2019-02-24

Planar NPC: The Majordomo

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The Majordomo

A cross between a bloated slug and a caterpillar, with a vaguely humanoid face, adorned with a beard and mane of wiggling tendrils, and compound eyes. It has a pair of tentacles that hold a smoking pipe.

CR 5; XP 1,600
NE Large Outsider (evil, extraplanar)
Init –1; Senses darkvision 60 ft., low-light vision, aura sightPerception +14

Defense
AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +1, Will +10
Defensive Abilities hard to move; DR 5/good; Immune disease, poison; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10

Offense
Speed 10 ft.
Melee 2 slams +10 (1d8+5)
Ranged thrown object (or minion) +5 (1d4+5 or 1d6+5)
Space 10 ft.; Reach 5 ft.
Special Attacks hurl minion
Spell-Like Abilities (CL 6th, concentration +7)
Constant—aura sight, tongues
At Will—dancing lights, dimension door (self and 50 lbs of equipment only), mage hand, prestidigitation
1/day—summon (a total of 6 HD of serviles)

Statistics
Str 20, Dex 8, Con 18, Int 17, Wis 17, Cha 13
Base Atk +6; CMB +12; CMD 21 (can't be tripped)
Feats Alertness, EnduranceB, Iron Will, Throw Anything
Skills Bluff +10, Diplomacy +10, Intimidate +10, Knowledge (arcana) +12, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (religion) +12, Perception +14, Sense Motive +14
Language Abyssal, Celestial, Draconic, Infernal, Protean; tongues

Hard To Move (Ex) The Majordomo can't be knocked prone. Any forced movement applied to its body is reduced by 5 feet to a minimum of 0 feet.

Hurl Minion (Ex) The Majordomo can grab an adjacent Small or smaller corporeal ally and throw it like an improvised weapon with range increment of 20 feet. The Majordomo can aim at a creature or object, dealing 1d6+5 points of bludgeoning damage (1d4+5 for Tiny minions) to both the target and the impromptu projectile or throw the minion to an empty square, treating the hurled creature as a splash weapon to determine the scattering on miss. After a successful attack is resolved, the minion lands on a square adjacent to the target. A minion unwilling to be thrown can make a Reflex saving throw (DC 12) to escape The Majordomo clutches.


The chant is that the Majordomo was a servilis, until it consumed souls of so many weak and inept masters, it ascended beyond its petty status. A bit. No longer a mere servant, the Majordomo definitely is no master. Yet. For now, the Majordomo hires its services as a manager for lesser entities and bids its time to ascend even further.

The Majordomo is a haughty creature, and yet, it retains some of its old toadying customs, albeit dramatically overdoing in displays of contemptuous sarcasm.

2019-02-23

Monsters: Serviles, Petty Servants Of Evil

Serviles (sing. servilis) are petty fiends formed of excess spiritual residue of the lower planes, shaped by cast off thoughts, malice, laziness, and toxic dependence.

They are submissive, groveling cowards that can, in a terribly fascinating way, combine laziness and desire to please powerful masters in an unpredictable degree—their toadying is even known to spark a dominating streak in people who wouldn't expect themselves to enjoy bullying lesser creatures. They seem to enjoy bickering between themselves to become the favored servant of a strong master, often trying to outdo each other in the thoroughness of their servitude, and yet, when their master shows weakness, lack of attention, meekness, compassion, or are even simply protective of them, they quickly grow lazy, insubordinate, and haughty.

Serviles are receptive to bribes and prone to malice and petty vindictiveness when not subdued with strength or terror. They tend to show contempt to others regardless of the stance of their master, and are quite willing to switch allegiance to entities clearly more powerful than their current master as well. When properly coaxed to work, they can be quite competent in their narrow field of expertise, though, despite all their complaints and attempts to evade hard work.

Serviles do not normally form from condemned souls as such, unless some powerful entity deliberately forms a weak soul into one, or more likely a whole bunch of them.

Servilis Subtype
Serviles are petty fiends serving those who would treat them with proper contempt and force into vassalage with an iron fist and binding spell.
Traits: Serviles posses a number of shared traits (unless otherwise noted).

  • Immune to disease and poison.
  • Resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5.
  • Damage reduction penetrated by good.
  • Serviles speak Abyssal, Celestial, Draconic, Infernal, and Protean.
  • Constant tongues spell-like ability.
  • Serviles natural attacks are treated as evil for purpose of penetrating damage reduction and regeneration.
  • Serviles are easily bound with various planar binding spells and occult rituals. They suffer additional –4 penalty to Charisma checks made to resist being bound or commanded by a master that is stronger than them.

