2020-09-27

Fantasy Monster: Rootbiter Gremlin

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Gremlin, Rootbiter
A small imp with a tangle of mossy hair and gnarly limbs.

CR 1/2; XP 200
CN Small Fey
Init +1; Senses low-light vision; Perception –2

Defense

AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 9 (2d6+2)
Fort +1, Ref +4, Will +1
DR 1/cold iron; Immune ingested poisons

Offense
Speed 20 ft., burrow 10 ft., climb 10 ft.
Melee bite +0 (1d4–1)
Ranged thrown stone +3 (1d3–1)

Statistics
Str 8, Dex 13, Con 12, Int 7, Wis 7, Cha 10
Base Atk +1; CMB –1 CMD 10
Feats Nimble Moves
Skills Climb +7, Escape Artist +6, Knowledge (nature) +3, Profession (gardener) +0, Stealth +10
Languages Common, Sylvan
SQ blighted presence, potted feast

Ecology
Environment urban, rural
Organization solitary, pair, or infestation (3—10)
Treasure standard

Blighted Presence (Su) A mere presence of rootbiter gremlins distorts and disrupts magic that reinforces plants. Whenever a spell or spell-like ability that makes plants stronger or improves their growth is cast over an area containing any rootbiter gremlins, it is subject to a counterspell effect of dispel magic, with caster level equal to number of rootbiters gremlins present. When rootbiter gremlins infest an area already enhanced by a spell or spell-like ability that stimulates plant health or growth, their very presence tries to break the spell after 24 hours of infestation, as per dispel magic, with caster level equal to the number of rootbiter gremlins staying within the area. Rootbiter gremlins intuitively sense presence of plant-enhancing magic while they are within its area of effect.

Potted Feast (Su) Rootbiter gremlins find saplings, potted plants, and other vegetation that is particularly cared for a delicacy. Whenever they eat a sapling, a potted plant, or other small plant that was tended to with significant passion, they gain benefit of eating a goodberry. They can gorge themselves on multiple such plants for multiple days in advance, getting lazy and overeaten for up to eight days.

Semblance Of Wee-Folk (Su) For some reason, rootbiter gremlins are often mistaken for gnomes, goblins, urchins, and other kinds of small urban folk (such as hearth trolls) gaining +10 bonus to Bluff and Disguise checks to be taken for such beings, even when not particularly trying.


Rootbiter gremlins are fey pests of gardens, orchards, parks, magical forests, veggie plots, and plant-friendly households. They will eat and damage plants with great glee, especially those that seem to be cared for. Those which they don't eat, they might tear apart, dig up, overwater, or salt. They will also happily help bugs and worms by moving them between plants, and save parts of plants infected by fungi and diseases to help those spread further.

Occasionally, small groups of rootbiter gremlins are coerced by garden hags to harass their enemies or threatened into submission and actually helping them tend to hags' gardens.

It probably doesn't have to be said that druids, leshy, treants, and lorm are particularly irked by rootbiter gremlin presence and prefer to get rid of them fast.


2020-09-25

Fantasy NPC: Asyenka Leeshka, Keeper Of The Green

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Asyenka Leeshka, Keeper Of Green
A woman in brown and green robe, with an early grey tones in her hair and a bitter smirk on her face.

CR 5; 1,200 XP
Female dark cultist druid 6
CE Medium Humanoid (human)
Init +6Senses low-light visionPerception +12

Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 42 (6d8+12)
Fort +8, Ref +5, Will +9

Offense
Speed 30 ft.
Melee club +6 (1d6+2) or shillelagh +7 (2d6+3)
Melee (Medium cat, AC 19) bite +7 (1d6+3), 2 claws +7 (1d6+3) [2 rakes +7 (1d6+3) on pounce]
Special Attacks wildshape (3/day)
Spell-Like Abilities (CL 6th, concentration +6)
Constant—endure elements, undetectable alignment
Druid Spells (CL 6th, concentration +9)
3rd—greater magical fang, plant growth, quench
2nd—barkskin, flaming sphere, tree shape, wood shape
1st—charm animals, goodberry, shillelagh, speak with animals
0 (at will)—create water, detect magic, guidance, light

