2019-11-24

Monster: Striygryph

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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.


2019-11-17

Monster: Ashen Fox

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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.


2019-11-10

Monster: Soul Moth

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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.


2019-11-03

Monster: Leafknight

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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...


2019-11-01

Fantasy NPC: Ghost Of Arkathiel, The Last Lord Of Tor Entheriel

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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.