2020-01-26

Monster: Stone Flake

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Stone Flake

A number of pebbles whirl around a stone as it floats in air.


CR 2; XP 400
N Small Outsider (air, earth, elemental)
Init +1; Senses darkvision 60 ft.; Perception +5

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

Offense
Speed fly 20 ft. (perfect); air floating
Melee 3 slams +4 (1d3+1)
Space 5 ft.; Reach 10 ft.
Special Attacks pebble side-smack

Statistics
Str 12, Dex 12, Con 12, Int 2, Wis 13, Cha 5
Base Atk +2; CMB +2; CMD 13 (can't be tripped)
Feats Toughness
Skills Fly +15, Perception +5
SQ pocket tornado

Ecology
Environment wind-swept mountains and deserts
Organization solitary, pair, swarm (3–12)
Treasure incidental

Special Abilities


Air Floating (Ex) Stone flakes can fly, ignoring typical difficult terrain and obstacles, though they can't rise higher than 10 feet above the ground.

Pebble Side-Smack (Ex) A stone flake gains +1 circumstance bonus to attack rolls against targets benefiting from cover or shield bonus to AC.

Pocket Tornado (Ex) A stone flake  can take a standard action to extinguishes non-magical candle-sized or smaller fires within 10 feet, throws around lose papers and other light objects, and repel mundane insects.


Stone flakes are lesser elementals of intertwined wind and rock. Unlike classical elementals, their intellectual capacity is merely on par with mundane animals, though they show individual personality traits more often—some of them can be quite curious and playful, while others are stubborn, recluse, or aggressively territorial.

A stone flake can be selected as an improved familiar, requiring caster level 5 to bond.


2020-01-19

Fantasy NPC: Herald Of Misfortune, Lord High Gremlin, Gbun Shpox

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Herald Of Misfortune, Lord High Gremlin, Gbun Shpox

An oversized green and black imp, with oily hairs, wide, teethed grin, and wide bat-like ears.

CR 6; 2,400 XP 
CN Medium Fey
Init +7; Senses low-light vision; Perception +16

Defense
AC 19, touch 14, flat-footed 15 (+3 Dex, +1 dodge, +5 natural)
hp 66 (12d6+24)
Fort +6, Ref +11, Will +9
Defensive Abilities evasion, killing curse, uncanny dodge; DR 10/cold iron and magic; SR 17

Offense
Speed 30 ft.
Melee 2 claws +10 (1d4+2)
Special Attacks gremlin supreme, sneak attack +3d6
Spell-Like Abilities (CL 12th, concentration +13)
At Will—bestow curse (DC 14), detect curse, dimension doorremove curse, vanish

Statistics
Str 16, Dex 16, Con 14, Int 13, Wis 13, Cha 13
Base Atk +6; CMB +9; CMD 29
Feats Combat Reflexes, Defensive Maneuver Training, Dirty Fighting, Dodge, Improved Initiative, Weapon Focus (claw)
Skills Bluff +16, Disable Device +13, Escape Artist +18, Perception +16, Sense Motive +16, Sleight Of Hand +18, Stealth +18

Language Common, Sylvan, Undercommon
SQ gremlin throngs

Gremlin Supreme (Su) What Gbun Shpox speaks, lesser gremlins obey. A successful Will saving throw (DC 17) renders a gremlin immune to this effect for the next 24 hours. It is a charm, mind-affecting effect. The saving throw DC is Charisma-based.

Gremlin Throngs (Su) Gbun Shpox's mere presence attracts more and more gremlins to the region, though some say, that they spawn out of dirt and discarded food in his presence, instead of merely coming to him.

Killing Curse (Su) Killing Gbun Shpox brings great misfortune on his killer, the witnesses, and the land itself. The killer suffer persistent –4 penalty to saving throws against curses and to any checks made to remove curses. Additionally, all curses affecting the killer have their potency doubled, including all their effects and their effective caster level for purpose of removing them. The witnesses of Gbun Shpox death suffer –4 penalty to attack rolls, saving throws, and any opposed ability and skill checks made against gremlins. The region where the Lord High Gremlin died is cursed with misfortune and continuously growing gremlin presence.


Gbun Shpox, Herald Of Misfortune, Lord High Gremlin, Gremlin Supreme, guide of Gremlin Throngs, etc., etc., is a gremlin of great stature and power. Or so he thinks of himself.... And apparently the other gremlins too, most of the time. He is a traveling nuisance, bringing chaos, curses, and more gremlins where he goes. He sees himself as benign semi-divine entity, though he is easily bored and seeks more entertainment.

