2020-11-29

Fantasy Monster: Great Flightless Bat

 

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Great Flightless Bat
An enormous beast resembling a cross between a bat and an ape. Its sickly pink skin is mostly hairless, except for even paler flaps of skin extending from its arms. Its snout a bat-like nightmare, with no sign of eyes.

CR 5; XP 4,800
N Large Animal
Init +7; Senses blindsight 60 ft., scent; Perception +11

Defense

AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 60 (8d8+24)
Fort +9, Ref +9, Will +4
Immune visual effects
Weakness blindness

Offense
Speed 30 ft., climb 30 ft.
Melee 2 claws +10 (1d6+4), bite +9 (1d4+4)
Space 10 ft.; Reach 5 ft. (10 ft. with claws)
Special Attacks pounce

Statistics
Str 18, Dex 16, Con 16, Int 2, Wis 15, Cha 5
Base Atk +6; CMB +12; CMD 29 (33 vs. trip)
Feats Combat Reflexes, Improved Initiative, Nimble Moves, Weapon Focus (claws)
Skills Acrobatics +12, Climb +12, Perception +11, Stealth +8, Swim +9; Racial Modifiers +4 Acrobatics, Perception, Stealth

Ecology
Environment underground
Organization solitary, pair
Treasure standard


On the first sight, great flightless bat looks like a massive, nightmare hybrid of a bat and an ape from the depths of hell. In reality, it is merely a wild and oversized species of a bat normally living in the lightless caverns that, by some quirk not fully understood by sages that study animals, grew to an enormous size normally unknown among its flying kin. Unlike smaller bats, it is truly blind and incapable of flying. Great flightless bats are truly omnivorous, eating whatever it can catch or find in the caverns, including plants, fungi, carrion, and live prey—native to their caverns or not.

A number of undergound cultures occasionally keeps half-tamed flighless bats as guard animals and trackers. Attempts to use them as mounts met with limited success.


2020-11-22

Fantasy Monster: Bee-Killer Dog


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Bee-Killer Dog
A massive dog with a bloated sacks growing on its neck.

CR 8; XP 4,800
N Large Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +15

Defense

AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 95 (10d10+40)
Fort +11, Ref +11, Will +7; +4 to saving throws against disease
Defensive Abilites meat honey; Immune swarm damage

Offense
Speed 50 ft.
Melee bite +15 (4d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks cloud of bees

Statistics
Str 22, Dex 14, Con 18, Int 2, Wis 15, Cha 11
Base Atk +10; CMB +17; CMD 29 (33 vs. trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Run
Skills Perception +15

Ecology
Environment warm forests and hills
Organization solitary, pair, pack (3–8)
Treasure standard

Cloud Of Bees (Ex) A bee-killer dog can release aggressive bees dealing 4d6 points of swarm damage to adjacent creatures as a swift action. Alternatively, the bee-killer dog can take a standard action to vomit an immobile swarm of bees (AC 18, 19 hp, immune to weapon damage) that will occupy a 10-ft. square within 30 ft. dealing 4d6 swarm damage each turn for 1d4 rounds or until dispersed. Only one such swarm can be active at a time.

Meat Honey (Ex) Honey produced by the symbiotic bees keeps the bee-killer dogs hale and healthy, allowing them to heal hit points equal to their HD every hour of rest and grant them +4 bonus to saving throws against disease. Up to 1d4+1 doses of the honey can be harvested from a bee-killer dog's carcass, each serving healing 1d4 points of damage and granting +2 bonus to saving throws against disease for the next day.


Bee-killer dogs are massive canines that house symbiotic swarms of carnivorous bees in skin sacks on their necks that attack their enemies and produce exotic, thought not completely unpleasant honey out of half-rotted meat.

The incessant droning of the bees surrounds the bee-killer dogs, rendering them psychologically inured to extensive noise.

Design Note: I devised this creature after reading a seemingly random reference to "dogs with bees in their mouth" on one of threads I frequent on Paizo forum—and only after poasting this monster I learned that was quote from The Simpsons.


2020-11-15

Fantasy Monster: Dragon-Bear

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Dragon-Bear
An enormus bear-like creature covered with scales and bony plates.

