2019-01-27

Monster: Brick Mite

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Brick Mite
A minute brown and grey creature resembling anthropomorphic insect, with four arms, four legs, big mandibles, compound eyes, and vestigial wings.

CR 1/2; XP 200
N Tiny Monstrous Humanoid
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 7 (1d10+2)
Fort +2, Ref +4, Will +2
Defensive Abilities evasion

Offense
Speed 20 ft., climb 20 ft., fly 20 ft. (poor)
Melee bite +1 (1d3–2 plus 1d3 acid)
Ranged dropped brick +5 (1d4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attack brick-eater, drop brick

Statistics
Str 6, Dex 14, Con 14, Int 9, Wis 11, Cha 9
Base Atk +1; CMB +1; CMD 9 (13 vs. trip)
Feats Hover
Skills Climb +6, Fly +2, Knowledge (engineering) +3, Stealth +10
Languages Terran

Ecology
Environment any urban
Organization solitary, pair, or crew (3–10)
Treasure incidental

Brick-Eater (Ex) Brick mites nibble on bricks weakening them and making them prone to falling apart, or occasionally eating whole bricks. A brick mite can take a minute to turn one 5-ft. square made of brick into a difficult terrain. A brick mite can take one hour to consume bricks within 1-ft. cube. Multiple brick mites can cause those effects proportionally faster.

Drop Brick (Ex) Brick mite often drop brick shards on creatures below it when they want to harm them.


Brick mites are dangerous pests that can infest urban areas. While not violent or particularly threatening themselves, they feast on bricks causing serious damage to buildings and other construction, often with lethal results to their denizens and users.

They seem to be descendant from some fort of insect native to elemental planes (possibly one that crossbreed with some species of gremlins), which might have feed on soft stones and clay, but by now, they are fully dependent on a diet of bricks, sun- and oven-baked. They are intelligent and can be negotiated with, but any deal negotiated with brick mites need to take into account their restricted diet and inherent voraciousness for they simply are in no position to agree to a deal that would not include some sort of supply of bricks to be eaten.

2019-01-20

Monster: Trashpile Animate

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Animate, Trashpile
A pile of broken planks, crushed bricks, pebbles, and other, less recognizable trash.

CR 3; XP 800
N Medium Construct (animate)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 31 (2d10+20)
Fort +0, Ref +0, Will +0
Defensive Abilities amorphous, hardness 5, lumbering; Immune construct traits

Offense
Speed 15 ft.
Melee Slam +6 (2d4+6 plus push and trip)
Special Attack push (slam, 5 ft.), trip (slam)

Statistics
Str 18, Dex 10, Con —, Int —, Wis 11, Cha 1
Base Atk +2; CMB +6; CMD 16
Skills Stealth +0 (+10 within debris and trash)
SQ garbage-camo

Ecology
Environment any urban
Organization solitary, pair, or dumpster (3–10)
Treasure incidental

Garbage-Camo (Ex) Being an animated pile of trash, trashpile animates have no problems with hiding among debris and litter. They gain +10 racial bonus to Stealth checks when surrounded by garbage. They can take 20 on Stealth checks when motionless.

Lumbering (Ex) Trashpile animates are slow but hard to stop, ignoring difficult terrain. They are also immune to slow and injuries that would reduce their speed.


Animates are constructs that form spontaneously out of ambient magic and whatever was exposed to it. Trashpile animates are, as their name implies, animated piles of whatever solid trash was imbued with magic. They roam ruins and cellars, and even crumbling streets of old magical metropolises. While they are mindless, they mimic vermin behavior to a degree, scrounging for more material—occasionally creating debris by destroying still functional edifices—and lashing violently against those who interfere with them. Their mere presence seems to seep enough ambient magic to slowly turn surrounding trash into more of them. The more animates exist within the region, the faster the process becomes.

Variants:

Slag (CR +1): Gain 2 HD, +2 natural armor, burn special attack (1d4, DC 14 for Medium trashpile animate), Ability Focus (burn) and Improved Natural Attack (slam) as bonus feats. AC 17; 42 hp; Fort +1; Ref +1; Will +1; Atk +8 (2d6+6 plus 1d4 fire).

Smelly (CR +1): Gain 2 HD, +2 natural armor, stench special attack (DC 14 for Medium trashpile animate, 1d4 minutes), Ability Focus (stench) and Improved Natural Attack (slam) as bonus feats. AC 17; 42 hp; Fort +1; Ref +1; Will +1; Atk +8 (2d6+6 plus push and trip).

2019-01-13

Monster: Hearth Troll

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Troll, Hearth
A small, warty, ugly, hunched figure wearing rags.

CR 3; XP 800
LE Small Humanoid (giant)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +8

Defense
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 30 (4d8+12); regeneration 2 (acid, cold, electricity, sonic)
Fort +7, Ref +3, Will +2

Offense
Speed 30 ft.
Melee 2 claws +6 (1d3+2), bite +6 (1d3+2)

Statistics
Str 14, Dex 14, Con 16, Int 13, Wis 13, Cha 7
Base Atk +3; CMB +4; CMD 16
Feats Dirty Fighting, Improved Initiative
Skills Climb +6, Disable Device +7, Knowledge (local) +5, Perception +8, Sleight Of Hand +8, Stealth +10
Language Common, Giant, Goblin
SQ knave

Ecology
Environment any urban
Organization solitary, pair, or family/gang (3–6)
Treasure standard

Knave (Ex) Hearth trolls are cunning scoundrels, treating Disable Device, Knowledge (local), Perception, Sleight Of Hand, and Stealth as their class skills.


