2020-03-29

Monster: Necrotyugh

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Necrotyugh

A swarm of big bees with bloated bellies, surrounded by sweet miasma.


CR 6; XP 2,400
NE Large Undead
Init +4; Senses darkvision 60 ft., scent, see ethereal; Perception +17
Aura aetheric miasma (60 ft.)

Defense
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 66 (12d8+12); fast healing 5
Fort +6; Ref +6; Will +10
Immune undead traits

Offense
Speed 20 ft.
Melee bite +12 (1d8+4 plus disease), 2 tentacles +11 (1d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle, 1d6+2 plus aetheric corruption), ghost touch

Statistics
Str 18, Dex 10, Con —, Int 7, Wis 15, Cha 11
Base Atk +9; CMB +14 (+18 grapple); CMD 24 (26 vs. trip)
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Multiattack, Toughness, Weapon Focus (tentacles)
Skills Perception +17, Stealth +11

Ecology
Environment any underground
Organization solitary, pair, or cluster (3–4)
Treasure standard

Special Abilities

Aetheric Corruption (Su) When a necrotyugh inflicts constriction damage upon a grappled living creature, it also warps its lifeforce, granting the victim a negative energy affinity that will last for 1 day. Each time the creature suffers the constriction damage, the duration of the effect extends by another day. This is a necromantic curse effect that can be ended with break enchantment, remove curse (DC 16) or restoration.

Aetheric Miasma (Su) A necrotyugh constantly exudes corrupted aetheric waste that interfere with nearby use of positive and negative energies. Any time a positive or negative energy effect is used to heal or harm, it has 50% chance of having an opposite effect, harming when it was supposed to heal or healing when it was intended to harm. This effect emanates from the necrotyugh ignoring physical barriers that don't extend into ethereal plane.

Aetheric Senses (Su) Necrotyughs see ethereal creatures and can attack incorporeal ones as if their natural attacks were magical and had ghost touch weapon property.

Disease (Su) Necrotic filth fever: Bite–injury; save Fortitude DC 16; onset 1d3 hours; frequency 1/hour; effect 1d3 Dex damage and 1d3 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.


Otyughs are renowned for their filth and wallowing in waste in life and don't get better after death. Occasionally, the necrotic corruption coming from the tainted waste reanimates a deceased otyugh as a vile creature that corrupts the ether and warps energies of life and death around itself.


2020-03-22

Fantasy NPC: Ladle Wellcook

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Ladle Wellcook

A small, ugly, hunched figure, wearing a chain shirt and a helmet made out of colander. In his hands he wields a wicked butcher's chopper.

CR 8; 4,800 XP 
Male advanced hearth troll paladin 6
LG Small Humanoid (giant)
Init +3; Senses darkvision 60 ft., low-light vision, scent, detect evilPerception +18
Aura courage (10 ft.)

Defense
AC 22, touch 14, flat-footed 19 (+4 armor, +3 Dex, +4 natural, +1 size)
hp 115 (4d8+6d10+70); regeneration 2 (acid, cold, electricity, sonic)
Fort +19, Ref +9, Will +14
Defensive Abilities aura of courage; Immune disease, fear

Offense
Speed 30 ft.
Melee falchion +16/+11 (1d6+8, 18–20/×2) and bite + 10 (1d3+2) or 2 claws +15 (1d3+5) and bite +15 (1d3+5)
Special Attacks channel positive energy (3d6, DC 16), divine bond (6 min, +1), smite evil (2/day, +3 attack and AC, +6 damage)
Paladin Spells (CL 3rd, concentration +6)
1st—create water, detect poison
Spell-Like Abilities (CL 6th, concentration +9)
At will—detect evil

Statistics
Str 20, Dex 16, Con 24, Int 17, Wis 21, Cha 16
Base Atk +9; CMB +13 (+15 grapple); CMD 26 (28 vs. grapple)
Feats Dirty Fighting, Improved Grapple, Improved Initiative, Power Attack, Skill Focus (Profession [fancy cooking])
Skills Climb +18, Knowledge (local) +16, Perception +18, Profession (fancy cooking) +24, Sense Motive +18

Language Common, Giant, Goblin
SQ knave, lay on hands (6/day, 3d6, fatigue, disease)
Gear cooking utensils, +1 falchion+1 chain shirt


Ladle Wellcook is not what one would expect. His kin, hearth trolls are nowhere near as voracious beasts as their larger, savage brethren, they are not particularly known for fine cuisine either, nor for being paragons of virtue and compassion. And yet, Ladle is sort of both, for he is a dedicated gourmet and a paladin. He is generous, happily sharing his culinary creations with others, particularly those in genuine need and those who would be drawn to unsavory actions to satiate their hunger. He spends a lot of time acquiring ingredients for his work, both typical conventional cooking, and a weird urban products that are more tasty and nutritious than they sound, such as his rats-on-a-stick or five-fungi-flatbreads.