Statistics
Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 10
Base Atk +4; CMB +6; CMD 18
Feats Aspect Of The Beast (low-light vision), Diehard, Endurance, Improved Initiative
Skills Knowledge (dungeoneering) +7, Knowledge (nature) +12, Perception +12, Profession (gardener) +12, Spellcraft +10, Stealth +11
Language Aklo, Common, Druidic
SQ trackless step, woodland stride

Notable Gear +1 cloak of resistance, druid's vestment, +1 wildshape leather lamellar armor (not worn during her daily hours)


Asyenka Leeshka is the descendant of a long line of minor magistrate responsible for taking care of an old park in the center of the city—once a sacred grove that over the centuries was diminished to its current sorry state, tree by bloody tree. Her legal powers are limited and her budget is laughably small. She can fine people found responsible for damaging the grove or violating a certain number of other city ordnances, mostly related to health, safety, plants, and animals (like fining people who let the trash accumulate, or damage trees and bushes that grow in various points of the city), and it is her responsibility to publicly contest any plans that would intrude on park space—with mixed results.

There are means beyond the legal ones at Asyenka's disposal though, for she is secretly a priestess of a dark wild malevolence slumbering within the ancient roots of the park. Her ancestors feed the trees with blood of sacrifices and so does she, though she has to kept her activities secret. A vagabond here, an unregistered orphan there, an old drunk despoiling the trees at night, she kills them quietly in a form of a big cat and buries their bodies under the trees. She can't make as many sacrifices as she would like to avoid attracting attention to the park, but she is patient in her hatred of the city that surrounded her deity.


2020-09-24

Fantasy NPC: Kennevol Un Mattai, Master Architect

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Kennevol Un Mattai, Master Architect
An elegantly clad gentleman, bald, but with a bushy beard.

CR 3; 1,200 XP
Male human expert 10
N Medium Humanoid (human)
Init +0Senses normalPerception +2

Defense
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 48 (10d8)
Fort +5, Ref +6, Will +9

Offense
Speed 30 ft.
Melee unarmed strike +7/+2 (1d3 non-lethal)

Statistics
Str 10, Dex 12, Con 10, Int 16, Wis 15, Cha 14
Base Atk +7; CMB +7; CMD 17
Feats Great Fortitude, Lightning Reflexes, Skill Focus (Craft [carpentry]), Skill Focus (Craft [stonemasonry]), Skill Focus (Knowledge [engineering]), Skill Focus (Profession [architect])
Skills Acrobatics +13, Climb +13, Craft (carpentry) +22, Craft (sculpture) +16, Craft (stonemasonry) +22, Knowledge (engineering) +22, Knowledge (history) +16, Knowledge (local) +16, Profession (architect) +21, Profession (engineer) +15
Language Common, Terran, three other languages

Notable Gear magical engineering and construction tools (+5 competence bonus to Craft [carpentry], Craft [stonemasonry], and Knowledge [engineering]), other tools, notes, and plans


Kennevol Un Mattai is the city magistrate responsible for construction and maintenance of public buildings and roads, and assessing property taxes. Nominally, he has the right to stop any construction that he deems unsafe, intruding on public space, or violating public interests—it rarely happens, though, unless someone makes a big public issue of a specific construction. He could even condemn an old and failing construction for demolishment, if the need was dire.

The thing is, Kennevol rarely does that. He performs his most basic functions listlessly and languidly, and is too apathetic to care about more complex tasks that would require patience and attention. Once, he was dedicated and enthusiastic architect but that was many years ago. He lost his heart and his passion somehow, somewhere, not even knowing where. Since that time, the number of shoddy tenement houses grew, others where expanded beyond safety, sometimes at the expense of the poor neighbors, and some plans of the sewers and other city infrastructure vanished from the archives.

Was Kennevol's heart stolen by a fey? Is it a malicious curse or a mundane depression? Had someone tampered with his spirit for their own gain? Is the master architect's state caused by his guilt of unknown misdeed? Who knows? Who cares?


2020-09-23

Fantasy NPC: Dunmar Zek, The Physician General

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Dunmar Zek, The Physician General
A very tall and rotund personage in colorful robes. Their face is covered with a silver mask stylized as a serpent. The cane wielded is serpent-shaped as well.

