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Gelibear Swarm
A swarming mass of tiny, translucent, vaguely-bear shaped blobs of colorful jelly.
CR 4; XP 1,200
N Tiny Ooze (swarm)
Init +0; Senses blindsight 30 ft., scent, tremorsense 120 ft.; Perception +0
Defense
AC 14, touch 12, flat-footed 14 (+2 natural, +2 size)
hp 54 (12d8)
Fort +4; Ref +4; Will +4
Defensive Ability leftovers, swarm traits
Offense
Speed 30 ft., climb 30 ft.
Melee swarm (3d6 plus distraction and sticky)
Special Attacks distraction (DC 16), sticky (DC 16)
Statistics
Str 1, Dex 10, Con 10, Int —, Wis 11, Cha 1
Base Atk +9; CMB —; CMD —
Ecology
Environment urban, ruins
Organization solitary, pack (2–5 swarms)
Treasure potentially tasty leftovers
Special Abilities
Leftovers (Ex) A dispersed gelibear swarm leaves sticky residue that turns the ground into difficult terrain for 1d4+1 rounds after their destruction. If the swarm was destroyed with cold damage or within area of severe cold, it acts as caltrops, if destroyed with fire damage or within area of severe heat, it acts as grease.
Sticky (Ex) Any creature starting its turn within or moving through gelibear swarm gains entangled condition and has to make a Reflex saving throw (DC 16) to avoid being stuck to ground. Either effect lasts for 1 round. A stuck creature can take a standard action and try to free itself with Strength or Escape Artist check against the same DC. Application of either universal solvent or acid/fire damage frees the stuck creature as well. The saving throw DC is Constitution-based.
Gelibear swarms are colonial oozes that resemble certain gelatinous treat. Their appearance suggest deliberate breeding sometime in the past.
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Kyklopokynos
A big, short-muzzled dog with a single eye in the middle of its forehead.
CR 3; XP 800
N Medium Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d10+8)
Fort +6; Ref +6; Will +2
Defensive Ability evasion
Offense
Speed 50 ft.
Melee bite +6 (2d4+3 plus grab)
Special Attacks marked prey
Statistics
Str 14, Dex 14, Con 14, Int 2, Wis 13, Cha 13
Base Atk +4; CMB +6 (+10 grab); CMD 18 (22 vs. trip)
Feats Combat Reflexes, Improved Initiative
Skills Perception +10, Sense Motive +10; Racial Modifiers +4 Perception, +4 Sense Motive
SQ empathy
Ecology
Environment underground
Organization solitary, pair, pack (3–10)
Treasure incidental
Special Abilities
Empathy (Ex) Despite their animal intelligence, kyklokynoi seem to understand general intent of communication, reading the meaning behind it, though they are still confused by abstract concept and ideas that are not easily comprehensible to beasts. Additionally, they treat Sense Motive as a class skill.
Marked Prey (Ex) Kyklopokynos can focus its attention on a specific target within its scent range as a swift action, gaining +1d6 points bonus to damage inflicted, +4 bonus to saving throws against mind-affecting effects that would stop the kyklopokynos from pursuing its prey, +4 bonus to Perception and Sense Motive checks, and ability to track the target using Perception skill. Marked prey lasts until the target is dropped below 0 hit points, 24 hours passes, or the dog has its memory of the prey erased or otherwise manipulated. Kyklopokynos can't select a new prey while the previous mark lasts.
Kyklopokynoi are magical dogs gifted with a degree of insight into sapient minds and powerful hunting focus.
Young kyklopokynos (CR 2) can act as a familiar (caster level 3rd). Tiny kyklopokynoi puppies occasionally form swarms that can be as much playful as they are destructive (CR 4; 10d8 HD, 2d6 swarm damage).
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Herald Of Bitter Memories
A bald man with pale blue skin, sunken cheeks, and dark eyes, wearing baggy, steel-gray frock.
CR 7; 3,200 XP
NE Medium Undead
Init +8; Senses darkvision 60 ft., deathwatch; Perception +20
Defense
AC 20, touch 18, flat-footed 16 (+4 deflection, +4 Dex, +2 natural)
hp 85 (10d8+40); fast healing 5
Fort +7, Ref +7, Will +10
Defensive Abilities phase shift; DR 10/magic and silver; Immune undead traits
Offense
Speed 30 ft., fly 30 ft. (good)
Melee 2 slams +13 (1d4+6), razor tongue +13 (1d4+6 plus memory probe)
Special Attacks memory probe
Spell-Like Abilities (CL 10th, concentration +14)
Constant—deathwatch, greater magic fang
At Will—call spirit (DC 19), desecrate (when cast on a fresh grave, lasts permanently), speak with dead (DC 17)
Statistics
Str 18, Dex 18, Con —, Int 17, Wis 17, Cha 19
Base Atk +7; CMB +11; CMD 29
Feats Alertness, Combat Reflexes, Deceitful, Improved Initiative, Run
Skills Bluff +19, Disguise +19, Fly +21, Knowledge (religion) +16, Perception +20, Sense Motive +20, Stealth +17
Language Common, Necril, Undercommon
SQ awaken memories
Awaken Memories (Sp) Herald Of Bitter Memories can spend a minute whispering to a corpse or an undead creature unlocking its past memories... And distorts them so they will exaggerate the bad and diminish good moments of the victim's lives. When used on mindless undead, or those with animalistic intelligence, it has the same effects as awaken spell, though it makes the newly sapient undead evil. When used on undead that are already fully sapient, it merely makes them more bitter and hateful of those whom they knew in life. Dead corpses who are subject to awaken memories are turned into immobile, mostly powerless undead shells, that can only observe their surroundings, speak their bitter minds, and at worst lash at those who come into their reach with unimpressive slam or claw attack (an attack of opportunity with +4 bonus, dealing 1d4+4 points of bludgeoning or slashing damge, depending on state of the corpse). Such undead shells can be turned into awakened skeletons or zombies with further casting of animate dead.
