2021-05-30

Fantasy Monster: Ghost Buffalos

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Ghost Buffalos

A herd of massive, dark-furred, horny beasts surrounded by flowing mists.

CR 15; 51,200 XP
N Colossal Undead (incorporeal)
Init +14; Senses darkvision 60 ft.; mist sight; Perception +27

Defense
AC 30; touch 30, flat-footed 19 (+7 deflection, +10 Dex, +1 dodge, +10 insight, –8 size)
hp 230 (20d8+140)
Fort +15; Ref +18; Will +18
Defensive Abilities channeling resistance +4, flowing mists, incorporeal; Immune undead

Offense
Speed 40 ft.
Space 30 ft.; Reach 0 ft.
Special Attacks spectral stampede (20d6 and prone, Will DC 27 partial)

Statistics
Str —, Dex 30, Con —, Int 11, Wis 19, Cha 25
Base Atk +15; CMB +33; CMD 66
Feats Defensive Combat Training, Dodge, Improved Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Great Fortitude, Iron Will, Lightning Reflexes, Run
Skills Knowledge (nature) +20, Perception +27, Sense Motive +27, Stealth +17

Ecology
Environment plains, forests
Organization solitary
Treasure none

Special Abilities

Flowing Mist (Su) Ghost buffalos dissolve into mists when they move, flowing across and around their enemy spaces without provoking attacks of opportunity. They can occupy the same space as other creatures, including enemies. When ghostly buffalos don't share their space with any corporeal creatures, they gain total concealment against attacks.

Mist Sight (Su) Ghost buffalos see through natural and magical fog, mist, and other weather effects without hindrance.

Spectral Stampede (Su) Ghost buffalos deal 20d6 points damage to all creatures within their space at the end of the buffalos' turn and knock corporeal enemies of Large or smaller size prone. A successful Will saving throw (DC 27) halves the damage and negates being knocked prone. The saving throw DC is Charisma-based. Casting spells (or similar actions that require intense concentration) while within ghost buffalos' space requires making a concentration check (DC 20+twice the spell level).


Ghost buffalos are spectral vestiges of great herds of aurochs, bison, cattle or other similar beasts. They haunt their old pastures, often scaring farmers and hunters away. They are rarely aggressive, only attacking those who hunted their kin in the past or are despoiling their habitat, though they might hurt those who come too close, disrupting local agriculture or animal husbandry.


2021-05-28

Fantasy NPC: Mad Cultist Of Void

   

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Mad Cultist Of Void

A silhouette clad in pure darkness dances across the floor lashing with a whip-sword.

CR 6; 1,600 XP
Undetermined corrupted human warrior 10
CE Medium Humanoid (human)
Init +7Senses normalPerception +12

Defense
AC 19, touch 15, flat-footed 16 (+4 armor, +2 deflection, +3 Dex)
hp 75 (10d10+20)
Fort +9, Ref +5, Will +5

Offense
Speed 30 ft.
Melee mwk urumi +13/+8 (1d8+2 plus void mark, 18–20/×2)
Special Attacks hungry void

Statistics
Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 12
Base Atk +10; CMB +12; CMD 25
Feats Acrobatic Steps, Combat Reflexes, Exotic Weapon Proficiency (urumi), Improved Initiative, Nimble Moves, Power Attack
Skills Acrobatics +13, Knowledge (planes) +11, Perception +12, Perform (dance) +11
Language Common, Aklo

Hungry Void (Su) As a swift action, Mad Cultist Of Void can conjure a rift occupying single square within within 60 feet that will last for 1d4 rounds. Each creature bearing one or more void marks is pulled 10 feet per mark toward each of hungry voids within 60 feet range. Creatures pulled into the void's space vanish and reappear 1d10 × 5 feet in a random direction from the void's location after the rift closes.

Void Mark (Su) All weapons wielded by Mad Cultist Of Void are treated as magical. Whenever they hit a corporeal creature, they leave a mystical glyph on the victim's body that lasts until triggered or removed with erase spell. Two marks are left on a confirmed critical hit.