Hearth trolls are a tribe of pygmy trolls that adapted to living in cities, scrounging through refuse, hunting vermin, and occasionally even trading goods and services with their urban hosts. As they lived in cities, their cunning and intellect grew, and as their stature diminished, their trollish hunger diminished. It is uncertain if they lost their sensitivity to fire because of living in cities, or if they were able to live in cities along other humanoids because of their lack of fire vulnerability—but they might also have been driven to urban areas while seeking refuge from thunders and lighting, truly lethal to them.

Hearth trolls are smart, usually callous but obsessed about deals and keeping the word—and they will wreck terrible, malicious, and cruel vengeance on those who break word given to them. They have much less regard for statutory laws, except for those they swore to upheld. Some legends imply that hearth trolls' obsession about keeping word is result of their bargain with some entity or a force that took away their sensitivity to fire.

Many hearth trolls practice urban magic, primitive occult rituals that attract or banish vermin, and may influence the events taking place in the city to a certain degree.

2019-01-06

Monster: Princess-Doll

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Princess-Doll
A human-sized doll of fine wood, brass wiring, and porcelain finish.

CR 3; XP 800
N Medium Construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 31 (2d10+20)
Fort +0, Ref +0, Will +0
DR 2/magic; Immune construct traits

Offense
Speed 30 ft.
Melee 2 slams +4 (1d6+2)
Special Attacks steal visage

Statistics
Str 14, Dex 14, Con —, Int 11, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Skill Focus (Bluff)
Skills Bluff +5, Disguise +2 (+12 with steal visage)
Language Common, one language selected by the creator

Ecology
Environment any urban
Organization solitary, pair, or court (3–12)
Treasure standard (clothing and jewelry)

Steal Visage (Su) A princess-doll can duplicate appearance of a humanoid creature by having a droplet of the subject's blood smeared on its forehead. This works like disguise self effect, except it allows taking humanoid appearance, duplicates specific individual and lasts for 24 or more hours. If a droplet of princess-doll oil is smeared on the subject's forehead at the same time, the subject has their appearance changed into a ordinary-looking member of their race, age category, and gender until the subject dies, the illusion is broken, or a curse is removed. As long as the subject remains alive and transformed, the princess-doll retains the appearance of the subject, potentially extending steal visage duration indefinitely, recognizes people and places familiar to the subject, and have general sense of the subject history. This is a curse and illusion (glamer) effect.


Princes-dolls were designed as decoys to protect princesses from kidnappers and assassins, but in time they were also re-purposed as tools of kidnapping, assassination, and political intrigues.

Princess-dolls are instilled with artificial intelligence that lets them adapt to their role though they are not infallible. A princess-doll follows general instructions of the person owning its control token, a miniature of itself created at the same time as the princess-doll which changes appearance to match the princess-doll current visage. The instructions have to be told to princess-doll personally, in a shared language—there is no telepathic link between each other. A princess-doll that received no orders, or whose control token was destroyed does her best to pretend she is her current visage.

Princess-Doll
CL 10th; Price 3,000 gp
Requirements Craft Construct, bestow curse, disguise other, eagle's splendor, fox cunningSkill Craft (doll-making) DC 15; Cost 2,000 gp.


2019-01-04

Fantasy NPC: Tarrena Fairhair, Princess Of Duk-Nantel

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Tarrena Fairhair, Princess Of Duk-Nantel

A tall woman in a blue-tinted breastplate, wearing her blonde hair tied in a pony tail.

CR 4; XP 1,600
Female human fighter 5
LG Medium Humanoid (human)
Init +2; Perception +6

Defense
AC 22, touch 13, flat-footed 19 (+6 armor, +2 Dex, +1 dodge, +3 shield)
hp 42 (5d10+10)
Fort +7, Ref +3, Will +4

Offense
Speed 30 ft.
Melee +1 longsword +11 (1d8+7/19-20/×2)
Ranged composite longbow +7 (1d8+3/×3)

Statistics
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 13
Base Atk +5; CMB +8; CMD 21
Feats Dirty Fighting, Dodge, Iron Will, Power Attack, Shield Focus, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +7, Knowledge (nobility) +6, Perception +6, Ride +10, Swim +7
Language Common, Duk, Goblin
SQ armor training 1, bravery 1, weapon training (heavy blade 1)

Notable Gear +1 longsword, mwk breastplate, mwk large steel shield


Tarrena Fairhair might be a princess, but she is also a warrior and a champion fighting for her principality against foes and monsters alike. She fights bandits, saves kidnapped princes, and leads her guardsmen into fray of battle as needed. She also gained respect of common men, when she personally oversaw hanging of corrupted tax collector.