Ladle Wellcook made a number of deals with various tribes of urban underfolk, including hearth trolls, some gremlin mobs, fairy courts, and many others, exchanging favors and good deeds for recipes, supplies, aid, and restrain from hurting others.


2020-03-15

Monster: Bomber Bees

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Bomber Bees

A swarm of big bees with bloated bellies, surrounded by sweet miasma.


CR 5; XP 1,600
N Fine Vermin (swarm)
Init +0; Senses darkvision 60 ft.; Perception +0

Defense
AC 18, touch 18, flat-footed 18 (+8 size)
hp 45 (10d8)
Fort +7; Ref +3; Will +3
Defensive Ability combustion, swarm traits; Immune weapon damage

Offense
Speed 30 ft., climb 30 ft.
Melee swarm (2d6 plus 2d6 fire)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15), flammable jelly

Statistics
Str 1, Dex 10, Con 10, Int —, Wis 11, Cha 7
Base Atk +7; CMB —; CMD —

Ecology
Environment temperate forests and plains
Organization solitary, pair, hive (3–6 swarms)
Treasure none

Special Abilities

Combustion (Ex) The flammable fumes surrounding the swarm cause any fire damage dealt to swarm to be shared with all creatures and objects that share the swarm space or are adjacent to it. When a bomber bees swarm is reduced to 0 or less hit points, it bursts in flames dealing 2d6 fire damage to all creatures and objects within its space or adjacent to it.

Flammable Jelly (Ex) Creatures that fail their saving throw against distraction are covered with a layer of flammable excretions that reduce their fire resistance by 2 per failed saving throw until they wash themselves.


Bomber bees are a highly aggressive aphids that naturally distill plant juices into flammable extracts and store them in their bloated bellies, using it as a natural defense mechanism.


2020-03-08

Fantasy NPC: The Good Doctor

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The Good Doctor

A short, pudgy figure, wearing too-long black robes, and an oversized top hat. His face is covered with a beaked plague doctor mask.

CR 3; 800 XP 
LE Small Construct
Init +6; Senses darkvision 60 ft., low-light vision, deathwatchPerception +6

Defense
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 26 (3d10+10)
Fort +1, Ref +3, Will +4
DR 5/adamantine; Immune construct traits

Offense
Speed 20 ft.
Melee 2 slams +6 (1d4+2), or scalpel +6 (1d3+2, 19–20/×2 and bleed) and slam +1 (1d4+1)
Ranged scalpel +6 (1d3+2, 18–20/×2 and bleed)
Special Attacks bleed (scalpel, 1d6)
Spell-Like Abilities (CL 1st, concentration +1)
Constant—deathwatch

Statistics
Str 14, Dex 14, Con —, Int 17, Wis 17, Cha 11
Base Atk +3; CMB +4; CMD 16
Feats Combat Reflexes, Improved Initiative
Skills Craft (alchemy) +10, Heal +10, Perception +6, Stealth +9, Use Magic Device +7

Language Common, Infernal, Necril, incomprehensible medical jargon
SQ experimental cure, medical lore
Gear alchemical kit, medical tools, seemingly unlimited supply of small and sharp but otherwise unremarkable scalpels

Experimental Cure (Ex) The Good Doctor often experiments with weird treatments and procedures. Those who partake in them unresisting, either because they are willing or incapacitated and unable to prevent the Good Doctor from treating them, are subject to a random effect. Administering the experimental cure takes 1d4 hours of the Good Doctor's work.
..2d6..Effects
2The patient suffers 2d6 points of ability damage to a random ability score.
3–4The affliction grows more potent, doubling all the effects until cured.
5–6For the next 1d4 days, the patient is sickened but gains +4 alchemical bonus to saving throws against the affliction treated 
7The affliction shifts its frequency to 1 hour. This might help handle the healing, or waste the patient quickly, depending on the affliction, available care, and other circumstances. If the affliction already has frequency of 1 hour, it changes to 1 minute instead.
8–9For the next 1d4 days, the patient suffers from anxiety, gaining shaken condition, and the affliction treated is suppressed for the same time.
10–11The affliction loses on potency, halving all the effects until cured (rounded down to a minimum of 1).
12The affliction is immediately cured.