While Gbun Shpox can be defeated and killed, it will be only a matter of time before another gremlin rise to claim the mantle of Lord High Gremlin.


2020-01-12

Fantasy NPC: Anasathiel, The Herald Of Truth

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Anasathiel, The Herald Of Truth

A short and a bit pudgy youth, in bright white robes, with a feathery mantle. His eyes seem to glow with an unearthly light, and his smile is quite disarming.

CR 3; 800 XP 
LG Medium Outsider (angel, extraplanar, good, lawful)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
Aura truth (1 mile)

Defense
AC 15, touch 15, flat-footed 13 (+2 deflection, +2 Dex, +1 dodge)
hp 30 (4d10+8); fast healing 2
Fort +3, Ref +6, Will +6; +4 vs. poison
DR 5/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10

Offense
Speed 30 ft., fly 30 ft. (average)
Melee 2 slams +6 (1d4+2)
Special Attacks holy strikes
Spell-Like Abilities (CL 4th; concentration +6)
Constant—shield of faith
At Will—light, mending, prestidigitation
2/day—cure moderate wounds, lesser restoration, spiritual weapon (+6, 1d8+1)

Statistics
Str 14, Dex 14, Con 14, Int 13, Wis 15, Cha 15
Base Atk +4; CMB +6; CMD 21
Feats Dodge, Endurance, Diehard
Skills Fly +9, Heal +9, Knowledge (planes) +8, Knowledge (religion) +8, Perception +9, Perform (sing) +9, Spellcraft +9

Language Abyssal, Celestial, Common, Infernal; truespeech

Aura Of Truth (Su) Where Anasathiel goes, the truth prevails. Any sapient creature within 1 mile of Anasathiel's location that attempts to lie has to succeed a Will saving throw (DC 14) to do so. On a failed saving, it feels compelled to say the truth. Each time a creature fails a saving throw against aura of truth, it gets a cumulative –1 penalty to saving throw, resetting every day after the creature rests for at least eight hours. Aura of truth doesn't prevent avoiding answering or using misleading answers, only speaking an actual lie triggers the saving throw, though the speakers are unaware of that. This is a mind-affecting compulsion effect. The saving throw DC is Charisma-based. Anasathiel himself never lies.

Holy Strikes (Su) Anasathiel is not an impressive combatant, but his slam attacks are considered magic, good, lawful, cold iron, and silver weapons, and deal additional 1d4 points of damage to creatures with chaotic or evil subtypes.


Anasathiel is a friendly and helpful angel who wishes to share with the mortals the gift of truth that he bears... But for reasons that are beyond his comprehension, the mortals seem to be baffled and annoyed by this blessing more than appreciating it. He had been run out of multiple settlements by now. While he is almost sure that it must be some sort of recurring misunderstanding, he slowly starts to suspect a ploy by some vile but petty fiends to deny the mortals the enlightening presence of truth.

Anasathiel can fold his celestial wings so they look like a mantle over his simple, always clean robes.


2020-01-05

Fantasy NPC: The Herald Of Doom To Come

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The Herald Of Doom To Come

A tall and lean figure clad in a tattered gray cloak. A giant bird skull sits directly on its shoulders without a visible neck. From the sleeves if its robe, gnarly, wooden talons emerge.

CR 10; 9,600 XP 
LE Medium Fey
Init +7; Senses low-light vision, lifesense, see invisiblePerception +28

Defense
AC 24, touch 10, flat-footed 15 (+4 armor, +3 Dexterity, +1 dodge, +2 natural, +4 shield)
hp 130 (20d6+60)
Fort +9, Ref +15, Will +13
Defensive Abilities dark rebirth; DR 10/cold iron and epic; Immune death, disease, fear, poison, polymorphy

Offense
Speed 40 ft.
Melee 2 claws +18 (2d6+8 plus heralded doom), bite +18 (1d4+8)
Special Attacks twisted succor
Spell-Like Abilities (CL 20th; concentration +21)
Constant—greater magic fang, mage armor, shield
At Will—blight, transport via plants (trees made of its victims only), wood shape