Void Step (Su) Mad Cultist Of Void can step into any of hungry voids as a part of movement and emerge from any other hungry void rift.


Mad Cultist Of Void is a silent preacher, dancing the dance of oblivion that tells the story of inevitable end of all things and dissolution of reality into eternal nothingness.


2021-05-27

Fantasy NPC: Mad Cultist Of Blood

  

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Mad Cultist Of Blood

A man in courtly breastplate, wielding an elegant sword.

CR 5; 1,600 XP
Male corrupted human warrior 7
CE Medium Humanoid (human)
Init +2Senses normalPerception +9
Aura hemorrhage (60 ft. radius)

Defense
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 52 (7d10+14); bloody healing
Fort +7, Ref +4, Will +4

Offense
Speed 20 ft.
Melee mwk longsword +12/+7 (1d8+3 plus 1 bleed, 19–20/×2)
Special Attacks bloody weapon

Statistics
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Base Atk +7; CMB +10; CMD 22
Feats Combat Reflexes, Diehard, Endurance, Vital Strike, Weapon Focus (longsword)
Skills Diplomacy +7, Heal +9, Knowledge (nobility) +8, Perception +9
Language Common, Duc

Bloody Healing (Su) At the start of his turn, Mad Cultist Of Blood heals a number of hit points equal to the total value of bleed damage suffered by living creatures within 60 feet since the end of his previous turn. Mad Cultist Of Blood is aware of general position of creatures that suffered bleed damage since last turn within 60 feet.

Bloody Weapon (Su) Any weapon wielded by Mad Cultist Of Death inflicts 1 point of stacking bleed damage.

Hemorrhaging Aura (Su) All Heal checks within 60 feet to stop bleeding or stabilize dying are made with a –5 penalty. Magical healing stops bleed damage only if it heals hit points equal to twice or more the total value of bleed suffered by the victim.


Mad Cultist Of Blood is a callous and somber, though his insane obsession is cold and calculating. He believes in divinity of the blood itself, though he considers blood of beasts to be inferior than humanoid, and he thinks that blood of certain people is more precious, more pure in its divinity than the blood of others. He isn't exactly clear on the rules that rise some blood over others, though there seems to be a significant—albeit not complete—overlap with noble and royal blood.


2021-05-26

Fantasy NPC: Mad Cultist Of Beasts

 


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Mad Cultist Of Beasts

A dirty and dishelved silhouette moving with predatory grace. Her hands bear steel claws,stained with blood and rust.

CR 4; 1,200 XP
Female corrupted human warrior 6
CE Medium Humanoid (human)
Init +3Senses normalPerception +8

Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 39 (6d10+6)
Fort +7, Ref +5, Will +4

Offense
Speed 30 ft.
Melee dual-wielded mwk tekko-kagi +8 or +6/+6 (1d3+6 main, 1d3+3 off-hand)
Special Attacks savage shifting

Statistics
Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 10
Base Atk +6; CMB +8 (+10 disarm or sunder against swords and similar slender weapons); CMD 21
Feats Exotic Weapon (tekko-kagi), Power Attack (always used), Two-Weapon Fighting, Weapon Focus (tekko-kagi)
Skills Acrobatics +9, Climb +8, Knowledge (planes) +4, Perception +8, Survival +8
Language Common, Sylvan

Savage Shifting (Su) Mad Cultist Of Beasts can partially shapeshift every 1d4 rounds as a swift action gaining any two of the following features until the next shift: +20 feet enhancement to her speed, bite secondary natural attack (+4, 1d4+3 damage plus 1 bleed, Multiattack bonus feat), DR 5/silver, fast healing 2, ignore difficult terrain, low-light vision, or scent.


Mad Cultist Of Beasts is a feral and ferocious hunter, obsessively hunting any suitable prey she can track, two or four legged. She surely eats her animal prey, does she do that with her humanoid victim?


2021-05-25

Fantasy NPC: Mad Cultist Of Ice


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Mad Cultist Of Ice

A broad-shouldered bald man, with a sheath of pale frost contrasting with his dark skin. His breath condenses as a thin mist, leaving even more frost all around him.

