2021-04-25

Fantasy Monster: Slooshp

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Slooshp!

An enormous blob of sticky, rainbowhued jelly.


CR 10; XP 9,600
N Gargantuan Ooze
Init +2; Senses blindsight 60 ft., scent; Perception +2

Defense
AC 24, touch 8, flat-footed 22 (+2 Dex, +16 natural, –4 size)
hp 130 (20d8+40); fast healing 10
Fort +8; Ref +8; Will +8
DR 10/—; Immune ooze traits; Resist acid 20, cold 20, electricity 20, fire 20

Offense
Speed 20 ft.
Melee 3 slams +16 (2d8+5 plus 1d4 Dex damage)
Space 20 ft.; Reach 20 ft.
Special Attacks exquisite aroma (DC 15), recombined flavors

Statistics
Str 20, Dex 14, Con 14, Int —, Wis 15, Cha 1
Base Atk +15; CMB +24; CMD 36 (can't be tripped)
SQ sticky trail

Ecology
Environment urban, ruins
Organization solitary, pair, pack (3—6)
Treasure incidental

Special Abilities

Exquisite Aroma (Ex) All living creatures that were exposed to slooshp's smell or taste and survived (or were revived afterwards) have to succeed a Will saving throw (DC 15) or become obsessed with repeating the experience. Each month, they have to succeed an another Will saving throw or they will focus on taking actions that would let them repeat the experience (either by seeking existing slooshpies or trying to recreate one or more—personally or by sponsoring someone more capable of doing that). Each failed saving throw grants a permanent cumulative –1 penalty to further Will saving throws against this obsession. This obsession can be cured by succeeding the monthly saving throw three consecutive times, use of modify memory spell (or similar magical effects) to forget the experience or using limited wish or more powerful effect to remove obsession directly. Note that the already accumulated penalty will affect further Will saving throws when exposed to any slooshp's aroma, even if the obsession itself was cured (unless a full wish was employed). Non-intelligent creatures are incapable of working toward creation of a slooshp, being merely obsessed with its taste. The saving throw DC is Charisma-based.

Recombined Flavors (Ex and Su) A living creature that suffers Dexterity damage from a slooshp's pseudopod in excees of its Dexterity score disolves into a pool of multicolored jelly. A slooshp can absorb the resulting mass by standing over such pool for a full round. If such dissolved creature remains unabsorbed, it can be returned to natural form with break enchantment, limited wish, or polymorph any object. Otherwise, the victim will reform as a member of random species after 1d6 × 10 minutes as if reincarnated (though without suffering any negative levels).

Sticky Trail (Ex) Moving slooshp leaves behind a trail of sticky residue turning the ground behind it a difficult terrain for the next 10 minutes. Any corporeal creature moving through the sticky trail becomes stuck for 1d4 rounds on a failed Reflex saving throw (DC 15). Sloorks are immune to effects of sticky trail. The saving throw DC is Charisma-based.


Slooshpies were result of gnomish attempt at creation of supreme, self-replicating dessert, a sweet jelly full of caleidoscopically shifting flavors. They are generally considered a failure, except for a fraction of people who had a chance of tasting one.

Slooshpies are easily attracted to spices and seasonings within range of their scent.


2021-04-18

Fantasy Monster: Armordillo

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Armordillo

A beast covered in carapace of hide and metal.

CR 11; XP 4,800
N Large Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision; Perception +18

Defense
AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)
hp 149 (13d10+78)
Fort +15; Ref +11; Will +10
Defensive Abilities deflective carapace; DR 10/—; Resist acid 10, cold 10, electricity 10, fire 10, sound 10

Offense
Speed 20 ft., burrow 10 ft.
Melee 2 claws +19 (2d6+7), bite +19 (3d6+7)
Ranged 2 laser beams +14 touch (6d6 fire)
Special Attacks plasma overcharge (100-ft. cone, 10d10 electricity and fire, DC 21 Ref half)

Statistics
Str 25, Dex 12, Con 20, Int 2, Wis 19, Cha 11
Base Atk +13; CMB +21; CMD 32 (36 vs trip)
Feats Great Fortitude, Iron Will, Lightning Reflexes, Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (laser beams)
Skills Perception +18, Stealth +1, Swim +11

Ecology
Environment warm plains and forests
Organization solitary, pair
Treasure standard

Special Abilities

Deflective Carpace (Ex) An armordillo's carpace has a 20% chance of deflecting any ranged touch attacks. The chance increases to 50% while using total defense. Deflected splash weapons still deliver their splash effect.

Laser Beams (Ex) An armordillo has powerful laser beams cybernetically integrated into its eyes, counting them as natural weapons with range incremenet of 50 feet.

Plasma Overcharge (Ex) An armordillo can take a full round action to channel enormous amounts of power into its emitters, using them to create a single sweeping beam of plasma in the following turn, dealing 10d10 points of electric and fire damage in a 100-ft. long cone. A successful Reflex saving throw halves the damage (DC 21). After overcharging its emiters, the armordillo cannot use its laser beams or plasma overcharge for 1d4 rounds but it gains 30 feet enhancement bonus to its land speed for one round. The saving throw DC is Constitution-based.


