2021-01-31

Fantasy Monster: Familiarvore

    

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Familiarvore
A bulbous body of this plant is surrounded by six wide leaf-wings. Its stem ends with a grasping maw.

CR 5; XP 1,600
N Small Plant
Init +1; Senses low-light vision, sense familiars; Perception +1 (+21 vs. familiars)

Defense

AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size)
hp 55 (10d8+10)
Fort +8, Ref +4, Will +4
Immune plant traits

Offense
Speed 20 ft., fly 20 ft. (good)
Melee maw +10 (1d6+2 plus grab), 4 wing buffets +5 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with maw)
Special Attacks fast swallow, swallow whole (2d6 acid, AC 13, 11 hp)

Statistics
Str 14, Dex 13, Con 12, Int —, Wis 12, Cha 3
Base Atk +7; CMB +8 (+12 grapple); CMD 19 (can't be tripped)
Skills Fly +5, Perception +1 (+21 vs. familiars); Racial Modifiers +20 Perception to notice familiars

Ecology
Environment forests, ruins
Organization solitary, pod (2–6)
Treasure none

Sense Familiars (Su) A familiarvore can sense bonds between familiar and its master from approximately a mile. It can locate familiars within 60 feet as if using blindsense.


Familiarvores are a gruesome genus of aggressive sundews that were grown by a sect of militant druids as a weapon of terror against coven of witches they struggled with—while the creators of familiarvore succeeded in destroyed the coven, they attracted the wrath of many orders of wizards, witches, and other familiar-keeping spellcasters, who deemed their weapon design an atrocity.

Despite the alliance success in wiping out the creators of this monstrosity, a few saplings of familiarvores scaped the purge—quite possibly preserved by some unscrupulous magicians wishing to use them against their own enemies. Now they can be found in wilderness, or around places whose old masters wanted to safeguard against snooping familiars.


2021-01-24

Fantasy Monster: Sandlin Gremlin

   

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Gremlin, Sandlin
This imp has a thick short feathers covering its body but not its neck, neck, or limbs, which are scaled and bird-like.

CR 2; XP 600
CE Tiny Fey
Init +6; Senses low-light; Perception +8

Defense

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 18 (4d6+4)
Fort +2, Ref +6, Will +5
DR 2/cold iron; Resist fire 10
Weakness vulnerable to water

Offense
Speed 30 ft., burrow 30 ft.
Melee 2 claws +4 (1d4)
Ranged sling +6 (1d2 plus blindness)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks salt bullets

Statistics
Str 10, Dex 14, Con 12, Int 9, Wis 13, Cha 9
Base Atk +2; CMB +2; CMD 12
Feats Endurance, Improved Initiative
Skills Acrobatics +9, Climb +8, Perception +8, Sleight Of Hand +9, Stealth +17, Survival +8
Languages Sylvan, Terran
SQ spreading desert

Ecology
Environment deserts
Organization solitary, raid (2–5), sandstorm (6–20)
Treasure standard

Salt Bullets (Ex) Sandlin use slingshots made of brittle salt stones. On a successful hit, the target has to succeed a DC 13 Reflex saving throw to avoid being blinded for 1 round.

Spreading Desert (Su) Dead sandlin gremlin explodes into a fountain of sand, covering a 5-ft. square in coarse, salty sand dust, turning it into a difficult terrain and chocking any vegetation present.

Vulnerable To Water (Ex) A sandlin gremlin suffers 1d4 points of damage per turn of contact with water, or 2d6 while immersed, their flesh boiling and melting away. They do not need to drink.


Sandlins are vicious desert dwellers that desire to spread of dry wastelands all across the world. They often organize raids to attack vegetation, spread sand, and choke water sources near their dwellings.

Sandlins are more than willing to sacrifice their lives for that purpose, knowing their very deaths will spread their beloved desert—and beliving they will be reborn soon anyway. They do seem to reproduce quickly, apparently spawning from salt-incrusted egg-sacks found in depths of desert caves.


2021-01-17

Fantasy Monster: Giant Skull Crab

    

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Giant Skull Crab
An enormous crab wearing a giant's skull, overgrown with corals as an external shell.