New Feat: Patron Of The Vile
You have learned many ways to coerce serviles into submission.
Prerequisite: Evil alignment.
Benefit: When you use planar ally, planar binding, or their variants to conjure serviles, you can ignore the usual limit on number of creatures called as long as their total HD does not exceed the HD limit. You can bind serviles to your service with planar ally and its variants. When you bind serviles to your services, you can pick them as your followers if you have Leadership feat (treating them as if their NPC level was equal to their CR +2 steps, so scribes are 1st level followers, garcons are 2nd level followers, and so on), and they remain in your service until killed or dismissed. You add serviles to list of monsters you can conjure with summon monster spells and spell-like abilities (using their CR +2 steps to determine level of summon monster spell needed to summon specific type of serviles), and if you have summon spell-like ability, you can use it to conjure serviles with total HD equal to half your caster level with 100% chance of success.

You can use your caster level in place of Intimidate ranks when you coerce serviles into obeying you. You can also use your primary spellcasting ability bonus in place of Charisma bonus when you determine your total Intimidate bonus while doing so.

If you are an outsider with an evil subtype, you can sacrifice a captured soul and create 1 HD of serviles per 250 gp of the soul value, with a maximum number of HD created not exceeding half of your own HD (excess HD are lost, making it wasteful to use more powerful souls). Serviles created in this way are not bound to serve you, though what kind of petty fiend you would have to be if you couldn't force serviles into obeying you?!

If you are a mortal, you can try to sacrifice a captured soul to create serviles as well, though you would need to design and perform a lengthy occult ritual in a place tainted with evil to attempt such task.

2019-02-22

Monster: Incanter Servilis

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Servilis, Incanter
A pudgy imp with multiple eyes and multiple horns wearing a black cultist robe.

CR 4; XP 1,200
NE Small Outsider (evil, extraplanar, servilis)
Init +5; Senses darkvision 60 ft., low-light vision, arcane sightPerception +1

Defense
AC 17, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 size, +1 natural)
hp 39 (6d10+6)
Fort +2, Ref +6, Will +6
DR 5/good; Immune disease, poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5

Offense
Speed 20 ft., fly 20 ft. (good)
Melee 2 claws +8 (1d4+1)
Spell-Like Abilities (CL 6th, concentration +7)
Constant—arcane sight, mage armor, tongues
At Will—apport object, dancing lightsmage hand, magic missile, prestidigitation, spark
1/day—fireball (DC 14), magic circle against chaos/evil/good/law (one of those once per day), summon (3rd level, 1 scribe, garcon, or page servilis)

Statistics
Str 12, Dex 12, Con 12, Int 15, Wis 13, Cha 13
Base Atk +6; CMB +4; CMD 16
Feats Combat Casting, EnduranceB, Improved Initiative, Skill Focus (Use Magic Device)
Skills Fly +16, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +11, Use Magic Device +10
Languages Abyssal, Celestial, Draconic, Infernal, Protean; tongues
SQ aid casting

Ecology
Environment any (evil planes)
Organization solitary, pair, or coven (3–7)
Treasure standard

Aid Casting (Sp) An incanter servilis can amplify magical abilities of another creature within 30 feet, granting the target +1 profane bonus to caster level until the start of the incanter's following turn. Bonus from multiple incanters providing magical aid stack for spells and spell-like abilities with evil descriptor, with a maximum bonus of +4. Aid casting provokes attacks of opportunity and can be disrupted by damage.


Serviles (sing. servilis) are petty fiends formed of excess spiritual residue of the lower planes. They are submissive, groveling, cowardly, and mix laziness and desire to please powerful masters in an unpredictable degree. They are receptive to bribes and prone to malice and petty vindictiveness when not subdued with terror. When properly coaxed to work, they can be quite competent in their narrow field of expertise, though, despite all their complaints and attempts to evade hard work.

Incanter serviles are among the haughtiest of the serviles, often acting as acolytes to ritualists, tutors to black magicians, and herders of lesser minions for greater fiends. They often overestimate their magical expertise and their master's reliance on them, though.

2019-02-21

Monster: Messenger Servilis

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Servilis, Messenger
Arms of this impish being extend into a bat-like wings, it also has a scaled, rat-like tail.