CR 6; 2,400 XP
Hermaphrodite nagaji spiritual aberrant metamorph 7
CN Medium Humanoid (reptilian)
Init +0Senses low-light vision, scentPerception +9

Defense
AC 18, touch 12, flat-footed 18 (+2 adaptive defense, +1 armor, +5 natural)
hp 63 (7d8+28)
Fort +9, Ref +6, Will +3; +2 vs. mind-affecting and poison
Defensive Abilities vital surge (7/day, 3d6); Immune disease

Offense
Speed 30 ft.
Melee bite +9 (1d6+5), or club +8 (1d6+3) and bite +4 (1d6+2)
Special Attacks enhanced natural attacks (+1)

Statistics
Str 16, Dex 10, Con 17, Int 10, Wis 10, Cha 15
Base Atk +5; CMB +8; CMD 20
Feats Diehard, Extra Vitality Surge, Great Fortitude, Skill Focus (Heal), Toughness, Vital Restoration
Skills Heal +10, Knowledge (local) +7, Perception +9, Use Magic Device +9
Language Common, Draconic; telepathy 100 ft.
SQ evolution (bite, disease immunity, hermaphrodite, improved natural armor, scent, telepathy)

Notable Gear +1 cloak of resistance, wand of cure light wounds (regularly purchased using city assigned funds)


Dunmar Zek holds the highly venerable station of the city's Physician General, a magisterial position responsible for licensing apothecaries and healers, authorizing novel medicines and medical procedures, overseeing dealing with plagues, ordering and organizing quarantines, and taxing medical trade in general.

Dunmar Zek owes their position to having developed, through spiritual practices not well understood, not even by Dunmar Zek, a complete immunity to diseases. They fail to take a hold over Dunmar Zek leaving the Physician General free to deal with victims of plagues safely. The issue is, the spiritual practices followed by the esteemed magistrate are of little use to common folks and don't translate well into actual medical procedures—despite the Physician General's conviction otherwise.

To make the things worse, Dunmar Zek's beliefs are neither consistent nor constant, being easily influenced by whatever new esoteric fad comes around, be it an actual religion, a superstition, or even a fashion, keeping the city health policies in constant flux. There has yet to appear a healing practitioner who would be denied license, though Dunmar Zek is wary of surgeons and alchemical medicines. Despite all the changes introduced so often and many personal oddities and eccentricities (or maybe because of them), Dunmar Zek is highly respected in the city and considered a foremost expert when it comes to matters of health.

The magistrate speaks in third person, using extensively elaborate and colorful language, that echoes in the minds of the people spoken to.

New 1-point Evolution

Disease Immunity (Ex): The metamorph is immune to all diseases contracted in a specific way selected when this evolution is acquired—contact, ingested, inhaled, or injury. Spending two additional evolution points grants immunity to all diseases, regardless of method of infection, including supernatural diseases. This evolution is suitable for all phenotypes.


2020-09-22

Fantasy NPC: Sygyn Fhial, Keeper Of Orphans

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Sygyn Fhial, Keeper Of Orphans
A rather short, though attractive woman of indefinite age in a slightly worn out robes.

CR 5; 1,600 XP
Female half-elf investigator 6
NE Medium Humanoid (elf, human)
Init +6Senses low-light visionPerception +15

Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex,)
hp 36 (6d8+6)
Fort +4, Ref +8, Will +8; +4 vs. poison

Offense
Speed 30 ft.
Melee scorpion whip +7 (1d4+1)
Special Attacks studied combat (move action, +3, 3 rounds), studied strike (+2d6)
Investigator Extracts (CL 6th)
2nd (4/day)—alter self, darkvision, detect thoughts, invisibility, undetectable alignment
1st (5/day)—cure light wounds, detect secret doors, disguise self, endure elements, shield

Statistics
Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 14
Base Atk +4; CMB +4; CMD 16
Feats Alertness, Exotic Weapon Proficiency (scorpion whip), Improved Initiative, Weapon Finesse
Skills Appraise +12, Bluff +11, Craft (alchemy) +12, Diplomacy +11, Disable Device +11, Heal +11, Knowledge (local) +12, Perception +15, Sense Motive +13, Stealth +11
Language Common, Elven, Giant, Goblin, Sylvan
SQ inspiration (6/day, 1d6), investigator talents (infusion, perceptive tracking), keen recollection, poison lore, swift alchemy, trapfinding, trap sense +2

Notable Gear +1 glamered leather lamellar armor, +1 scorpion whip, +1 cloak of resistance


Sygyn Fhial is a respected city magistrate, overseeing wellbeing of orphans across the districts. According to the city ordinances, kinless orphans are supposed to be handed over to childless families, thus providing the child with care, and the family with future caretaker in their old age. Foster parents also receives a (rather small) stipend from the Keeper Of Orphan's funds—generated by selling estates of people who died without heirs or wills and auctioning personal belongings of deceased parents of the wards of the city that weren't claimed (along the orphan) by their living relatives.

