, Dex 14, Con 12, Int 13, Wis 13, Cha 13
Base Atk +1; CMB –1; CMD 11 (15 vs trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8 (+16 leaping), Climb +5, Knowledge (religion) +4, Perception +7 (+17 to notice undead and haunts), Sense Motive +7, Stealth +12 (+22 against undead), Swim +5; Racial Modifiers +10 Perception to notice undead and haunts, +10 Stealth against undead
Languages Sylvan (doesn't speak)
Ecology
Environment haunted forests, ruins
Organization solitary or pair
Treasure standard
Ghost-Nibbler (Su) Ashen foxes feed on ethereal residues and spiritual vestiges. Their bite is treated as magical, cold iron, and silver, with ghost touch property and deals additional 2d4 points of damage to undead. Ashen foxes can and will attack haunts as if their bite was a positive energy. Whenever an ashen fox bite drops a haunt or a rejuvenating undead to 0 or less hit points, the destroyed target takes twice as long to reset or reform.
Smell Spirits (Su) Ashen foxes can detect haunts and incorporeal creatures with their scent. They can also discern undead creatures from living by smell, though they have 50% chance of mistaking living creatures with negative energy affinity for undead. If an ashen fox smells a haunt or incorporeal before rolling for initiative, it can take a move action and a standard action on its turn in the surprise round.
Ashen foxes are cute, cunning, curious, and gluttonous scavengers of the dead, particularly the restless ones, finding spiritual vestiges to be particular delicacy, always scrounging their surroundings for haunts and lesser incorporeal entities. Occasionally, they follow adventurers going after more powerful spirits, hoping to get a chance to get a bite or two when such entity goes down.
Some ashen foxes serve more powerful entities of the Otherworlds as gatherers of lingering souls, their emotions and memories. Others feed on the physical and spiritual remains of those who failed prey to more monstrous Fey.
An ashen fox can become an improved familiar of a 5th level caster.
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Soul Moth
A fluffy translucent giant month flitters through air.
CR 1/2; XP 200
N Tiny Undead (incorporeal)
Init +0; Senses darkvision 60 ft., thoughtsense 60 ft.; Perception +4
Defense
AC 12, touch 12, flat-footed 12 (+2 size)
hp 5 (1d8+1)
Fort +1, Ref +0, Will +2
Defensive Abilities final flashback, incorporeal; Immune undead
Offense
Speed fly 30 ft. (good)
Melee tongue +2 incorporeal touch (1d3 plus flashback)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str —, Dex 10, Con —, Int 1, Wis 11, Cha 13
Base Atk +0; CMB +0; CMD 10
Feats Ability Focus (final flashback)
Skills Fly +8, Perception +4, Stealth +8
SQ incorporeal
Ecology
Environment any
Organization solitary, pair, cloud (3–20)
Treasure standard
Final Flashback (Su) Any sentient creature that drops a soul moth to 0 or less hit points with attack, spell, or other direct ability, is temporarily overwhelmed by the moth's essence and becomes dazed for 1 round and staggered for the next 1d4+1 rounds. A successful Will saving throw (DC 13) renders the creature staggered for 1 round instead. Destroying multiple soul moths with a single ability accumulates, increasing saving throw DC by 1 and the duration of daze on failed saving throw, or being staggering on a successful one by 1 round. Creatures with animal intelligence are usually confused by the emotions and memories they can't comprehend until they make a successful Will saving throw, repeated each round. If the soul moth is dropped to 0 or less hit points by an effect that was not directly caused by a sentient creature, it will rejuvenate at the next dusk or dawn. This is an emotion mind-affecting effect. The saving throw DC is Charisma-based.
Flashback (Su) A lick of soul moth's tongue deals 1d3 points of nonlethal damage from negative energy and forces living creatures to make a Will saving throw (DC 11). On a failed saving throw they see a short flashback of the soul moth's memory or a burst of emotion borne by it and become staggered for 1 round. This is an emotion mind-affecting effect. The saving throw DC is Charisma-based.
Soul moths are manifestation of particularly powerful emotions and memories shed by a dying creature. They don't form often, requiring the dying to be in very strong emotional state other than a desperate desire for survival and presence of enough negative energy to infuse those feelings.
Soul moths are not aggressive entities, but still terribly inconvenient ones for the mortals, as their mere presence slowly infect emotions and memories of the living with those of the dead. After an extended exposure, mortals haunted by soul moths occasionally give in to those feelings, turning their lives, often for worse. They are particularly dangerous to people already suffering from suppressed psychological baggage, especially if related to the emotions and memories borne by soul moths, or in direct opposition to them.
Soul moths show no interest whatsoever in unconscious people, though they seem to be attracted to sleeping ones, especially if the sleep in haunted by dreams and nightmares.