CR 3; XP 800
NE Small Outsider (evil, extraplanar, servilis)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +8

Defense
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 natural)
hp 32 (5d10+5)
Fort +2, Ref +8, Will +4
Defensive Abilities blinking evasion; DR 2/good; Immune disease, poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5

Offense
Speed 40 ft., climb 40 ft., fly 60 ft. (clumsy)
Melee bite +6 (1d4) and 2 claws +6 (1d4)
Special Attack breath weapon (DC 13)
Spell-Like Abilities (CL 5th, concentration +3)
Constant—tongues
1/day—locate creature, locate object

Statistics
Str 10, Dex 14, Con 12, Int 7, Wis 11, Cha 7
Base Atk +5; CMB +4; CMD 16
Feats Combat Reflexes, EnduranceB, Improved Initiative, Lightning Reflexes
Skills Acrobatics +10, Climb +9, Fly +4, Knowledge (planes) +6, Perception +8
Languages Abyssal, Celestial, Draconic, Infernal, Protean; tongues
SQ memorize message

Ecology
Environment any (evil planes)
Organization solitary, pair, or nest (3–20)
Treasure standard

Blinking Evasion (Su) A messenger servilis has an evasion special ability. After making a successful Reflex saving throw against a damaging area effect, it can teleport up to 20 feet and make an attack of opportunity against a creature adjacent to its new location.

Breath Weapon (Su) A messenger servilis can project a wave of destructive resonance once every 1d4+1 rounds, dealing 3d6 points of sonic damage to living creatures within a 15-ft. long cone and causing deafness for 1d4+1 rounds. A successful Fortitude saving throw halves the damage and negates the deafness. The saving throw DC is Constitution-based.

Memorize Message (Su) A messenger servilis can perfectly memorize single message of up to 25 words, including the speaker's tone of voice.


Serviles (sing. servilis) are petty fiends formed of excess spiritual residue of the lower planes. They are submissive, groveling, cowardly, and mix laziness and desire to please powerful masters in an unpredictable degree. They are receptive to bribes and prone to malice and petty vindictiveness when not subdued with terror. When properly coaxed to work, they can be quite competent in their narrow field of expertise, though, despite all their complaints and attempts to evade hard work.

Messenger serviles are flying imps used to deliver messages and retrieve small items. They are easily distracted, and not particularly bright, though they are quite enthusiastic in their duties. When not delivering messages they tend to nosily roam their master's lair, steal shiny things, and annoy things that are much larger than them, often to their detriment.

2019-02-20

Monster: Undertaker Servilis

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Servilis, Undertaker
This ugly imp has an oversized crocodillian snout, pair of clawed, shovel-like feet, and smells of dirt and rotten meat.

CR 2; XP 600
NE Small Outsider (evil, extraplanar, servilis)
Init +0; Senses darkvision 60 ft., low-light vision, deathwatchPerception +1

Defense
AC 15, touch 11, flat-footed 15 (+1 size, +4 natural)
hp 19 (3d10+3)
Fort +2, Ref +3, Will +4
Defensive Abilities death wardDR 2/good; Immune disease, poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5

Offense
Speed 20 ft., burrow 20 ft.
Melee bite +6 (2d6+3)
Special Attack digest, swallow corpse
Spell-Like Abilities (CL 3rd; concentration +3)
Constant—death ward (self only), deathwatch, tongues
1/day—speak with dead

Statistics
Str 14, Dex 10, Con 10, Int 9, Wis 13, Cha 7
Base Atk +3; CMB +4; CMD 14
Feats Diehard, EnduranceB, Toughness
Skills Heal +7, Knowledge (planes) +5, Knowledge (religion) +5, Profession (embalmer) +7, Profession (undertaker) +7
Languages Abyssal, Celestial, Draconic, Infernal, Protean; tongues
SQ dig up

Ecology
Environment any (evil planes)
Organization solitary, pair, or staff (3–10)
Treasure standard

Dig Up (Ex) An undertaker servilis can dig quickly with its enormous claws. It needs a mere minute to excavate or fill up a 5-ft. cube of soil, though it can't dig through stone.

Digest (Ex) An undertaker servilis can digest flesh off a swallowed dead corpse by taking a full-round action that provokes attacks of opportunity and can be disrupted. If not disrupted, the swallowed cadaver is turned into a skeleton at the beginning of the undertaker's next turn. By taking ten full-round actions, an undertaker can digest the skeleton completely, leaving only some hair and a few half-dissolved bones.