In truth, Sygyn Fhial cares little for her wards. Those pesky grubs can starve to death for all she cares. Handling them involves money, though, and brings a degree of respect within the city associated with the magistracy. She auctions property of people who died without living adult kin—though apparently there is always some living adult kin when it comes to notable estates, she occasionally contested some exaggerated claims of kinship in the city court to protect the revenue that funds the stipend for the orphans (and her own purse). She keeps the register of fostered orphans and crosses out those who come to age, die, or leave the city. She conveniently forgets to cross out some of less conspicuous cases immediately, while their assigned stipend stays in her hands. She also gets paid handsomely for keeping young noble bastards out of the sight and older childless city burghers desperate for heirs can be a nice source of favors and support. As are those who donate to her for the well-being of orphans, either because they care, or because they want to get them off the streets.


2020-09-21

Fantasy NPC: Lord K'nyal, A Justice Of The Peace

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Lord K'nyal, A Justice Of The Peace
A balding man in dour robes. He wears a brass chain around his neck and carries a walking stick.

CR 4; 1,200 XP
Old male human aristocrat 13
LE Medium Humanoid (human)
Init –1; Senses normalPerception +23

Defense
AC 18, touch 12, flat-footed 18 (+3 armor, +3 deflection, –1 Dex, +3 natural)
hp 62 (13d8)
Fort +8, Ref +6, Will +16

Offense
Speed 25 ft.
Melee sword cane +9/+4 (1d6)

Statistics
Str 9, Dex 9, Con 9, Int 16, Wis 16, Cha 14
Base Atk +9; CMB +8; CMD 20
Feats Alertness, Great Fortitude, Iron Will, Persuasive, Skill Focus (Knowledge [local]), Skill Focus (Knowledge [nobility]), Toughness
Skills Diplomacy +22, Intimidation +22, Knowledge (local) +25, Knowledge (nobility) +25, Perception +23, Performance (oratory) +18, Sense Motive +23, Use Magic Device +15
Language Common, Draconic, Infernal, one other

Gear +1 padded robes, +1 sword cane, amulet of natural armor +3, cloak of resistance +3, ring of protection +3, other items befitting his station—he often carries a potion of invisibility and a potion of delay poison for personal safety.


Vityus Mortond Howe, Lord K'nyal, holds a nominal title of a baron, though it's only a formality—his estate is limited to an ancient manor and a few surrounding boroughs that barely sustain themselves. His real position of power is his hereditary legal patent, granting him judicial seat in a nearby major city where he spends most of his time dispensing harsh justice.

Lord K'nyal is know for his heavy-handed verdicts, though he is also known for occasional show of mercy and lassitude—less known is that the later is never altruistic, always involving some sort of deal with the lord, a favor, a bribe, or a service. The lord-justice doesn't do that often, though, and he never accepts bribes offered. It is always him who decides if and what to squeeze from those who are subject to his sentences.

Vityus has no living children (that he would know of), though he is grooming his grand niece and a grand nephew for potential inheritors. If they meet his steep and strict standards. He doesn't put a lot of faith in them, though, seeking alternatives, preferably those that would involve extension of his own life.

As a baron, lord K'nyal has a number of staff and personal guards at his call. As a justice of the peace, he has a say in the command of the watch, lesser magistrates, and other resources of a major city.

Lord K'nyal's CR primarily reflects his rather limited physical capabilities. His influence and authority are completely different matter.

2020-09-20

Fantasy Monster: Miscriber Gremlin

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Gremlin, Miscriber
A four armed imp, with a row of quills running down its spine. Its fingers end with a split claws that drip ink.

