2019-07-28

Fantasy NPC: Balchort The Demoted

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Balchort The Demoted
A little deformed midget with a pair of tiny fly wings and crown of horns.

CR 5 XP 1,600
LE Small Outsider (devil, evil, lawful, native)
Init +6; Senses darkvision 60 ft., see in darkness, Perception +9

Defense
AC 18, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 52 (5d10+25); regeneration 5 (good)
Fort +8, Ref +8, Will +5
Defensive Abilities evasion; DR 5/good or silver; Immune poison; Resist acid 10, cold 10, fire 10

Offense
Speed 20 ft., fly 30 ft. (good)
Melee 2 claws +8 (1d4+2), bite +8 (1d4+2)
Spell-Like Abilities (CL 5th, concentration +6)
At Will—detect good, detect magic, detect poison, detect thoughts (DC 13), dimension doorprestidigitation
3/day—fireball (DC 14), infernal healinginvisibilitymajor image (DC 14)

Statistics
Str 14, Dex 14, Con 18, Int 13, Wis 13, Cha 13
Base Atk +5; CMB +6; CMD 18
Feats Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +17, Fly +16, Intimidate +17, Knowledge (planes) +9, Perception +9, Profession (bureaucrat) +9, Stealth +14; Racial Modifiers +8 Bluff, Intimidate
Language Abyssal, Celestial, Common, Infernal
SQ malicious blessing

Malicious Blessing (Su) Rubbing Balchort's head as a standard action gives a dark blessing. The person who done that for the next 24 hours gains +2 insight bonus to ability and skill checks made to fulfill actions that are selfish, cruel, or malicious and a –2 penalty to ability and skill checks that are driven by compassion, mercy, or generosity. Malicious blessing also bestows a faint aura of evil on its recipient as long as it lasts.


Balchort was cursed into a puny mockery of his former might by superiors envious of his enormous successes. Now he has to endure the indignity of near-mortal existence on the Material Plane until he manages to break his curse, reclaim his infernal glory, and take vengeance on those who wronged him!

For now, though, he remains among mortals, scheming and playing petty games of intrigue, crime, and an occasional temptation, leading or advising brutal gangs and ruthless politicians in their operations.

2019-07-21

Fantasy NPC: HaFiriel The Stumbled

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HaFiriel The Stumbled
A handsome young man with delicate features and almost radiant presence.

CR 4 XP 1,200
NG Medium Outsider (good, native)
Init +3; Senses darkvision 60 ft., low-light vision, Perception +12
Aura holy illumination (10 ft.)

Defense
AC 17, touch 11, flat-footed 22 (+4 armor, +3 Dex)
hp 42 (5d10+15)
Fort +3, Ref +7, Will +7; +4 vs. disease and poison
DR 5/evil; Immune petrification; Resist acid 5, cold 5, electricity 5, fire 5; SR 15 vs evil

Offense
Speed 30 ft.
Melee 2 slams +8 (1d4+3 plus 1d4 holy)
Spell-Like Abilities (CL 5th, concentration +7)
Constant—endure elements, mage armor
At Will—analyze aura, detect magic, mage hand, prestidigitation
1/day—create food and water, dimension doormagic circle against evil, mass cure light wounds

Statistics
Str 16, Dex 16, Con 14, Int 15, Wis 13, Cha 15
Base Atk +5; CMB +8; CMD 20
Feats Iron Will, Skill Focus (Perception),  Toughness
Skills Heal +6, Knowledge (arcane) +10, Knowledge (dungeoneering) +10, Knowledge (planar) +10, Knowledge (religion) +10, Linguistics +10, Perception +12, Profession (gambler) +6
Language Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Protean, Terran
SQ change shape (handsome young male or white raven; alter self or beast shape II)

Aura Of Holy Illumination (Su) HaFiriel is surrounded with celestial radiance increasing light level around him by one step. It has no effect on supernatural darkness.


HaFiriel The Stumbled is a celestial entity that was stripped of majority of his power for his transgression. What act warranted such course of action is uncertain though there are hints that it was his careless sharing of forbidden lore with others, inadvertently letting spread unnamed corruption.

Since his demotion to a semi-mortal form, HaFiriel discovered his predisposition to company of beautiful mortals, good wines, and an occasional game of chances, though he remains confident (some could even say overconfident) in his ability to do good and oppose evil.