Swallow Corpse (Su) An undertaker servilis can swallow an adjacent or held Medium or smaller corpse with a full-round action that provokes attacks of opportunity and store it in an extradimensional space in its belly. An undertaker can store up to eight corpses in this way and can spit one corpse of their choice as a full-round action.


Serviles (sing. servilis) are petty fiends formed of excess spiritual residue of the lower planes. They are submissive, groveling, cowardly, and mix laziness and desire to please powerful masters in an unpredictable degree. They are receptive to bribes and prone to malice and petty vindictiveness when not subdued with terror. When properly coaxed to work, they can be quite competent in their narrow field of expertise, though, despite all their complaints and attempts to evade hard work.

Activities of fiends and black magicians often produce leftover corpses and undertaker serviles deal with them, store them for later use, or procure new ones, as commanded. They are rather jolly beings for their morose job, though they often get sad and complain when a hostile altercation ends without casualties.

2019-02-19

Monster: Page Servilis

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Servilis, Page
An ugly impish creature with big eyes, big ears, small horns, and undersized bat wings, in a fancy, garish livery.

CR 1; XP 400
NE Small Outsider (evil, extraplanar, servilis)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +9

Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +1 size, +2 natural)
hp 16 (3d10)
Fort +1, Ref +4, Will +4
DR 2/good; Immune disease, poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5

Offense
Speed 40 ft., climb 40 ft., fly 20 ft. (poor)
Melee 2 claws +4 (1d4+1)
Special Attack breath weapon (DC 11)
Spell-Like Abilities (CL 3rd; concentration +3)
Constant—tongues
At Will—apport object, mending, prestidigitation, spark

Statistics
Str 12, Dex 12, Con 10, Int 11, Wis 13, Cha 11
Base Atk +3; CMB +3; CMD 14
Feats Alertness, EnduranceB, Hover
Skills Fly +5, Knowledge (nobility) +6, Knowledge (planes) +6, Perception +9, Profession (valet) +7, Sense Motive +9
Languages Abyssal, Celestial, Draconic, Infernal, Protean; tongues
SQ spatial memory

Ecology
Environment any (evil planes)
Organization solitary, pair, or staff (3–10)
Treasure standard

Breath Weapon (Su) A page servilis can exhale air with enormous strength as a full-round action, creating a 15-ft. long line that blow things away. The line extends from the page's space until the start of its following turn, though the servilis can continue to exhale in the following turn. Any Medium or smaller creatures or objects that stand or move through have to succeed a Fortitude saving throw (DC 11) or are pushed back 1d3 × 5 feet. Tiny or smaller creatures or objects are pushed back 5 ft. on a successful saving throw and 1d4+1 × 5 ft. on a failed save. Surprisingly, a page servilis can exclude objects it does not want to blow away, often using this ability to dust off things. The saving throw DC is Constitution-based.

Spatial Memory (Ex) A page servilis always perfectly remembers its way around the master's dwelling and it always remembers (though it might pretend otherwise) where it put any and all items.


Serviles (sing. servilis) are petty fiends formed of excess spiritual residue of the lower planes. They are submissive, groveling, cowardly, and mix laziness and desire to please powerful masters in an unpredictable degree. They are receptive to bribes and prone to malice and petty vindictiveness when not subdued with terror. When properly coaxed to work, they can be quite competent in their narrow field of expertise, though, despite all their complaints and attempts to evade hard work.

Page serviles are personal attendants, valets, runners, heralds, and aides to black magicians and fiends that adhere to more humanoid standards of behavior. They are stuffy, grumpy, disapproving, and often sarcastic. They do love commanding lesser serviles and other minions around, though, and use every opportunity to pose as superior to servants, clients, and petitioners to their masters.

2019-02-18

Monster: Garcon Servilis

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Servilis, Garcon
An ugly impish creature with oversized nose and two pairs of arms, one set short and ending in knife-like claws, the other long and having more mundane hands. It wears a white, blood-stained apron and a chef's cap.