CR 3; XP 1,200
CN Tiny Fey
Init +6; Senses low-light vision; Perception +9

Defense

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 33 (6d6+12)
Fort +4, Ref +7, Will +5
DR 5/cold iron; SR 14 vs. language dependent magic, magic traps, runes, and symbols

Offense
Speed 30 ft., climb 30 ft.
Melee bite +5 (1d3), 4 claws +5 (1d3 plus ink branding)
Ranged 2 quills +7 (2d3 plus ink branding)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks chain pounce, ink branding
Spell-Like Abilities (CL 6th, concentration +6)
At Will—erase (DC 11)

Statistics
Str 10, Dex 14, Con 14, Int 21, Wis 11, Cha 11
Base Atk +3; CMB +3; CMD 16
Feats Defensive Combat Training, Improved Initiative, Nimble Moves
Skills Acrobatics +11, Climb +8, Knowledge (arcana) +11, Knowledge (engineering) +11, Knowledge (history) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (religion) +11, Linguistics +11, Profession (scribe) +9, Perception +9, Spellcraft +11
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Ignan, Infernal, Sylvan, Terran, Undercommon
SQ malicious scribe

Ecology
Environment urban
Organization solitary, pair, or scriptorium (3—12)
Treasure standard

Chain Pounce (Ex) During a charge, a miscribe gremlin can leap between up to four Small or larger corporeal targets within 10 feet of the previous target without provoking attacks of opportunity, making a single claw attack against each. The total distance traveled during the charge cannot exceed twice the gremlin's speed, though it doesn't have to be in a straight line.

Ink Branding (Su) Any corporeal creature struck with a miscribe gremlin claw attack is marked with a glyph magically linking the target to the gremlin. Any harmful magical effect targeting the gremlin is also affecting all the branded creatures. Each brand retains its power for 3 rounds, unless removed with erase. The physical markings lasts for weeks unless removed with erase or really good scrubbing with alchemical cleaning agents.

Malicious Scribe (Ex and Su) Miscribe gremlin can meddle with written texts, adding, removing, or replacing words in a subtle way. While most of the time, it only distorts the contents of mundane texts, they can even tamper with magical texts. When they fix a scroll, there is 25% chance the intended spell will be replaced with a random spell of the same level, and 25% chance the intended spell will be accompanied by a random effect, and 50% chance that the scroll will work correctly. Gods have mercy on people who try to perform an occult ritual doctored by a miscribe gremlin. Altering (or copying and altering) texts take a single miscribe gremlin one hour per page of texts, though multiple gremlins can work together on a single text.

Quills (Ex) A miscribe gremlin can eject a quill or two as a thrown ranged attack with range increment of 20 feet. Their regrowth rate is sufficient to supply the gremlin with practically unlimited ammunition.


Miscribe gremlins are pests infesting libraries, bookshops, academies, scholarly monasteries, and other places where books are collected, written, and copied. They tamper with the texts, favoring making "interesting" (i.e. causing confusion, shock, and arguments) adjustments to work of history, religious lore, and noble genealogies, as well as modifying magical texts.

Some devils seem to have a love-hate relationship with miscriber gremlins, happily supporting their alterations to religious texts, leading to schisms and heresies, while mercilessly hunting them down when they inevitably start to "improve" bureaucratic notes and legal documents.


2020-09-13

Fantasy Monster: Arachnificer

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Arachnificer
A four-legged spider made of glassy grey stone.

CR 1; XP 400
N Tiny Construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

Defense

AC 12, touch 12, flat-footed 12 (+2 size)
hp 11 (2d10)
Fort +0, Ref +2, Will +0
DR 2/adamantine

Offense
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3)
Ranged cutting beam +4 (1d4 fire)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks cutting beam

Statistics
Str 10, Dex 10, Con —, Int 11, Wis 11, Cha 3
Base Atk +2; CMB +0; CMD 10 (14 vs. trip)
Feats Lightning Reflexes
Skills Acrobatics +10, Climb +8, Craft (stonemasonry) +5, Knowledge (engineering) +5; Racial Modifier +10 Acrobatics
Languages understand Terran
SQ labor intelligence, mending resin, scuttle

Ecology
Environment ruins, urban
Organization solitary, pair, or work group (3-20)
Treasure standard

Cutting Beam (Ex) An arachnificer can produce a highly penetrating beam of concentrated heat that is a ranged attack with the range increment of 5 ft. and ignores hardness of wood, stone, and metal.

Labor Intelligence (Ex) An arachnificer is imbued with intellect dedicated to repairing and maintaining their surroundings. They treat Craft (stonemasonry) and Knowledge (engineering) as class skills.