CR 16; XP 76,800
N Gargantuan Magical Beast
Init +6; Senses blindsense 60 ft., darkvision 60 ft., low-light vision, scent; Perception +28

Defense

AC 31, touch , flat-footed 16 (+2 Dex, +23 natural, –4 size)
hp 250 (20d10+140)
Fort +19, Ref +14, Will +13
Defensive Abilities defiant roar; Immune acid, cold, electricity, fear, fire

Offense
Speed 50 ft.
Melee bite +26 (6d6+10 plus grab), 2 claws +26 (4d6+10)
Space 20 ft.; Reach 15 ft.
Special Attacks crushing hug

Statistics
Str 30, Dex 15, Con 24, Int 10, Wis 21, Cha 13
Base Atk +20; CMB +34 (+38 grapple); CMD 46 (50 vs trip)
Feats Blind-Fight, Combat Reflexes, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lightning Reflexes, Nimble Moves, Vital Strike
Skills Acrobatics +20, Perception +28, Swim +18

Ecology
Environment forests, mountains
Organization solitary
Treasure standard

Crushing Hug (Ex) Dragon-Bear can maintain grapple as a full-round action, dealing damage from all its attacks to the grappled creature on a successful grapple check.

Defiant Roar (Ex) When taking a full-defense action, dragon-bear can issue a terribly roar, healing 50 points of damage and making a saving throw against each effect that currently affects it that allows saving throw to negate.


Bears are bad news. Dragons are worse. Dragon-bears are not closely related to either, though they share definite spiritual kinship—they seem to come from a parallel world where dragons are not at the top of the food chain. Neither are dragon-bears, really, but they often hunt young dragons for food.

Dragon-bears are voracious omnivores, with strong preference for meat, though they will eat anything remotely organic often scouring large swats of land of vegetation and larger animals. They are sapient beings but their intellect is self-centered, leaving them mostly incapable of comprehending idea of communication with other beings.


2020-11-08

Fantasy NPC: Zamakaya, The Littlest God

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Zamakaya, The Littlest God

A small furred entity with a goat's kid face and horns, bat-like ears, wings, and legs, and a pot belly.

CR 3; 800 XP
CG Tiny Outsider (native)
Init +4Senses darkvision 60 ft.Perception +9

Defense
AC 15, touch 15, flat-footed 15 (+3 deflection, +2 size)
hp 39 (6d10+6); fast healing 5
Fort +6, Ref +5, Will +6
DR 5/magic; Immune death

Offense
Speed 20 ft., fly 20 ft. (clumsy)
Melee bite +4 (1d3–4 plus bite mark)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks bite mark
Spell-Like Abilities (CL 6th, concentration +10)
Constant—resistance, sanctuary (DC 15), shield of faith

Statistics
Str 2, Dex 10, Con 10, Int 10, Wis 10, Cha 18
Base Atk +6; CMB +4; CMD 10
Feats Improved Initiative, Lightning Reflexes, Toughness
Skills Climb +5, Fly +9, Perception +9, Perform (appearing cute) +13, Stealth +17, Swim +5
Language empathy 30 ft.
SQ divine gifts

Bite Mark (Su) Zamakaya's unimpressive bite leaves visible bite marks that carry a curse that lasts until the bitten victim takes at least 1d6 days tending to Zamakaya's needs, worshipping it, or entertaining it—and Zamakaya can and will obstruct the process for those it doesn't like. Until the curse ends or is removed with break enchantment or remove curse, the target suffers –2 penalty to AC and saving throws.

Divine Gifts (Su) Entities that spend their time and effort tending to Zamakaya needs, treating the little god with reverence, and entertain it are blessed with a fraction of the divine power. After spending a total of thirty days of full-time worship, attendence, and providing entertainment one receives a single use of a spell-like ability picked from a bard or druid spell-list reflecting the activities the supplicant done in Zamakaya's service. The spell is typically a first level one, though people who entertained Zamakaya with a skill bonus of +10 may receive two uses of a single level spells, those with skill bonus of +15 may receive a single use of a 2nd level spell or three uses of a first level spell, and those with the skill bonus of +20 may receive single use of a third level spell, three uses of a second level spell, or seven uses of a first level spell. A supplicant can't receive more spells until the previous uses are exhausted.

Empathy (Su) Zamakaya doesn't speak nor seems to be capable of using languages. Instead, the little god projects feelings, emotions, and desires, and understands general intent of communication, though not the underlying emotions.


Zamakaya is a little strange entity that is belived by those who flock to it to be a divine being—and it certainly is bestowing minor blessings on those who attend to it. It asks for no services, beyond simple requests to be feed, bathed, and entertained, though it is a capricious entity, nosy, easily bored, and a fussy eater. Some of people who came to know of this entity speculate it is merely a child with a spark of divine power.

Zamakaya's would be priests and worshippers are often struggling to fulfil their little deity's requests, seeking food, toys, and entertainment that will be suitably pleasing. Some priests speculate those who are determined to serve Zamakaya despite the obstacles will receive great rewards in unspecified future, others are simply doing this for sheer joy of watching the cute deity's simple happiness.


2020-11-01

Fantasy Monster: Bonepicker Hag

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Hag, Bonepicker
A twisted old woman with definitely too big fangs, and too long talons, adorned with jewelry made of bones.