An armordillo is a genetically-modified, cybernetically-enhanced armadillo. Its technological components seem to be nano-based, forming as the animal grows, allowing these war beasts to breed true.

Armordillos were designed with easy integration of technological control systems, though they don't develop them on their own giving rise to a number of completely feral specimens. While they can be controlled magically, their animalistic intelligence limits their efficient use, unlike proper cybernetic solutions.


2021-04-11

Fantasy Monster: Owlslaught

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Owlslaught

A man-sized owl with intense red eyes and bloodied talons.


CR 8; XP 4,800
N Medium Magical Beast
Init +9; Senses darkvision 60 ft., low-light vision; Perception +17

Defense
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 105 (10d10+50)
Fort +11; Ref +12; Will +7
Defensive Abilities ghost flight

Offense
Speed 10 ft., 60 ft. (good)
Melee 2 talons +15 (2d4+5), bite +15 (2d4+5)
Special Attacks chain killing, harrasing pounce

Statistics
Str 20, Dex 20, Con 18, Int 13, Wis 19, Cha 11
Base Atk +10; CMB +15; CMD 30
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Power Attack, Toughness
Skills Fly +22, Perception +17, Stealth +18
Language Sylvan

Ecology
Environment forest, ruins
Organization solitary, pair
Treasure standard

Special Abilities

Chain Killing (Ex) After dropping its target to 0 or less hit points, an owlslaught can follow up with a charge action against another enemy, with +1 bonus to attack and damage rolls.

Ghost Flight (Ex) An owlslaught flies with a seemingly unnatural smoothness and silence, making estimating the distance and predicting its movement correctly a nightmare. Any attacks aimed at owlslaught while it moves suffer from 50% miss chance.

Harrasing Pounce (Ex) When charging, an owlslaught can attack with both of its talons and their critical threat increases to 18–20.


An owlslaught is a silent and deadly hunter, roaming forests in search of prey. It is aggressively competitive and territorial, though a number of owlslaughts are wanderes challenging owlslaughts, predators, and hunters and trying to outperform them in their hunts.


2021-04-04

Fantasy Monster: Mortuaries

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Mortuaries

A big black ram with matted fur, and rusty-brown horns. A shimmering constellations flicker above its head.


CR 5; XP 1,600
LE Medium Undead
Init +6; Senses darkvision 60 ft., see fate; Perception +12
Aura of desecration (20 ft.)

Defense
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 52 (7d8+21)
Fort +5; Ref +5; Will +8
Defensive Abilities channeling resistance +4; DR 10/magic; Immune undead

Offense
Speed 50 ft.
Melee gore +10 (1d6+5), 2 hooves +8 (1d4+3)
Special Attacks astrological misalignement

Statistics
Str 18, Dex 14, Con —, Int 15, Wis 15, Cha 15
Base Atk +5; CMB +10; CMD 21 (25 vs. trip)
Feats Blind-Fight, Improved Initiative, Multiattack, Toughness
Skills Acrobatics +9 (+17 leaping), Intimidate +12, Knowledge (arcana) +12, Knowledge (religion) +12, Perception +12, Sense Motive +12
Language Abyssal, Common, Infernal

Ecology
Environment urban, ruins
Organization solitary, pair, pack (3—8)
Treasure standard

Special Abilities

Astrological Misalignment (Su) At the start of an encounter with one or more mortuaries, all of the living creatures that aren't its allies have to make a 1d12 roll and note the result, with each number representing a different constelation—with an adequate image made of pale light briefly flashing above their head. The characters that share the same constelation share their woes—when any of the people with the same number rolled suffers damage, receives a negative conditions, or becomes subject to a harmful effect, all of them suffer the same. Those who have no matching constelations among their companions are overwhelmed with feeling of loneliness and lack of connection, not counting as allies and not counting anyone as their ally for purpose of abilities, effects, and flanking. Any ability or effect that allows rerolling an attack roll, a skill check, an ability check, or a saving throw can be used to make the recipient reroll their d12 roll and accordingly switch the constellation assigned to it. This is a curse effect that expires when all the mortuaries that were initially are destroyed or the curse is removed. Summoned creatures are unaffected by this effect.

Aura Of Desecration (Su) A mortuaries corrupts its surrounding emanating a constant desecration effect (its bonuses are already included in the stat block).

See Fate (Su) A mortuaries sees any curse and fortune effects affecting creatures within 60 feet and may understand their nature with a successful Knowledge check. This ability allows it notice invisible creatures that are currently under a curse or fortune effect.


When a ram is sacrificed during one of celestially significant events, some obscure inasupicious astrological conjunctions or certain accidental (or deliberate) errors commited during the ritual might invoke dark stellar spirits that proceed to ride the dead beast turning it into a nexus of ill fate.

A mortuary might arise during a community festival cursing all the participants, signifing there is something deeply inauspicious happening behind the scenes—maybe the community hides a greater evil behind the veil of normalcy, maybe someone bearing a grudge corrupted the ceremony, or maybe an unknown curse lingers on the community or some its members.

There are rumors of greater mortuaries, which can't be easily dispatched, rejuvenating a few days after being killed untill the inauspicious events that created them are properly taken care of and their results, good or bad, corrected.