2019-01-03

Fantasy NPC: Skela Tur Veir-Barrin, Princess Of Veir

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Skela Tur Veir-Barrin, Princess Of Veir

A wild-haired, sun-tanned tomboy in a worn leather armor. Her brown hair are full of leaves and straw, and... Is that a silkworm?!

CR 3; XP 800
Female half-elf wildshaper druid 4
N Medium Humanoid (human, elf)
Init +6; Senses low-light vision; Perception +15

Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 29 (4d8+8)
Fort +6, Ref +5, Will +7

Offense
Speed 30 ft.
Melee quarterstaff +5 (1d6+3)
Melee (bear form) 2 claws +6 (1d4+3) and bite +6 (1d4+3)
Special Attacks wildshape 3/day
Druid Spells Prepared (CL 4th, concentration +7)
2nd level—barkskin, bull's strength
1st level—goodberry, shillelagh (×2), speak with animals
0 (at will)—create water, detect magic, guidance, light

Statistics
Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 10
Base Atk +3; CMB +5; CMD 17
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Skills Climb +6, Heal +7, Knowledge (nature) +10, Knowledge (nobility) +5, Perception +15, Survival +12, Stealth +9, Swim +6
Language Common, Druidic, Sylvan
SQ elven blood, nature sense, trackless step, wild empathy +4, woodland stride


Skela Tur was born a princess, whereas she should have been born a forest imp, or so her mother say. She inherited much of her elven father's wanderlust and love of the wilds, and before anyone could stop her, she learned much of nature from a hermit living in a grove across the lake, including how to turn herself into beasts and walk among them.

Now, she comes and goes when she pleases, escaping her guards and chaperones with ease. Sometimes it takes an adventure in itself to get her back to the castle for important events where presence of the royal family is crucial.

2019-01-02

Fantasy NPC: Aneka Nikoss Dhun-Barrin, Princess Of Dhun

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Aneka Nikos Dhun-Barrin, Princess Of Dhun

A petite, raven haired girl with a thick white make up. She is dressed in black from toes to her neck.

CR 2; XP 600
Female human sentient zombie aristocrat 2
N Medium Undead (augmented human)
Init +1; Perception +10

Defense
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 26 (4d8+12)
Fort +3, Ref +1, Will +7
DR 5/slashing; Immune undead traits

Offense
Speed 30 ft.
Melee 2 slams +5 (1d4+3)

Statistics
Str 16, Dex 12, Con –Int 14, Wis 12, Cha 17
Base Atk +2; CMB +5; CMD 16
Feats Alertness, Familiar Bond (crow familiar), Iron Will
Skills Bluff +10, Disguise +10, Heal +2, Intimidate +7, Knowledge (nobility) +9, Knowledge (religion) +5, Perception +10, Ride +5, Sense Motive +10, Stealth +8
Language Common, Necril, two other local languages


Aneka is a young princess renowned for her beauty, loved by her parents and siblings, adored by her subjects. She has a rather complicated secret, though, for she is dead. She got better, though she is unsure how she died and even more so how she returned to semblance of life. She hides her transformation with growing worry that someone will notice she does not age. She also seeks the knowledge about circumstances of her death, though it is hindered by the necessary secrecy. It's hard to tell what would happen if the beloved princess was revealed to be one of the undead. A panic? A witch hunt? A wary acceptance? Was her death a murder or an accident? Was the force responsible for her reanimation well meaning or malignant?

At least no one questions her choice of a speaking crow as a pet.

2019-01-01

Planar NPC: Visenta Lhen, Princess Of Nakkakhur

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Visenta Lhen, Princess Of Nakkakhur

A tall and slender woman, black haired and dark skinned, with amber eyes, and serious frown, wearing thick robe far below her station.

CR 1; XP 400
Female human aristocrat 1/expert 2
N Medium Humanoid (human)
Init +0; Perception +11

Defense
AC 11, touch 10, flat-footed 11 (+1 armor)
hp 16 (3d8+3)
Fort +1, Ref +0, Will +9

Offense
Speed 30 ft.
Melee mwk scimitar +2 (1d6/18–20/×2)

Statistics
Str 10, Dex 10, Con 13, Int 16, Wis 14, Cha 12
Base Atk +1; CMB +1; CMD 11
Feats Endurance, Iron Will, Skill Focus (Perception)
Skills Heal +7, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +11, Profession (Scribe) +7
Language Common, Khur, and six ancient or exotic languages


Visenta might have been born a princess but she has the heart of a scholar. She was greatly dismayed in her youth when she was told that her royal obligations make her ineligible to join the priesthood of the Library Of All The Lore. This didn't stopped her from trying to join secretly—priests sending her back home did... Denied that path, she focused on learning on her own, often using (and occasionally abusing) her position to acquire rarer tomes, even going as far as sending more militant and adventurous courtiers that hoped to improve their standing (or simply trying to get into her bed) to scourge old tombs and abandoned ruins for treasures of written word. Not all of them survived.

Visenta is a distant, serious woman, with little patience for courtly games and intrigues, showing passion only when something triggers her curiosity and hunger for knowledge.