CR 6; XP 2,400
N Large Vermin (aquatic)
Init +0; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +10

Defense

AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 75 (10d8+40)
Fort +11, Ref +3, Will +5
Immune mind-affecting effects

Offense
Speed 20 ft., swim 20 ft.
Melee 2 claws +11 (1d6+5 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (1d6+5), nibble

Statistics
Str 20, Dex 10, Con 18, Int —, Wis 15, Cha 3
Base Atk +7; CMB +13 (+17 grapple); CMD 23 (35 vs. trip)
Skills Perception +10, Stealth –4 (+16 among coral reefs) Swim +13; Racial Modifiers +8 Perception, +20 Stealth among coral reefs
SQ water dependency

Ecology
Environment warm aquatic
Organization solitary, cast (2–12)
Treasure none

Nibble (Ex) A giant skull crab deals 2d6 points of bludgeoning, piercing, and slashing damage to grappled creature at the beginning of its turn, in addition to any damage inflicted on a grapple check to maintain the grapple.

Water Dependency (Ex) A giant skull crab can survive out of water for 1 hour per point of Constitution bonus before it starts to suffocate.


Giant skull crabs are enormous hermit crabs that wear skulls of giants, dragons, and sea monsters instead of shells. They are commonly seen in aquatic environments where giants and other suitably sized monsters are, or were present.

Unlike more typically sized hermit crabs, giant skull crabs tend to be aggressive and defend their territory from intruders, and eat those who won't retreat.


2021-01-10

Fantasy Monster: Gaoler Gremlin

   

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Gremlin, Gaoler
A filthy wiry creature wearing a combination of rags, cheap jewelry, and some pieces of dirty clothing was once noble attire. It holds a red-hot metal rod.

CR 2; XP 600
LE Tiny Fey
Init +1; Senses low-light vision; Perception +9

Defense

AC 14, touch 14, flat-footed 12 (+1 Dex, +1 natural, +2 size)
hp 21 (6d6)
Fort +4, Ref +6, Will +5

Offense
Speed 30 ft., climb 20 ft.
Melee heated poker +5 (2d4 fire)
Ranged acidic spit +6 (2d4 acid, 1 acid splash)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th, concentration +6)
At Will—dancing light, ghost sound, mage hand, mending, prestidigitation, sift

Statistics
Str 10, Dex 13, Con 10, Int 10, Wis 11, Cha 11
Base Atk +3; CMB +2; CMD 12
Feats Great Fortitude, Nimble Moves, Skill Focus (Profession [torturer])
Skills Climb +8, Disable Device +10, Perception +9, Profession (torturer) +12, Sense Motive +9, Sleight Of Hand +10, Stealth +18
Languages Common, Sylvan, Undercommon
SQ compression

Ecology
Environment urban, underground
Organization solitary, crew (2–5), staff (6–10)
Treasure standard (usually contains a number of spare keys for the dungeon inhabited)

Acidic Spit (Su) A gaoler gremlin can spit acid at range of up to 30 feet with a ranged touch attack, dealing 2d4 acid damage to its target and 1 point of splash damage within 5 feet.

Heated Poker (Su) A gaoler gremlin's carry a metal prods that grow hot at command inflicting fire damage on exposed skin. As a full-round action, a gaoler gremlin can brand an incapacitated or bound creature leaving an ugly burned scar in shape of a crest of the facility.


Gaoler gremlins are cruel but cowardly bullies that infest jails, and dungeons, often hanging around torturers, executioners, and particularly brutal judges and rulers. They steal trinkets, blankets, and clothing from prisoners, spoil their food, and torment them whenever they are able. They also like meddling with torture devices in various creative ways—cleaning them, adorning them in riddiculous ways, polishing or blunting their blades and being a general nuissance.

Unlike many other gremlin species, they can be bribed or intimidated into a degree of obedience, cooperating with jailers and excutioners. Usually. Some of them can't really stop themselves from pestering people with sharp tools and whips.

Occasionally, they might be bribed or threatened by prisoners into compliance, but usually those are ploys that end with a betreyal and leaving the convicts to even worse fate.


2021-01-03

Fantasy Monster: Knowing Head

    

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Knowing Head
A head made of iron and brass, with glassy beads for eyes walking around on eight wiry legs.

