2021-06-27

Fantasy Monster: Etherslime

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Etherslime

A floating blob of luminescent green goo that vanishes and reappears unpredictably.


CR 7; XP 3,200
N Medium Ooze
Init +5; Senses blindsight 60 ft.; Perception +14

Defense
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 54 (10d8+40)
Fort +7; Ref +8; Will +7
Defensive Ability ethereal blinking; Immune ooze traits

Offense
Speed fly 30 ft. (perfect)
Melee 3 tentacles +12 (1d8+5, 18–20/×2 plus dissolution)
Space 5 ft.; Reach 15 ft.

Statistics
Str 20, Dex 20, Con 18, Int —, Wis 19, Cha 1
Base Atk +7; CMB —; CMD —
Skills Fly +13, Perception +14; Racial Modifier +10 Perception

Ecology
Environment ruins
Organization solitary, pair
Treasure incidental

Special Abilities


Dissolution (Su)
 When an etherslime confirms a critical hit against creature struck with a tentacle attack, the target seemingly dissolves into ectoplasmic goo, being forcibly pulled to ethereal plane for 1d4+1 rounds. If the creature dies while on Ethereal Plane, its body remains there, dissolving into ethereal plasm over the next 1d4 days.

Ethereal Blinking (Su) An etherslime phases between the Material and Ethereal Planes randomly, gaining all the benefits of a constant blink spell.


Etherslimes are predatory tangles of ectoplasm that vibrate between corporeal and ethereal frequencies. They are occasionally followed by other etheric creatures that take an opportunity to attack victims temporarily pulled onto the Ethereal Plane by etherslime's dissolution ability.


2021-06-20

Fantasy Monster: Shatterbone

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Shatterbone

A misshapen cadaver floats in the air, its limbs twisted in impossible ways, its skin a single terrible bruise.

CR 12; 19,200 XP
NE Medium Undead
Init +14; Senses darkvision 60 ft.; Perception +22

Defense
AC 27; touch 26, flat-footed 16 (+5 deflection, +10 Dex, +1 dodge, +1 natural)
hp 168 (16d8+96)
Fort +10; Ref +15; Will +15
Defensive Abilities amorphous, channeling resistance +4; DR 10/piercing and magic; Immune falling damage, undead

Offense
Speed fly 30 ft. (perfect)
Special Attacks fear of falling (DC 23), killing fall (10d6 and prone, Will DC 23 negates)

Statistics
Str 10, Dex 30, Con —, Int 11, Wis 17, Cha 21
Base Atk +12; CMB +12; CMD 37
Feats Defensive Combat Training, Dodge, Hover, Improved Initiative, Iron Will, Mobility, Toughness, Wingover
Skills Fly +37, Perception +22, Sense Motive +22, Stealth +29

Ecology
Environment any
Organization solitary
Treasure standard

Special Abilities

Fear Of Falling (Su)
 A shatterbone can place a curse on a single creature within 60 feet as a swift action. On a failed Will saving throw (DC 23) the target gains vulnerability to falling damage increasing all damage from falling (including killing fall ability) by 50% and suffering –10 penalty to Acrobatics and Fly checks. Additionally, whenever the character falls while affected by a feather fall spell or similar effect, the curse attempts to dispel or suppress effect as if a greater dispel magic (CL 16th) was used. This is a curse effect. The saving throw DC is Charisma-based.

Killing Fall (Su) A shatterbone can psychokinetically share the moment of its demise with a single target within 60 feet as a standard action. On a failed Will saving throw (DC 23) the target suffers 10d6 points of falling damage and drops prone (falling to the ground if flying). Target that is already prone becomes stunned for 1d4 rounds as well. Target that is already stunned suffers maximum damage. The saving throw DC is Charisma-based.


Shatterbones are remnants of mighty people who died falling from great heights, with all of their bones and their organs crushed by the impact. Now, they share the experience of their death with the living, especially those who were responsible for the shatterbone's death, crossed it in life, or for myriad other reasons, justified or petty. They are particularly hateful of mortals using unnatural means of flying.


2021-06-13

Fantasy Monster: Spider-Horse

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Spider-Horse

An eight-legged, many-eyed horse.