Statistics
Str 16, Dex 16, Con 16, Int 13, Wis 13, Cha 13
Base Atk +10; CMB +13; CMD 37
Feats Acrobatic Steps, Alertness, Combat Reflexes, Defensive Combat Training, Dodge, Improved Initiative, Mobility, Nimble Moves, Run, Spring Attack
Skills Acrobatics +26 (+30 leaping), Bluff +24, Diplomacy +24, Intimidate +21, Perception +28, Sense Motive +28, Stealth +26

Language Abyssal, Common, Sylvan

Dark Rebirth (Su) When The Herald Of Doom would be killed, it emerges from the nearest of the trees made of its unwilling victims, fully healed, at the beginning of its following turn, destroying the tree in the process. The Herald is dazed until its following turn. If it is destroyed during this time, it is banished to fey Otherworld and unable to return to the mortal world for 1d100 years.

Heralded Doom (Su) Any living creature injured by The Herald Of Doom claws suffers 1d6 points of Dexterity damage (Fortitude DC 21 negates) as their bodies harden and slowly turn into trees. Creatures with ability damage exceeding their Dexterity scores are permanently polymorphed into dark and twisted trees that the Herald can use for transportation or revival. The saving throw DC is Charisma-based.

Twisted Succor (Su) The Herald Of Doom offers way to avoid incoming doom, once, to everyone. Anyone who explicitly agrees to it (a free action), turns into a tree in 1d4 rounds. This is a permanent polymorphy effect that can be reversed with break enchantment.


The Herald Of Doom To Come is a dark fey that visits remote settlements, proclaiming vague prophecies of inescapable doom, offering succor in return for complete submission. Those who surrender to it, are turned into dark, twisted trees growing all over their former homes. Those who refuse are stalked and hunted one by one, until there is no one left.


2020-01-03

Monster: Ooze, Icetear

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Icetear Ooze

A puddle of translucent liquid, resembling flowing ice or thick glass.


CR 1; XP 400
N Tiny Ooze
Init –5; Senses blindsight 30 ft.; Perception –5
Aura winter's embrace (30 ft.)

Defense
AC 7, touch 7, flat-footed 7 (–5 Dex, +2 size)
hp 18 (4d8)
Fort +1; Ref –4; Will –4
Defensive Abilities ooze traits; Immune cold

Offense
Speed 10 ft., climb 10 ft., swim 10 ft
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sap warmth

Statistics
Str 10, Dex 1, Con 10, Int —, Wis 1, Cha 1
Base Atk +3; CMB +1; CMD 6 (can't be tripped)
Skills Climb +8, Perception –5, Stealth +3 (+23 in snow and ice), Swim +8; Racial Modifiers +20 Stealth in snow and ice
SQ iceflowing, no breath

Ecology
Environment arctic
Organization solitary, pair, swarm (3–12)
Treasure incidental

Special Abilities


Iceflowing (Ex) An icetear ooze ignores difficult terrain caused by snow or ice.

Sap Warmth (Ex) An icetear ooze, occupying the same space as a helpless living warmblooded creature, can take a standard action to drain the victim's warmth dealing 1d4 points of Dexterity damage. Once the ability damage exceeds the creature's Dexterity score, the victim is frozen and comatose, after 2d6 days, 2d6 new icetear oozes will incubate from the frozen victim, killing the creature in the process. The incubation can be interrupted by healing Dexterity damage (which allows the victim to recover from coma) or killing the host. Comatose victim doesn't heal ability damage naturally, unless kept in warm environment.

Winter's Embrace (Ex) All living creatures within 15 ft. of an icetear ooze have to make a Fortitude saving throw (DC 12) at the beginning of each of their turns. On a failed saving throw they become fatigued. If they are already fatigued, they become exhausted. If they are already exhausted, they fall asleep for 1d4+1 hours (they have 50% chance of dropping each item held, and 50% chance of sitting or lying down, otherwise they remain napping while standing). The saving throw DC is Constitution-based.


Icetear oozes are unremarkable but potentially lethal oozes that live in arctic and glacial environments. Their mere presence causes drowsiness that can be easily mistaken for effects of cold, and those who succumb to it might end frozen and acting as hosts for ooze reproduction.


2020-01-02

Monster: Drake, Snoweater

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Snoweater Drake

A sinuous draconic beast with glassy hide. Its forearms double as its wings.