CR 3; 800 XP
Male corrupted human warrior 4
CE Medium Humanoid (human)
Init +1Senses normalPerception +5

Defense
AC 15, touch 11, flat-footed 13 (+4 armor, +1 Dex)
hp 30 (4d10+8)
Fort +5, Ref +2, Will +2
Defensive Abilities glacial stomp; Resist cold 5

Offense
Speed 30 ft.; icewalker
Melee great axe +6 (1d12+3 plus 1d4 cold)

Statistics
Str 14, Dex 13, Con 14, Int 13, Wis 12, Cha 14
Base Atk +4; CMB +6; CMD 19
Feats Blind-Fight, Diehard, Endurance
Skills Climb +9, Intimidate +9, Knowledge (planes) +5, Perception +5
Language Common, Auran

Frozen Weapon (Su) Any weapon wielded by Mad Cultist Of Ice is infused with frost, dealing 1d4 point of bonus cold damage on hit.

Glacial Stomp (Su) Once every 1d4 rounds, Mad Cultist Of Ice can take a swift action to gain 2d6 temporary hit points. When he does that, ground within 30 feet covers with ice becoming difficult terrain for 1 round.

Icewalker (Ex) Mad Cultist Of Ice ignores difficult terrain and skill penalties caused by ice, snow, and other cold-based environmental hazards


Mad Cultist Of Ice desires nothing less than spread of absolute winter, unexpected cold snaps, and freezing winds. No less insane than Mad Cultist Of Fire and Mad Cultist Of Storm, this one seems to be more aware of own oddity and revels in it, awaiting coming of eternal cold.


2021-05-24

Fantasy NPC: Mad Cultist Of Storm

      

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Mad Cultist Of Storm

A tall lean woman wearing padded tunic. Her hair are tied into messy braids, crackling with power as she lashes them around in her frantic movement.

CR 2; 600 XP
Female corrupted human warrior 3
CE Medium Humanoid (human)
Init +7Senses normalPerception +3

Defense
AC 14, touch 13, flat-footed 13 (+1 armor, +3 Dex)
hp 19 (3d10+3)
Fort +4, Ref +4, Will +1
Resist electricity 5

Offense
Speed 30 ft.
Melee dual-wielded mwk light hammers +6 or +4/+4 (1d4+2 plus 1 electricity)
Ranged thrown light hammer +6 or +4/+4 (1d4+2 plus 1 electricity)
Special Attacks crackling weapon, thunder charge

Statistics
Str 14, Dex 16, Con 12, Int 13, Wis 10, Cha 14
Base Atk +3; CMB +5; CMD 18
Feats Dual Slice, Improved Initiative, Two-Weapon Fighting
Skills Acrobatics +6, Intimidate +8, Knowledge (planes) +4, Perception +3
Language Common, Auran

Crackling Weapon (Su) Any weapon wielded by Mad Cultist Of Storm is infused with lightning aura dealing 1 point of bonus electricity damage on hit and emanating dim light within 10 feet. They are tethered to her hands by lightning leashes and return to her grip at the end of her turn when thrown, dropped, or disarmed.

Thunder Charge (Su) Mad Cultist Of Storm charges with the might of thunder itself, ignoring difficult terrain and striking with both weapons. Anyone hitting the Mad Cultist with an attack of opportunity provoked by her charge suffers 1d4 points of electricity damage.


Another victim to the elemental insanity, Mad Cultist Of Storm was imbued with crackling speed of lightning. Is the alien power that touched her the same as the one that empowered Mad Cultist Of Fire, or is there more mad elemental gods turning their inscrutable attention to the mortal planes?


2021-05-23

Fantasy NPC: Mad Cultist Of Fire

     

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Mad Cultist Of Fire

A tall, thin man wearing scorched leather apron with spots of ash. The mace he wields glows with an erie flames, matching his eyes.