Medical Lore (E) The Good Doctor had protocols of medicine installed and treats Craft (alchemy), Heal, and Use Magic Device as class skills, and gains bonus equal to half its HD when making checks with those skills.


The Good Doctor is strange traveler attracted to epidemics, plagues, and other mass biological perils. He comes promising aid and reprieve, but his methods are callous and painful to the recipients, as he is sorely interested in studying the malady, with no regard to its patients well-being, or even survival—his secret being that he was built with a purpose in mind, and that purpose is studying diseases at all costs, not curing the sick.


2020-03-01

Monster: Snow Hog

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Snow Hog

A massive body resembling a furnace or a huge alchemical alembic on a four stumpy legs, with a crudely hewn head and a pair of arms ending with oversized fists. The funnel at the top constantly spews fine, glittering snow.


CR 11; XP 12,800
N Huge Construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10

Defense
AC 25, touch 13, flat-footed 23 (+3 deflection, +2 Dex, +12 natural, –2 size)
hp 144 (16d10+56)
Fort +10; Ref +10; Will +10
Defensive Ability whirling snow; DR 10/adamantine and bludgeoning; Immune construct traits; Resist acid 30, cold 30, electricity 30. fire 30; SR 21

Offense
Speed 20 ft.
Melee 2 slams +19 (3d6+5) and body slam +14 (4d6+5 and push)
Space 15 ft.; Reach 10 ft.
Special Attacks push (body slam, 10 ft.), snowblast

Statistics
Str 20, Dex 14, Con –, Int 3, Wis 15, Cha 11
Base Atk +16; CMB +23; CMD 36 (40 vs trip)
Feats Ability Focus (Snowblast), Acrobatic Step, Combat Reflexes, Great Fortitude, Improved Initiative, Nimble Moves, Run, Toughness
Skills Perception +10, Stealth +2 (+22 in snow); Racial Modifiers +20 Stealth in snow
Languages Auran, Sylvan (doesn't speak)
SQ snowbringer

Ecology
Environment urban, ruins
Organization solitary, pair
Treasure standard (sapphire eyes)

Special Abilities


Snowblast (Su) A snow hog can tilt its body and flood an area with a mass of heavy, sticky snow, creating an artificial avalanche in the process. It has to spend a full-round action to tilt its body in specific direction in preparation, followed by another full-round action to eject the snow and rebalance itself again. Prone snow hog doesn't need to prepare itself but can only eject the snow in a random direction determined when it is knocked prone. Snowblast creates a cone, 120 feet long, dealing 6d6 points of bludgeoning damage and 6d6 points of cold damage, and burying Medium or smaller creatures. Creatures that make a successful Reflex saving throw (DC 20) halve the damage and avoid being trapped under the snow. Buried creatures have to make three successful Strength checks (DC 20) to free themselves, with each check requiring a full-round action. Others can similarly contribute to freeing buried creatures, though they can use Profession (miner) or Survival checks in place of Strength check. A snow hog can only use snowblast once per 1d4+1 rounds, up to three times per day. The saving throw DC is Constitution-based.

Snowbringer (Su) A snow hog's presence alters the local weather patterns, slowly turning the local environment into cold one, starting with a random effects resembling control weather spell, and growing into full-scale winter over 2d6 days.

Whirling Snow (Su) A snow hog's huge funnel constantly spews magical snow that shields the construct, granting +3 deflection bonus to AC, +3 resistance bonus to saving throws, and Spell Resistance equal to its CR +10 (already included in the stat-block). It also grants them concealment against ranged attacks and turns their space and the adjacent squares into difficult terrain.


Snow Hogs are potent snow-spreading engines, supposedly serving the various lords and ladies of the winter, arctic demigods, ice genies, or cold dragons. They appear to be made of hardened ceramics or glacial ice, with big sapphires put where their eyes should be.