CR 1/2; XP 200
NE Small Outsider (evil, extraplanar, servilis)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +0

Defense
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 11 (2d10)
Fort +0, Ref +5, Will +3
DR 2/good; Immune disease, poison; Resist acid 5, cold 5, electricity 5, fire 10, sonic 5

Offense
Speed 30 ft.
Melee 2 knife-claws +5 (1d4–1/19–20/×2 and bleed)
Special Attack bleed (1d4), scorching breath
Spell-Like Abilities (CL 2nd; concentration +2)
Constant—tongues
At Willpurify food and water, putrefy food and water, spark

Statistics
Str 8, Dex 14, Con 10, Int 9, Wis 11, Cha 11
Base Atk +2; CMB +0; CMD 12
Feats EnduranceB, Weapon Finesse
Skills Knowledge (nature) +4, Knowledge (planes) +4, Profession (butcher) +5, Profession (cook) +5, Profession (waiter) +5
Languages Abyssal, Celestial, Draconic, Infernal, Protean; tongues

Ecology
Environment any (evil planes)
Organization solitary, pair, or kitchen (3–10)
Treasure standard

Knife-Claws (Ex) A garcon's claws are knife-like and very sharp, having natural critical threat range of 19–20 and causing 1d4 bleed damage on confirmed critical hits.

Scorching Breath (Su) A garcon can exhale a 5-ft. long gout of searing hot or freezing cold. Those who end their turn in the square exposed to a garcon's breath, suffer 1d6 points of fire or 1d6 points of cold damage. Garcon can continue to exhale for extended period of time, usually harnessing this ability to cook meals and cool drinks (or sometimes the other way around, depending on the demands of the recipe) but they won't hesitate to use it on their enemies.


Serviles (sing. servilis) are petty fiends formed of excess spiritual residue of the lower planes. They are submissive, groveling, cowardly, and mix laziness and desire to please powerful masters in an unpredictable degree. They are receptive to bribes and prone to malice and petty vindictiveness when not subdued with terror. When properly coaxed to work, they can be quite competent in their narrow field of expertise, though, despite all their complaints and attempts to evade hard work.

While most of the fiends don't need to eat, some of them enjoy eating meals, mundane or unnatural, as do some of their mortal guests. Garcon serviles serve them and an occasional magician, as chefs and servers, preparing and delivering whatever food their masters desire.

2019-02-17

Monster: Scribe Servilis

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Servilis, Scribe
An ugly, hunched imp with tentacles for beard and feathers instead of hair. It wears a dirty frock covered with ink stains.

CR 1/3; XP 135
NE Small Outsider (evil, extraplanar, servilis)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +1

Defense
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 6 (1d10+1)
Fort +1, Ref +3, Will +3
DR 2/good; Immune disease, poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5

Offense
Speed 20 ft.
Melee 2 claws +1 (1d3–1)
Ranged quill +3 (1d3–1)
Special Attack breath weapon (3/day, DC 11, blindness for 1d4 rounds)
Spell-Like Abilities (CL 1st; concentration +0)
Constant—comprehend languages
At Will—arcane mark, erase, mending

Statistics
Str 8, Dex 12, Con 12, Int 13, Wis 13, Cha 9
Base Atk +1; CMB –1; CMD 10
Feats EnduranceB, Skill Focus (Linguistics)
Skills Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +8, Profession (scribe) +5
Languages understands Abyssal, Celestial, Draconic, Infernal, Protean; comprehend languages; doesn't speak
SQ fiendish copyist

Ecology
Environment any (evil planes)
Organization solitary, pair, or team (3–10)
Treasure standard

Breath Weapon (Su) A scribe servilis can spew a 10-ft. cone of ink three times per day, blinding all creatures that fail their Reflex saving throw (DC 11) for 1d4 rounds. Any invisible creature within the area that fails its saving throw becomes visible until the ink is washed off (or erased). The saving throw DC is Constitution based.

Fiendish Copyist (Ex) A scribe servilis can copy written text and drawings with excellent accuracy as long as it has direct access to the source material. They can also write down whatever it is dictated to them, transliterating it into any one writing system they know as accurately as it is possible. Each scribe has an unlimited supply of quills that it can pull from its heads and unlimited supply of ink produced by its tentacled beard.

Quills (Ex) A scribe servilis has quills instead of hair. It can pull them to use as  a writing implement or throw them like darts with range increment of 20 ft. The quills regrow quickly after being pulled, though the very act of pulling them out causes visible discomfort to the scribe.


Serviles (sing. servilis) are petty fiends formed of excess spiritual residue of the lower planes. They are submissive, groveling, cowardly, and mix laziness and desire to please powerful masters in an unpredictable degree. They are receptive to bribes and prone to malice and petty vindictiveness when not subdued with terror. When properly coaxed to work, they can be quite competent in their narrow field of expertise, though, despite all their complaints and attempts to evade hard work.

Scribe serviles serve greater fiends and evil casters writing down and copying whatever they are ordered to, mystical or mundane. They can also handle taking care of libraries and other collections of written lore. They tend to be eternal complainers, often showing their disdain for superiors that are not powerful or threatening enough by asking for repeats and spelling the words for them.