CR 1; 400 XP
Male corrupted human warrior 2
CE Medium Humanoid (human)
Init +2Senses normalPerception +2

Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15 (2d10+4)
Fort +5, Ref +2, Will +0
Resist fire 5

Offense
Speed 30 ft.
Melee heavy mace +2 (1d8 plus 1 fire)
Ranged scorching ember +4 touch (2d4 fire plus 2 fire splash)
Special Attacks fiery weapon

Statistics
Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 16
Base Atk +2; CMB +2; CMD 14
Feats Diehard, Endurance
Skills Climb +5, Intimidate +8, Knowledge (planes) +4, Perception +2, Spellcraft +4
Language Common, Ignan

Fiery Weapon (Su) Any weapon wielded by Mad Cultist Of Fire is infused with fiery aura dealing 1 point of bonus fire damage on hit and emanating dim light within 10 feet.

Scorching Ember (Su) Mad Cultist Of Fire can conujre and throw a burning ember once every 1d4 rounds as a standard action, using it as a thrown splash weapon with range increment of 10 feet that deals 2d4 points of fire damage on a direct hit and 2 points of fire damage in a 5 ft. splash. If Mad Cultist Of Fire misses and the scorching ember lands on an empty square or when he deliberately targets an empty square, he teleports to the square struck and becomes confused for 1 round.


Mad Cultist Of Fire's mind and body were touched by an alien power of flames and destruction, imbuing him with strange abilities and rampant lunacy.

Is he the only one? Are there more like him? Is the alien insanity contagious, or is the strange entity that imbued him offering something that can appeal to mortal beings? Is his appearance the start of the elemental apocalypse or merely a symptom of something even weirder?


2021-05-16

Fantasy Monster: Masterless Sword

      

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Masterless Sword
A bastard sword hovers in the air, surrounded by a purple aura. Glowing crimson sigils dance upon its blade.

CR 1; XP 400
N Small Construct
Init +0; Senses blindsight 30 ft.; Perception +0

Defense

AC 12, touch 12, flat-footed 11 (+1 dodge, +1 size)
hp 15 (1d10+10)
Fort +1, Ref +1, Will +1
Defensive Abilities all-around vision, defensive fighting; Immune construct traits

Offense
Speed fly 20 ft. (perfect)
Melee bastard sword +2 (1d10+1)
Special Attacks whirlwind slash
Spell-Like Abilities (CL 1st, concentration +1)
Constant—magic weapon, resistance

Statistics
Str 10, Dex 10, Con —, Int —, Wis 11, Cha 1
Base Atk +1; CMB +0; CMD 10 (can't be tripped or sundered)
Feats HoverB
Skills Fly +10

Ecology
Environment urban, ruins
Organization solitary, pair, storm (3—12)
Treasure mwk bastard sword

Defensive Fighting (Ex) A masterless sword strikes as if it was used by a wielder in defensive stance, getting constant –1 penalty to attack rolls and +1 dodge bonus to AC (already included in the stat-block).

Whirlwind Slash (Ex) As a full-round attack, a masterless sword can make a single attack against each creature within 10 feet, as if using a combination of Lunge and Whirlwind Attack feats. After finish the whirlwind slash, the masterless sword suffers –2 penalty to its AC until the start of its following turn and is dazed for 1 round.


A masterless sword is a mystical force animating a masterwork sword. They might be results of flawed attempts at creation of dancing weapons, vengeful weapons of fallen warriors, or haunting forces guarding haunted places. The latter particularly often ignore other denizens of the guarded place while actively pursuing intruders.

All the attacks against a masterless sword are absorbed by the animating force, which dissipates when reduced to 0 hit points, leaving the weapon itself undamaged afterwards.

The leftover weapon gives +2 bonus to check made to craft it into a magical weapon, though it also has 25% chance of developing weird quirks and 1% chance of spontaneously manifesting a sentience.

Masterless shortswords (CR 1/2) are Tiny and have AC 13, 5 hp, attack bonus of +3, and deal 1d6+1 points of damage.


2021-05-09

Fantasy Monster: Dapper Golem

     

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Golem, Dapper
This sizeable constructed man wears a monocle and a fancy hat. The rest of its dapper attire is mererly painted on its bulbous body.