2019-07-14

Monster: Murdeer

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Murdeer
A deer with pronounced fangs and weirdly looking eyes.

CR 1; XP 400
N Medium Animal
Init +1; Senses low-light vision, scent; Perception +5

Defense
AC 12, touch 11, flat-footed 11 (+1 Dex,  +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +2

Offense
Speed 50 ft.
Melee gore +3 (1d4+1), bite +3 (1d4+1)

Statistics
Str 12, Dex 12, Con 12, Int 2, Wis 13, Cha 7
Base Atk +2; CMB +3; CMD 14
Feats Combat Reflexes, Dirty Fighting
Skills Acrobatics +5, Disguise +10 (imitating deers only), Perception +5, Stealth +5; Racial Modifiers +12 Disguise to imitate deer

Ecology
Environment forest
Organization solitary, pair, pack (3—6)
Treasure none


Murdeers are a branch of carnivorous ungulates that by quirk of evolution or a fancy of a forest god resemble deers and use their misguiding appearance to hunt both their herbivorous look-alikes and surprise predators that would stalk them.

Murdeers occasionally hunt alone or in pairs, infiltrating packs of deers and tearing them apart up close. Larger packs of murdeers deliberately lure predators to attack them, immediately focusing counterattacks on a single target, while threatening other attackers away.

2019-07-07

Fantasy NPC: Brother Lie

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Brother Lie
A hulking figure in expensive hooded robes adorned with intricate, abstract patterns on the hems.

CR 10; XP 4,800
CN Large Aberration
Init +6; Senses darkvision 60 ft., thoughtsense 100 ft., Perception +25
Aura distortion (100 ft.)

Defense
AC 24, touch 11, flat-footed 22 (+3 armor, +2 Dex, +10 natural, –1 size)
hp 133 (14d8+70); regeneration 10 (dimensional anchor or other effects that prevent extraplanar access)
Fort +9, Ref +8, Will +13
Immune confusion, disease, insanity, poison; SR 21 vs divine magic

Offense
Speed 30 ft.
Melee 2 tentacles +16 (1d8+6 plus grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (1d8+6), hurl, mind-suck

Statistics
Str 22, Dex 14, Con 20, Int 17, Wis 19, Cha 15
Base Atk +10; CMB +17 (+21 grapple); CMD 29 (can't be tripped)
Feats Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Persuasive, Weapon Focus (tentacle)
Skills Bluff +16, Diplomacy +20, Knowledge (dungeoneering) +20, Intimidate +20, Perception +25, Sense Motive +22, Profession (gardener) +18
Language Aklo, Common, Draconic, Protean; telepathy 100 ft.
SQ eldritch ritualist, no breath

Aura Of Distortion (Su) Brother Lie's presence warps the very fabric of nearby space. All calling, summoning, and teleportation effects used or arriving within the aura end 1d6 × 5 feet away in a random direction from their intended destination point.

Eldritch Ritualist (Su) Brother Lie can use Knowledge (dungeoneering) in place of any Knowledge checks made to perform occult rituals and knows a plethora of occult rituals that deal with old ones, outer gods, and other eldritch entities that should not be.

Hurl (Su) Brother Lie can telekinetically hurl a grappled creature of Medium or smaller size with great force, up to 100 feet, dealing 7d6 points of damage to the victim and the creature or object struck, leaving Medium or smaller targets pushed away 10 feet and both knocked prone. The target of the attack can avoid the damage with a successful Reflex saving throw (DC 19). The saving throw DC is Charisma-based.

Mind-Suck (Su) Brother Lie can suck brain fluids of a pinned living creature, dealing 10d6 points of damage and 1d4 points of Intelligence damage per round of maintaining the pin. Brother Lie and any of allied cultists within telepathy range gains 10 temporary hit points and +2 insight bonus to attack rolls, weapon damage rolls, and saving throws for 1 round.


Brother Lie is an affable though inhuman monster, the leader of aberrant cult that worships Things That Should Not Be offering bogus enlightenment into the "True Nature Of The Universe". While not outrightly malicious on individual level, Brother Lie aims of drawing attention of bigger and more alien aberrations to the mortal world do not bode well. Being surrounded by more or less insane, desperate, and chaotic cultists does not make things better either. Still, Brother's words offer a strangely attractive temptation to the downtrodden, depressed, and suffering.