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Leafknight
A tall, gracious figure covered with razor-sharp leaves. A sword and shield made from the same leaves completes the semblance of a knightly armor encasing the entity.
CR 7; XP 3,200
LN Medium Fey
Init +8; Senses low-light vision; Perception +17
Aura changing seasons (60 ft.)
Defense
AC 20, touch 14, flat-footed 16 (+4 Dex, +4 natural, +2 shield)
hp 90 (12d6+48)
Fort +8, Ref +12, Will +10
Defensive Abilities inured to elements; Immune disease, fear; Resist cold 20, electricity 20, fire 20; SR 18
Offense
Speed 30 ft., fly 30 ft. (poor)
Melee leafblade +12/+12/+7 (1d8+5, 19–20/×2)
Ranged leafbow +12/+12/+7 (1d8+5, ×3)
Special Attacks ward the way
Statistics
Str 18, Dex 18, Con 18, Int 13, Wis 15, Cha 13
Base Atk +6; CMB +10; CMD 30
Feats Blind-Fight, Combat Reflexes, Defensive Weapon Training, Improved Initiative, Weapon Focus (leafblade), Weapon Focus (leafbow)
Skills Acrobatics +19, Diplomacy +16, Fly +0, Knowledge (nature) +16, Perception +17, Perform (dance) +16, Sense Motive +17, Stealth +19
Languages Common, Elven, Sylvan
Ecology
Environment temperate forests and hills
Organization solitary, pair, trio
Treasure standard
Changing Seasons (Su) A leafknight projects an emanation that is based on current season. In winter, snow falls and frost covers the ground making it difficult terrain, cold spells and spell-like abilities act at +1 caster level while fire ones reduce their CL by 1. In spring, the plants bloom, granting fast healing 1 to fey and plant creatures, water spells and spell-like abilities, and those that enhance plants are cast at +1 caster level. In summer, heat and annoying insects inflict 1 point of nonlethal damage to creatures taking full action while wearing medium or heavy armor (Endurance feat negates damage when wearing medium armor). Air and electricity effects are used at +1 CL while cold effects suffer –1 to their CL as well. In autumn the air is filed with thin mist, granting concealment at a distance greater than 10 feet, and water and air effects are used at +1 CL.
Inured To Elements (Ex) A leafknight is unaffected by severe or extreme cold or heat, and ignores disadvantageous weather effects, such as fog, or slick ice.
Leafblade (Su) A leafknight can turn some of the leaves into a shield and sword, or a composite longbow, switching them as a free action, even in the middle of attack. Leafblade acts as a +1 speed weapon and produces own arrows when in the form of the bow.
Seal The Way (Su) A leafknight can take a standard action to put a defensive ward on the gateway he is bound to. Breaching through the sealed gateway requires a successful Will saving throw (DC 17). Each failed attempt to pass it inflicts 6d6 points of damage until a sapient creature successfully breaches the seal. Animals, non-sapient plants, and vermin instinctively avoid the sealed gateway and fey with higher CR than a leafknight can pass the seal without breaching it.
Leafknights are a fey bound to guard certain gateways between mortal plane and the Otherworld, given the duty, or maybe the sentence of keeping undesired intruders away. What constitutes undesired intruder, depends on a fey lord or power that created the gate, claimed lordship over it, or merely put the leafknight there... The conditions for passing such gates are widely varied between the gates. Some leafknights are bound to stop mortals from entering Otherworld at all, some guard the gateways from the other side, preventing mortals from leaving. Some are supposed to pass only redheads, or elves, or those who can answer a riddle, or bear a specific flower...
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Arkathiel, The Last Lord Of Tor Entheriel
A radiant figure of a man, tall and handsome, with long hair and pleasant face. His eyes, jaw, and ears hint at elven ancestry.