CR 5; XP 19,200
NE Medium Dragon
Init +7; Senses darkvision 120 ft., low-light vision, heat sense 60 ft.; Perception +12

Defense
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 57 (6d12+18)
Fort +8; Ref +8; Will +8
Immune paralysis, sleep; Resist cold 20, fire 20

Offense
Speed 30 ft., burrow 20 ft. (ice and snow only), fly 50 ft. (clumsy), swim 30 ft.
Melee bite +10 (1d4+4), 2 claws +10 (1d4+4)
Ranged spit fire +9 touch (5d6 fire)
Special Attacks ice melter, pounce

Statistics
Str 18, Dex 16, Con 16, Int 7, Wis 17, Cha 13
Base Atk +6; CMB +10; CMD 23 (25 vs. trip)
Feats Blind-Fight, Flyby Attack, Improved Initiative
Skills Acrobatics +12, Fly +8, Perception +12, Stealth +12 (+20 in snow and ice), Swim +12; Racial Modifiers +8 Stealth in snow and ice
Languages Draconic
SQ hold breath

Ecology
Environment arctic
Organization solitary, pair, pack (3–7)
Treasure standard

Special Abilities


Heat Sense (Ex) Snoweater drakes can detect sources of heat and magical auras with fire descriptor within 120 feet as if using blindsense. It can detect major sources of heat (volcano, geyser, overwhelming fire auras) within 1 mile.

Ice Melter (Su) Snoweater drakes can melt a 5-ft. cube of ice with their fiery spit as a standard action. They often use this ability to carve dens within glacier walls.

Spit Fire (Su) Snoweater drakes can spit burning saliva as a ranged touch attack with 60 feet range and no range increment.


Snoweater drakes are lesser fiery dragons that adapted to living in the cold lands and preying on their denizens, with their packs sometimes taking out ice giants or even white dragons. They are particularly fond of consuming creatures with cold subtype and can gain sustenance by feasting on ice and water elementals.


2020-01-01

Monster: Frostmist

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Frostmist

A cloud of freezing mist spreads, moving against the wind.


CR 12; XP 19,200
NE Fine Undead (cold, swarm)
Init +12; Senses darkvision 60 ft., lifesense; Perception +30

Defense
AC 27, touch 27, flat-footed 19 (+8 Dex, +1 dodge, +8 size)
hp 130 (20d8+40)
Fort +9; Ref +16; Will +15
Defensive Abilities avoid heat, cold rejuvenation; Immune cold, swarm traits, undead traits, weapon damage
Weakness vulnerable to area effects, vulnerable to fire

Offense
Speed fly 60 ft. (perfect)
Melee swarm (4d6 plus 4d6 cold) 
Special Attacks creeping frost, distraction (DC 20), 

Statistics
Str —, Dex 26, Con —, Int 5, Wis 13, Cha 13
Base Atk +15; CMB —CMD —
Feats Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Lightning Stance, Mobility, Skill Focus (Perception), Toughness, Wind Stance
Skills Fly +24, Perception +30, Stealth +24

Ecology
Environment any cold
Organization solitary, pair
Treasure incidental

Special Abilities


Avoid Heat (Ex) After suffering damage from fire or positive energy effects, a frostmist can, as an immediate action, move up to twice its speed.

Cold Rejuvenation (Su) A frostmist will reform itself within 4d6 hours after being destroyed as long as the temperature of the surrounding environment remains below freezing. To destroy a frostmist permanently, it has to be destroyed while within area that is consecrated, hallowed, or above 32 degree Fahrenheit. Frostmist heals 5 hit points per round when in environmental conditions of severe cold, or 10 hit points in extreme cold.

Creeping Cold (Su) Each time a corporeal creature fails a saving throw against frostmist's distraction ability, a layer of supernatural frost grows over its body, reducing all its speed types by 5 feet, and caster level of all fire, light, healing, and positive energy spells and spell-like abilities by 1. Creatures with fire subtype also lose one die of damage from all fire-based attacks and special abilities they have. All the penalties of creeping cold are cumulative. Any creature whose speed is reduced to 0 in this way, is frozen to the ground (violently falling to the ground if flying) and can't leave its space. Removing those penalties requires using break enchantment, freedom, remove curse, or resting in warm conditions for at least an hour. Creatures with the cold subtype are immune to speed reduction but still suffer caster level penalty.


Frostmists are malign undead presences that clothe themselves in cold air and freezing moisture, quickly sapping vitality of living creatures they catch within their chilly embrace.