CR 1/2; XP 200
N Tiny Construct
Init +0; Senses darkvision 60 ft., low-light; Perception +2

Defense

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

Offense
Speed 20 ft., climb 20 ft.
Melee spring tongue +4 (1d4)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with spring tongue)

Statistics
Str 10, Dex 10, Con —, Int 11, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 12 (24 vs. trip)
Feats Skill Focus (one Knowledge skill)
Skills Climb +8, Knowledge (any one) +7, Perception +2
Languages Common and one another
SQ embedded knowledge

Ecology
Environment urban and ruins
Organization solitary, council (2-10, each representing a different Knowledge skill)
Treasure standard

Embedded Knowledge (Ex and Su) A knowing head has enhanced knowledge within a single field of expertise gaining permanent competence bonus to single Knowledge skill (for which it has Skill Focus) equal to its HD or its master's HD, whichever is higher. It can take 10 on that specific Knowledge skill checks.


Knowing heads are mechanical devices animated with embedded shards of understanding of single field of knowledge. They are created emotionless and uniform, but as they continue their existence, they slowly grow personalized idiosyncrasies by developing quirks, interests, and obsessions, usually connected somewhat to their field of expertise, though often only in a very tangential way.

A knowing head can be bound as an Improved Familiar familiar (requires caster level 3).

New Feat: Council Of Knowing Heads
You keep multiple knowing heads as familiars and advisors.
Prerequisites: Improved Familiar feat, knowing head familiar
Benefit: You can keep one knowing head familiar per two caster levels, each with a different Knowledge skill.

Construction: Knowing Head
CL 5th; Price 2,500 gp.
Requirements Craft Construct, mending, summon monster III; Skill Craft (clockwork) or Craft (sculptures) DC 12; Cost 1,250 gp


2021-01-01

Fantasy NPC: Mirrad Kalath Younger, The Painter

    

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Mirrad Kalath Younger, The Painter

A plump gnome whose hair, fingers, and clothes are even more colorful than usual, stained with various pigments.

CR 4*; 1,200 XP
Male gnome expert 10
N Small Humanoid (gnome)
Init +2Senses low-light visionPerception +17

Defense
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 55 (10d8+10)
Fort +4, Ref +5, Will +11; +2 vs. illusions

Offense
Speed 20 ft.
Melee stylus +7/+2 (1d3–1)
Ranged paint vials +10 (blindness for 1d4+1 rounds on failed DC 12 Reflex save, dazzled on success)

Statistics
Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 12
Base Atk +7; CMB +5; CMD 17
Feats Craft Wondrous Item, Iron Will, Master Craftsman, Skill Focus (Craft [painting]), Throw Anything
Skills Appraise +15, Craft (painting) +28, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (religion) +15, Perception +17, Use Magic Device +14
Language Common, Elven, Duc, Gnome

Notable Gear painting tools +5 (+5 competence bonus to painting)

*Mirrad's CR reflects his defensive traits, his actual combat capability is even lower than that


Mirrad Kalath Younger is a slightly capricious but talented artist, whose painting skills are highly sought after. He makes exceptional portraits and equally outstanding landscapes, often called "wondrous" and "magical" by connoisseurs of the brushwork... And they often are.

Mirrad can be found at courts, contracted to paint royalty, courtiers, and particularly popular (or influential) magistrates. At other times, he travels seeking views to capture—often with an escort provided by grateful patrons, those who want to preserve his talents from a random monster, or those who whish to ensure his future services once he deals with a new obsession or two.

Mirrad is very confident in his abilities, though he occasionally has to face boredom and feels his talents are not challenged sufficiently. He also has little patience for fools, nor ability to compromise his creative ideas for the sake of complimenting his patrons.


New Wondrous Items

Landscape of traveling
Aura moderate conjuration; CL 10th
Slot none; Price 2,500 gp
A vivid painting of a place that can be used to cast teleport to the pictured location (using the accuracy of the picture as the caster's familiarity with the location). Once used this way, the picture turns bleached and blurred, losing its power.
Construction
Requirements Craft Wondrous Item, creator must be familiar with the location or at least receive its description and be capable of creating the high quality painting; Cost 1,250 gp.

Portrait of sending
Aura moderate evocation; CL 10th
Slot none; Price 2,500 gp
A vivid painting of a specific person that can be used to cast sending to the pictured target once. Once used this way, the picture turns bleached and blurred, losing its power.
Construction
Requirements Craft Wondrous Item, creator must be familiar with the recipient and be capable of creating high quality portrait; Cost 1,250 gp.