CR 21; XP 409,600
Male half-elf ghost corrupted paladin 20
NE Medium Undead (augmented humanoid, incorporeal)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +25
Defense
AC 37, touch 23, flat-footed 34 (+14 armor, +10 deflection, +3 Dex)
hp 334 (20d10+220)
Fort +22, Ref +21, Will +29
Defensive Abilities channel resistance +4, divine grace, ectoplasmic armor, incorporeal, mantle of false light, rejuvenation; Immune undead traits
Offense
Speed 30 ft. (perfect)
Melee corrupting touch +24 (21d6, Fort DC 32 half)
Special Attacks corrupt healing, legion of the dead, soulrider
Spell-Like Abilities (CL 20th, concentration +30)
At Will—detect evil
Statistics
Str —, Dex 16, Con —, Int 16, Wis 16, Cha 30
Base Atk +20; CMB +20; CMD 43
Feats Ability Focus (corrupting touch), Alertness, Flyby Attack, Hidden Presence, Hover, Improved Initiative, Lightning Reflexes, Skill Focus (Knowledge [planes]), Toughness, Weapon Focus (incorporeal touch)
Skills Fly +11, Knowledge (nobility) +26, Knowledge (planes) +29, Knowledge (religion) +26, Linguistics +23, Perception +29, Sense Motive +30, Stealth +11
Language Abyssal, Aklo, Aquan, Auran, Catfolk, Celestial, Common, Draconic, Drow Sign Language, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Protean, Sylvan, Tengu, Terran, Undercommon, Vannara
SQ dual-minded, soul-trader
Corrupt Healing (Su) When a healing effect is used within 60 feet (including negative energy used to heal undead and other creatures with negative energy affinity), as an immediate action Arkathiel can either halve the healing or increase it by 50%. When a creature is brought back to life within 60 feet, as an immediate action Arkathiel can corrupt the revival process and substitute a daemonic spirit or another soul that remains within his grasp for the soul of the subject. The revived creature can resist this effect with a Will saving throw (DC 30). The saving throw DC is Charisma-based.
Ectoplasmic Armor (Su) Arkathiel wears spectral replica of his original armor, a +5 glamered ghost touch full plate. It became part of his ghostly self and can't be taken away or destroyed, though if he is ever permanently defeated it will revert into a physical armor that can be taken by the victor. He usually have it appear as angelic robes, though occasionally he does changes it to appear as actual armor.
Legion Of The Dead (Su) As a full-round action, Arkathiel can manifest multitude of spectral images assaulting any number of targets within 30 feet, making one corrupting touch attack against each target.
Mantle Of False Light (Ex and Su) Despite his corruption Arkathiel retained a veneer of holiness and some of his paladin abilities, though most of them were twisted into nihilistic reflections of themselves. Arkathiel alignment detects as lawful good and he always seems to be speaking truth to magical divinations. He also gains +30 bonus to Bluff checks made to lie and mislead (though not for purpose of creating diversion or feinting). He can choose to appear as winged angelic (but still ghostly) version of oneself, glowing with aura of light that provides bright illumination within up to 30 feet, though he can reduce the radius or suppress the glow completely. This ability allows Arkathiel to ignore wards and abjurations against evil creatures (though he is still unable to pass effects that would repel undead).
Soulrider (Su) As a standard action, Arkathiel can inhabit a body of a touched sapient humanoid or native outsider for an indefinite amount of time. While possessing the subject in this way, Arkathiel perceives everything the host perceive and can communicate with the host telepathically (though he can restrict oneself to subtle whispers that the host might not recognize as anything else than own stray thoughts). A host that is aware of Arkathiel presence can attempt a Will saving throw (DC 30) once per day to expel him. Arakthiel can leave the host as a standard action. Once he is forcibly expelled (but not if he left of his own choice), he can never soulride the same host again. Whenever the host takes an evil action, Arkathiel can choose to grant the host +2 profane bonus to attack roll, damage roll, ability check, skill check, and caster level of such action. The host gains death ward and is immune to further attempts of possession while soulridden by Arkathiel. If the host is killed, Arkathiel is temporarily destroyed and proceeds to rejuvenate himself normally. Arakthiel always appears within any mindscape that involves his host and can be engaged in mindscape combat. This counts as greater possession for purpose of feats and effects. The saving throw DC is Charisma-based.
Soul-Trader (Su) Arkathiel can trade in souls with fiends, transferring them from soul gems to oneself and back, and can keep up to 10 souls within himself (equal to his Charisma bonus). He can consume captured souls to gain fast healing 2 for 20 rounds. He can capture soul of a dying soulridden host who explicitly lets Arkathiel do that—though he is more than willing to lie about the soul's fate.
Arkathiel was a champion of light, serving life, good, and order against monsters and fiends. After dealing with many other evils, his crusade pitted him against the daemonic Horsemen. Though valiant and powerful, he and his allies were no match against the nihilistic powers, slowly dying one by one, and with each of his friend's deaths, a small part of his heart died too. He was the last one to fall, and in the very moment of his death, his spirit broke. Yet, by a cruel twist of fortune, his fall occurred when he wasn't dead yet, but no longer alive either... He fell, and yet he retained the mantle of paladinhood, though it is a merely a hollow shell now, a mockery of his heroism that serves the forces of entropy now.
Fallen Arkathiel is a cunning deceiver, a manipulator that pretends to be a force of holiness and order only to twist the hearts, incite violence and despair. He aims to influence nobles and royalty, wishing to use their resources to spark wars and holy crusades that would bring death and destruction in the name of goodness. He finds particularly cruel joy in slowly pulling heroes toward evil.