Memory Probe (Su) Herald can extend his tongue and use it to lash at his enemies, dealing slashing damage and probing the victim's mind for a painful memory (Will save against DC 19 negates), which grants knowledge of such event to the Herald and renders the victim staggered for 1 round. This is mind-affecting and necromancy effect that ignores mind-affecting immunity of sapient undead. The saving throw DC is Charisma-based.
Phase Shift (Su) Herald Of Bitter Memories can become incorporeal as a swift action, gaining all the benefits and limitations of an incorporeal subtype and special quality. This effect lasts for a number of rounds equal to Herald's Charisma bonus (4) after which he turns corporeal and can't use it again for a minute.
Neither ghost, nor vampire, the Herald Of Bitter Memories seems to be feeding on, or at least enjoying souring the memories of the dead, and the memories that living have about them. He travels masquerading as a simple itinerant monk or priest, attending an occasional funeral or speaker with the dead, offering communication with the departed. It never ends well, though he is most delighted, when such events turn bad revealing the past malice without him having twist the truth.
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Bearded Serpentworm
A monstrous serpentine beast, covered in scales and bony plates. Where it jaw should be, a mane of tendrils writhes.
CR 11; XP 12,800
N Huge Magical Beast
Init +5; Senses darkvision 60 ft., low-light vision, thoughtsense 60 ft.; Perception +21
Defense
AC 25, touch 13, flat-footed 20 (+5 Dex, –2 size, +12 natural)
hp 147 (14d10+70)
Fort +14; Ref +14; Will +10
Immune mental ability damage, drain, and penalties, mind-affecting effects
Offense
Speed 50 ft., burrow 30 ft.
Melee stinger +19 (6d6+7 plus neurotoxin) or tail slap +20 (4d6+7 plus trip), tendrils +14 touch (neural drain)
Space 15 ft.; Reach 15 ft.
Special Attacks tail sweep
Statistics
Str 24, Dex 20, Con 20, Int 2, Wis 19, Cha 13
Base Atk +14; CMB +23; CMD 38 (can't be tripped)
Feats Blind-Fight, Combat Reflexes, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (tail-slap)
Skills Perception +21
SQ no breath
Ecology
Environment underground
Organization solitary, pair
Treasure incidental
Special Abilities
Neural Drain (Su) A living, non-mindless creature touched by a bearded serpentworm tendrils falls into a strange fugue state on a failed Will saving throw (DC 18) becoming dazed. At the beginning of each of their turns, the victims can make another Will saving throw to recover from this state. Creatures that spend three continuous rounds in this state become fatigued. After spending a total of five rounds in this state, victims become exhausted, and after seven rounds, they drop unconscious until subject to heal or comparable effects capable of healing permanent brain damage. This is a mind-affecting effect. The saving throw DC is Charisma-based.
Neurotoxic Poison (Ex) Sting—injury; save Fort DC 22, frequency 1/round for 3 rounds, effect 1d3 Int, Wis, and Cha damage, cure 1 save. Bearded serpentworm's poison wrecks havoc with the victim's brain and makes them more susceptible to the neural drain attack. The saving throw DC is Constitution based.
Tail Sweep (Ex) As a full-round attack, a bearded serpentworm can sweep its tail, making single tail slap attack against everyone within its reach.
Bearded serpentworms are monstrous invertebrates covered in scaly carapaces that seem to feed on psychic energies of living creatures. They show cunning of animal predators, though all the divinations read them as completely mindless vermin and they don't respond to communication attempts. While they don't seem to be hurt by water, they avoid it at all costs, even if it means abandoning their hunt on weakened prey.
Bearded serpentworms try to affect multiple creatures with their neural drain, never attacking creatures that are already dazed or unconscious. Neither they attack creatures that are hidden from their thoughtsense, though they will defend when attacked by such creatures. They stop their attacks and leave after multiple creatures spend extended number of rounds dazed by their neural drain (typical a total of 10 rounds per serpentworm, though larger specimen seemingly need longer periods to sate their psychic hungers).