Mending Resin (Ex) An arachnificer can exude a thick resin that fuses together wood, stone, and metal, repairing 1 point of damage to objects and constructs made of those materials per 1 minute of arachnificer's work. An arachnificier can repair each other but not themselves.

Scuttle (Ex) An arachnificer moves over earthy or stony difficult terrain without issues.


Adventurers going through ancient ruins are often surprised by their age and their comparative soundness. Sometimes it's old magic enhancing the structure, sometimes it's  long forgotten architectural techniques, and sometimes it's the result of more or less active maintenance by the denizens or more arcane parties. If there are signs of cobwebs around but no spiders, it could arachnificers doing the work. These spider-resembling constructs scrounge around consuming stone oil and organic leftovers turning them into grey resin that has surprising ability to hold stones and brick together.

Some arachnificers seem to like weaving cobweb-like patterns out of their resin, though unlike actual cobwebs they are not sticky once they dry and are unsuitable for capturing anyone (unless the potential victim happens to be lying incapacitated inside the structure being reconstructed). If there is no stone oils, coal, or organic leftovers available, arachnificers might hunt and consume organic beings to replace their resin supplies but it is thankfully rare.

Where do they come from? It is hard to say, though there are some rumors of similar but much bigger constructs resembling four-legged human-sized crabs and even larger four-legged scorpions that have been seen doing repairs to deeper and less known ruins under the surface of the Earth.


2020-09-06

Fantasy NPC: Dahsus The Sett-Builder

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Dahsus The Sett-Builder
An enormous badger wearing a pair of goggles made of leather, bronze, and crystal.

CR 7; 3,200 XP
LG Large Fey
Init +1; Senses low-light vision, scent, tremorsense 60 ft.Perception +17

Defense
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 90 (12d6+48)
Fort +10, Ref +9, Will +10
DR 10/cold iron and magic

Offense
Speed 30 ft., burrow 20 ft.
Melee bite +11 (1d6+6), 2 claws +11 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attack disturb earth
Spell-Like Abilities (CL 12th, concentration +7)
1/day—heroes' feast (composed of tea and assorted selection of cookies, biscuits, and other sweets)

Statistics
Str 22, Dex 13, Con 18, Int 14, Wis 15, Cha 13
Base Atk +6; CMB +13; CMD 30 (34 vs. trip)
Feats Defensive Combat Training, Diehard, Endurance, Great Fortitude, Nimble Moves, Skill Focus (Profession [herbalist])
Skills Diplomacy +16, Knowledge (dungeoneering) +17, Knowledge (engineering) +17, Knowledge (nature) +17, Perception +17, Profession (herbalist) +20, Stealth +12, Survival +14
Language Common, Sylvan, Terran, Undercommon
SQ builder's blessing, warren-builder

Builder's Blessing (Su) All creatures that partook in Dahsus heroes' feast also gain a +1 morale bonus to Craft, Knowledge (dungeoneering), Knowledge (engineering), Knowledge (nature), and Profession checks and a +4 morale bonus to ability and skill checks that involve dealing with earth and stone.

Disturb Earth (Ex) Instead of making a claw attack, Dahsus can strike the ground—earth, sand, clay, or soft stone, or similar earthy-material—turning one 5-ft square within his reach into a difficult terrain. His natural attacks deal double damage to earth, clay, and stone constructions.

Warren-Builder (Ex) Dahsus is an expert builder of underground warrens, or, as he calls them "setts". He treats Knowledge (dungeoneering) and Knowledge (engineering) as class skills. When he burrows through the ground, he can choose to leave behind semi-stable tunnels that can be later properly reinforced into permanent constructions. Dahsus can excavate a 10-ft. cube of soft stone in an hour.


Dahsus is a master builder, creator of countless dens, setts, and lairs, dedicated to his work and offering his services at very reasonable rates. At times he constructs and extends lairs and tunnels systems for disposed and homeless fey and other critters for symbolic payment. His compassion often overrides his better judgment, though, and occasionally malicious and unsavory fey take advantage of his generosity in various ways—pretending to be displaced refuges to pay a pittance for his magnificent work, using his tunnel to rob or attack other beings, or passing the ownership of the lair to a vile monster that Dahsus would not work for...

In his spare time, Dahsus likes to tend to herbal and fungal gardens (yes, his paws are almost as agile as humanoid hands).