CR 10; XP 9,600
N Large Construct
Init +0; Senses darkvision 60 ft., low-light; Perception +18

Defense

AC 24, touch 12, flat-footed 24 (+3 deflection, +12 natural, –1 size)
hp 121 (14d10+44)
Fort +9, Ref +9, Will +13
Defensive Abilities proper style; DR 10/adamantine; Immune construct traits, magic

Offense
Speed 20 ft.
Melee 2 slams +18 (4d6+5 plus push, 19–20/×2)
Space 10 ft.; Reach 10 ft.
Special Attacks push (clam, 5 ft.)

Statistics
Str 20, Dex 10, Con —, Int 13, Wis 19, Cha 13
Base Atk +14; CMB +20; CMD 30
Feats Critical Focus, Great Fortitude, Improved Critical (slam), Lightning Reflexes, Staggering Critical, Toughness, Vital Strike
Skills Diplomacy +15, Perception +18, Sense Motive +18
Languages Common and one another

Ecology
Environment urban, ruins
Organization solitary, pair, club (3—6)
Treasure standard

Immunity To Magic (Ex) A dapper golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
  • Charms cause a dapper golem to spend one round adjusting its appearance and clearing its monocle. Once a dapper golem was affected in that way, it becomes immune to this effect for 2d6 rounds.
Proper Style (Su) A dapper golem has +3 deflection bonus to AC and +3 resistance bonus to its saving throws. It remains clean and neat as if it kept using prestidigitation to maintain quality of its appearance.


Dapper golems are constructs designed with maintenance of properly civilized decorum, while remaining a powerful, if adequately restrained presence.

Construction
A dapper golem body is made of 4,000 pounds of brass, iron, and other metals, costing at least 5,000 gp.

Dapper Golem
CL 12th; Price 125,000 gp.
Requirement Craft Construct, eagle's splendorgeas/quest, limited wish, tongues


2021-05-02

Fantasy Monster: Three-Eyed Serpent

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Three-Eyed Serpent

A small, pale snake with two milky-white eyes, and a third, amber-colored eye in the middle of its forehead.

CR 1; XP 400
N Tiny Magical Beast
Init +2; Senses darkvision 60 ft., low-light vision, thoughtsense 30 ft.; Perception +10

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 15 (2d10+4)
Fort +5; Ref +5; Will +3

Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +2 (1d3–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks mind venom (Will DC 12, 1d4+1 damage or +1 bonus)

Statistics
Str 6, Dex 14, Con 14, Int 11, Wis 13, Cha 13
Base Atk +2; CMB +2; CMD 10 (can't be tripped)
Feats Iron Will
Skills Acrobatics +10, Climb +10, Perception +10, Stealth +14, Swim +10; Racial Modifiers +4 Acrobatics, +4 Perception, modifies Climb and Swim with Dexterity
Languages understands Aklo and Draconic; limited telepathy 30 feet

Ecology
Environment any warm
Organization solitary, pair
Treasure none

Special Abilities

Limited Telepathy (Su)
 A three-eyed serpent can communicate simple ideas telepathically to a single creature within 30 feet.

Mind Venom (Su) A three-eyed serpent can focus gaze of its third eye on a single creature within 30 feet as a full-round action, filling its mind with glimpses of imagery either terrible or insightful, dealing 2d4 points of damage on a failed Will saving throw (DC 12) or granting a  +1 competence bonus to a single attack roll, saving throw or skill check made before the beginning of the serpent's next turn if the save is successful. This is a mind-affecting divination effect. The saving throw DC is Charisma-based.


Three-eyed serpents are a rare breed of magical snakes with a touch of oracular abilities, reminescent of, though much more limited, ancient great serpentine oracles—channeled through the gaze of its third eye.

A three-eyed serpent can become an improved familiar (minimum caster level 3rd). When it uses its mind venom on its master, the master can apply the bonus to caster level of any divination spell or spell-like ability being used at that time.