2019-02-10

Fantasy NPC: Raveneer

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Raveneer

A figure in thick black plated robes, adorned with inky feathers. Their face is hidden underneath a beaked mask reminiscent of a raven.

CR 5; XP 1,600
N Medium Fey
Init +6; Senses low-light vision; Perception +16

Defense
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 55 (10d6+20)
Fort +5, Ref +9, Will +8
DR 5/cold iron and magic; Immune disease, nauseated, sickened

Offense
Speed 30 ft.
Melee 2 claws +9 (1d6+4)
Special Attacks murder of raven
Spell-Like Abilities (CL 10th, concentration +13)
Constant—detect magic
At Will—awaken (corvids only), commune with birdsgreater teleport (self and 50 lbs of equipment only), pilfering hand

Statistics
Str 18, Dex 14, Con 14, Int 17, Wis 17, Cha 17
Base Atk +5; CMB +9; CMD 26
Feats Blind-Fight, Combat Reflexes, Defensive Combat Training, Improved Initiative, Intimidating Prowess
Skills Diplomacy +16, Intimidate +17, Handle Animal +13, Knowledge (geography) +16, Knowledge (nature) +16, Perception +16, Sense Motive +16, Stealth +15, Survival +13
Language Common, Draconic, Sylvan
SQ change shape (any Tiny, Small, or Medium corvid; beast shape III), raveneer's call

Murder Of Ravens (Su) The Raveneer can summon swarms of corvids to fill the air around. As a full-round action, the Raveneer conjures a swarm that occupies a 30-ft. radius, 20-ft. high cylinder centered on the Raveneer's position that will last until the start of the Raveneer's next turn, dealing 2d6 points of piercing and slashing damage, and 1d6 points of bleed damage to anyonewho remains in the area or moves into it except the Raveneer. The Raveneer can choose to exclude any creatures from being attacked by the summoned corvids. All the creatures within the swarm gain concealment from attacks.

Raveneer's Call (Su) The Raveneer can attract corvids from within 1 mile by their mere presence and communicate with them telepathically when they are within 100 feet.


The Raveneer is a mercenary master of ravens, raising, training, and awakening them in service to others, mortal and fey alike. Never staying in a single place for longer than a mortal lifetimes, and often not nearly as long, the Raveneer remains unfettered unlike many other fey beings. 

The Raveneer cares for their corvid wards, and will stand not for any corvid wilful abuse, but accepts the birds will face risk and death as a part of their services. Risk their lives but don't torment them.

2019-02-03

Fantasy NPC: Lady Etheld, the Royal Chaperone Eternal

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Lady Etheld, the Royal Chaperone Eternal

An ancient woman, tall and painfully thin, with wrinkled brownish skin. She wears outdated courtly clothing and covers her hair with a cap. Her glare is stern and disturbing.

CR 2; XP 600
Mummified female human aristocrat 3
LE Medium Undead (augmented humanoid, human)
Init +0; Perception +10
Aura frightful presence (30 ft., DC 12, 1d6 rounds)

Defense
AC 15, touch 10, flat-footed 15 (+1 armor, +4 natural)
hp 19 (3d8+6)
Fort +2, Ref +1, Will +5
DR 5/—; Immune undead traits
Weakness vulnerable to sonic

Offense
Speed 20 ft.
Melee slam +4 (1d6+3)
Special Attacks burst of vengeance (2/day, swift action, haste for 1 round), dust stroke 

Statistics
Str 14, Dex 10, Con —, Int 13, Wis 14, Cha 13
Base Atk +2; CMB +4; CMD 14
Feats Alertness, Improved Natural Attack (slam), Skill Focus (Knowledge [history]), Skill Focus (Knowledge [nobility]), Toughness
Skills Diplomacy +7, Intimidate +7, Knowledge (history) +10, Knowledge (nobility) +10, Perception +10, Sense Motive +10, Stealth +4
Language Common, Duk, Necril

Notable Gear a number of vials filled with oils of gentle repose and inflict light wounds stashed in her chambers


Maids and courtiers often joke that Lady Etheld was serving as chaperone to princesses across the duchies since forever. This is an exaggeration, though, for she has been around only for a few centuries. A stern governess, lady-in-waiting, and overseer for royal blood, she's beyond dead for a long time now. The age did nothing to mellow her, for her duty is her existence. Out of wedlock birth would throw out the lineage, mess with the bloodlines, and void the records. That can not be!