CR 5; XP 1,200
NE Medium Monstrous Humanoid
Init +2; Senses darkvision 60 ft., ghost scent; Perception +11

Defense

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 57 (6d10+24)
Fort +8, Ref +7, Will +7
SR 16 vs. necromancy

Offense
Speed 30 ft., burrow 10 ft.
Melee bite +8 (1d6+2), 2 claws +8 (1d6+2)
Special Attacks ghost collection, ghost touch
Spell-Like Abilities (CL 6th, concentration +8)
At Will—gentle repose, speak with dead (DC 15)

Statistics
Str 14, Dex 15, Con 18, Int 18, Wis 15, Cha 15
Base Atk +6; CMB +8; CMD 20
Feats Acrobatic Step, Great Fortitude, Nimble Moves
Skills Disguise +8, Heal +8, Intimidate +11, Knowledge (arcana) +10, Knowledge (religion) +10, Perception +11, Spellcraft +10, Stealth +11
Languages Aklo, Common, Giant
SQ invocation of ghostly vengeance

Ecology
Environment forest, hills, always near a settlement
Organization solitary, or coven (3 hags of any kind)
Treasure standard

Ghost Collection (Su) A bonepicker hags keeps a collection of miniature fetish dolls made from pieces of bone, hair, and skin of the deceased, binding vestiges of their spirits into eternal servitude. As long as the fetish remains whole (hardness 1, 1 hp), the vestigial spirit is forced to serve the hag. These bound spirits are incorporeal creatures that vanish when they are successfully hit with an attack capable of harming incorporeal creatures (AC 12), fail a saving throw against a magical effect (+4 bonus), or are repelled with various mystical or folk remedies against hauntings—only to reform by their fetish by the next nightfall. They can move small objects around and make combat maneuvers (dirty trick, disarm, drag, push, pull, trip, etc.) with a +5 bonus without provoking attacks of opportunity as a standard action and have fly speed of 30 ft., though they can't cause direct harm. When accompanying the hag, they can also distract her enemies granting her benefits of Aid Another and flanking. Within the hag's adobe they can move objects more reliably, acting as menial servants for her. A bonepicker hag can keep any number of fetishes, though only one per her HD can be active at the same time. She needs to hold inactive ones in a chest or other container to keep them in check.

Ghost Scent (Su) A bonepicker hag nose detects corpses, places, recently marked by death, haunts, and incorporeal undead creatures as if using scent. She can make a Knowledge (religion) check to discern between various types of incorporeal undead by smell alone. Corporeal undead register to this sense the same as corpses, though moving usually betrays their true nature.

Ghost Touch (Su) A bonepicker hag can touch and harm incorporeal creatures with her natural attacks.

Invocation Of Ghostly Vengeance (Sp) A bonepicker hag can be bargained with to devise a personalized occult ritual for a malicious (or desperate) petitioner wishing to enact an act of ultimate retribution. The petitioner has to have greater desire for vengeance for a real or an imagined crime than will to live. The ritual takes days or weeks to complete, forces the petitioner to perform services to the hag and debase oneself, showing absolute dedication to the act of the vengeance—and culminates with the death of the petitioners. If the tasks composing the ritual were successful and the petitioners' wills are completely focused on the act of vengeance, they raise as incorporeal undead (usually wraiths or specters, though particularly willful and dedicated petitioners might become ghosts). If the ritual tasks were flawed or incomplete, or the petitioner's dedication to vengeance falters, a haunt may be formed instead, or the petitioner might return as a minor ghost, bound either by regret or confusion.


Bonepicker hags loathe loneliness so they haunt village graveyards to steal pieces of bone, skin, and hair from the recently dead to trap their spirits into servitude and companionship. The vestiges of the dead are tied to serve her for a generation or two, until their memories of life and emotional bonds fade leaving little more than unresponsive outlines. Occasionally, bonepicker hags go as far as to infiltrate a wake or funeral to put her hands on materials for her fetish-dolls. At other times they visit gallows regularly.

While the bonepicker hag holds great power over the bound spirits, commanding them and tormenting them as she pleases, they can slip away from her for a short time at night, haunting places and people that had great emotional importance for them in life (positive or negative) for a few minutes each night. While in such state, the vestigial spirit can't communicate meaningfully, though it can occasionally whisper threats, promises, or please related to their emotional bond with the person or the place haunted. They often just appear staring at their beloved, or harassing those they hated in life. Their are not powerful enough to cause direct harm, unless they manage to trip or push someone down the stairs or from a ladder. Once a year, all the spirits from a bonepicker hag collection are released to haunt their quarries for a whole night, usually at the time of major holiday related to death.