CR 6; XP 2,400
N Large Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +13

Defense
AC 19, touch 15, flat-footed 13 (+6 Dex, +4 natural, –1 size)
hp 59 (7d10+21)
Fort +8, Ref +11, Will +5
Defensive Abilities all-around vision

Offense
Speed 40 ft., climb 40 ft.
Melee bite +12 (1d8+9 plus 2d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attack well-timed kick (+12, 1d6+6)

Statistics
Str 22, Dex 22, Con 16, Int 2, Wis 17, Cha 11
Base Atk +7; CMB +14; CMD 30 (42 vs trip)
Feats Combat ReflexesB, Endurance, Nimble Moves, Run, Vital Strike
Skills Perception +13

Ecology
Environment plains, forest, mountains
Organization solitary, pair, or a herd (3–8)
Treasure none

Well-Timed Kick (Ex) Spider-horse always uses its powerful legs to deliver attacks of opportunity dealing 1d6+6 points of damage with a +12 attack bonus and ignoring concealment miss chance on attacks of opportunity. It also gains Combat Reflexes as a bonus feat.


Spider-horses are equine-like creatures with eight, weirdly twisting legs, and definitely too many eyes. Despite their exotic appearance, they are not far off from regular horses in their behavior, being chummy, curious, with penchant for running around and an occasional mischievous streak. The way they move is often disconcerting to those who watch it, though, somehow combining grace of a horse with a skittering of a spider.

They feed on soft plants, mostly, though they will happily munch on small animals and insects. When in forest, they might strip a tree off its bark and suck resin and juices out of it.

Spider-horses can be tamed, though it's an extended effort and they tend to remain definitely unruly and willful mounts despite the best training.


2021-06-06

Fantasy Monster: Dire Dandelion

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Dire Dandelion

An enormous dandelion spreads its spores across the land.

CR 10; XP 9,600
N Gargantuan Plant
Init +6; Senses low-light vision; Perception +24

Defense
AC 24, touch 8, flat-footed 22 (+2 Dex, +16 natural, –4 size)
hp 130 (20d8+40)
Fort +14, Ref +8, Will +9
Defensive Abilities all-around vision, bleeding white; Immune plant traits

Offense
Speed 40 ft.
Melee 3 slams +18 (2d6+7)
Space 20 ft.; Reach 10 ft.
Special Attacks floating seeds

Statistics
Str 24, Dex 15, Con 14, Int 1, Wis 12, Cha 9
Base Atk +15; CMB +26; CMD 43 (51 vs trip)
Feats Acrobatic Steps, Blind-Fight, Combat Reflexes, Defensive Combat Training, Diehard, Endurance, Improved Initiative, Iron Will, Nimble Moves, Vital Strike
Skills Perception +24

Ecology
Environment plains
Organization single, pair, or a lawn (3–20)
Treasure herbal ingredients that can be retrieved by an alchemist, a herbalist, or a healer.

Bleeding White (Ex) A dire dandelion extrudes a white rubbery substance when cut deeply, coalescing over the wound. After a dire dandelion suffers bleed damage, it gains 2d6 temporary hit points, and the bleeding ends.

Floating Seeds (Ex) A dire dandelion can fire 1d4+1 seeds as a full round action, aiming each at a different intersection of squares within 60 feet. Each seed veers 1d4 × 5 feet away in a random direction from their intended destination, similar to a missed splash weapon. Each seed then releases a cloud of irritant, dealing 3d6 points of damage and making breathing creatures within 5 feet sneeze. A successful Reflex saving throw (DC 19) halves the damage and negates sneezing. A sneezing creature suffers –2 penalty to attack rolls, skill checks, and AC, and has to make concentration checks to cast spells and complete other actions that require comparable level of focus for 1d4 rounds. Both the damage and sneezing are poison effect. The saving throw DC is Charisma based. Strong wind can influence the direction and distance of a seed's final landing spot and grant bonus to saving throws against their effects.


Dire dandelions are towering plants that grow quickly in the spring and summer, spreading their seeds over grasslands to a great discomfort and hindrance of humanoids and animals.