2021-09-26

Fantasy NPC: The Royal Sword Of Broken Justice

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The Royal Sword Of Broken Justice

A tall figure with a blank grey mask instead of face, with trailing cracks resembling tears. The muscular androgynous body is only covered with a sash wrapped around the loins.

CR 10; 9,600 XP
LN Medium Outsider (archon, native)
Init +8Senses darkvision 60 ft., low-light vision, track markPerception +18
Aura of menace (20 ft.)

Defense
AC 24, touch 19, flat-footed 19 (+4 deflection, +4 Dex, +1 dodge, +5 natural)
hp 126 (12d10+5); regeneration 5 (chaotic)
Fort +12, Ref +13, Will +9; +4 vs. poison
DR 10/chaotic; Immune electricity, petrification

Offense
Speed 30 ft., fly 60 ft. (average)
Melee +1 greatsword +18/+13/+8 (2d6+7, 17–20/×2)
Ranged 3 scorching rays +16 touch (4d6 fire)
Special Attacks execute mark, royal sword
Spell-Like Abilities (CL 12th, concentration +14)
Constant—shield of faith
At Will—dimensional anchorscorching ray

Statistics
Str 18, Dex 18, Con 16, Int 15, Wis 17, Cha 13
Base Atk +12; CMB +16; CMD 35
Feats Dodge, Improved Critical (greatsword), Improved Reflexes, Iron Will, Lightning Reflexes, Weapon Focus (greatsword)
Skills Acrobatics +19, Fly +19, Knowledge (nobility) +17, Knowledge (planes) +17, Perception +18, Sense Motive +18, Stealth +19, Survival +18
Language Abyssal, Celestial, Common, Draconic, Infernal; truespeech

Aura Of Menace (Su) All hostile creatures within 20 feet of The Royal Sword Of Broken Justice fighting or being angry have to succeed a Will saving throw (DC 19) or suffer –2 penalty to attack rolls, AC, and saves for 24 hours or until they successfully hit The Royal Sword. Creatures that resisted or broken the effects remain immune to this aura for the next 24 hours. The saving throw DC is Charisma-based and includes +2 racial bonus.

Execute Mark (Su) Against the mark condemned to death by a royal decree, The Royal Sword Of Broken Justice increase critical hit multiplier of all attacks by 1. When The Royal Sword delivers a killing blow to the mark, it counts as a death effect.

Royal Sword (Su) The Royal Sword Of Broken Justice can manifest and dismiss their sword as a free action, even if it was removed from their grasp, damaged, or destroyed. It acts as a +1 greatsword that counts as lawful and good weapon.

Track Mark (Su) The Royal Sword Of Broken Justice has a vague sense of the direction and the distance to the mark condemned to death. The Royal Sword also gets +10 bonus to Perception and Survival checks made to find traces, trail, and track the mark.


The Royal Sword Of Broken Justice bore a different name when they were called from the higher realms to justly execute a traitorous kin of the monarch... The name that was taken away from them, along with most of their celestial nature when they succeeded... For the alleged treason was a lie. The one who ordered the death was the villain and a tyrant who tricked The Royal Sword to shed royal blood in his place.

That act of the injustice broke The Royal Sword, in mind, body, and spirit, severing them from the heavens. To protect their own shattered sense of self, The Royal Sword took a new name, and a new purpose—instead of serving abstract justice, The Royal Sword became mere executioner of royal verdicts, pushing away the responsibility of ensuring that the sentences are just.

The Royal Sword Of Broken Justice only pursues marks when the proper decorum is followed—the mark must be condemned to death by a monarch in writing, with the document bearing royal seal handed to The Royal Sword together with a piece of clothing or jewelry that was worn by the target. The Royal Sword only accepts a single mark at a time, until the target is dead or pardoned, or the physical document—which The Royal Sword always carries—is destroyed. If the document is stolen, The Royal Sword suspends their mission focusing on recovery of the document no matter the costs, being able to track it as if it was the mark.

The Royal Sword Of Broken Justice flies by manifesting a pair of wings of light and fire that only exist when the fallen archon wishes, vanishing otherwise.


2021-09-19

Fantasy NPC: Xebhur Galorim, The Royal Poison-Taster

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Xebhur Galorim, The Roayl Poison-Taster

An elegantly-clad gentleman sporting the most fashionable beard trim, and multiple black horns that suitably fit his crimson skin.

CR 8; 4,800 XP
LE Medium Outsider (devil, evil, lawful)
Init +7Senses darkvision 60 ft., scent, see in darknessPerception +15

Defense
AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
hp 95 (10d10+40); regeneration 5 (good or silver)
Fort +12, Ref +12, Will +7
Defensive Abilities bound to serve; DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 19

Offense
Speed 30 ft.
Melee 2 claws +16 (1d4+6) and stinger +14 (1d3+4 plus nauseating shock)
Space 5 ft.; Reach 5 ft. (10 ft. with the stinger)
Special Attacks nauseating shock (DC 18, nausea for 1d4 rounds)
Spell-Like Abilities (CL 12th, concentration +14)
Constant—greater magic fang
At Will—word of recall (random spot within 10 feet and the line of sight of the royal throne or the royal crown)

Statistics
Str 16, Dex 16, Con 16, Int 19, Wis 17, Cha 15
Base Atk +10; CMB +13; CMD 26
Feats Combat Reflexes, Improved Initiative, Multiattack, Power Attack, Toughness
Skills Bluff +15, Craft (alchemy) +17, Diplomacy +15, Heal +15, Knowledge (nobility) +17, Knowledge (planes) +17, Perception +15, Profession (food-taster) +15, Sense Motive +15, Stealth +16
Language Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ sweet taste of poison

Bound To Serve (Ex) Xebhur Galorim is bound by powerful spells to protect the throne and the crown, and whoever happens to be current ruler by sitting on the throne and bearing the crown. Any magical charms and compulsions that would force Xebhur to betray the conditions of his servitude automatically fail. When Xebhur is within the line of sight of the throne or the crown he is bound to serve, he is not treated as an extraplanar creature and can't be dismissed nor banished. When Xebhur Galorim is adjacent to his designated ward (someone wearing the crown or sitting on the throne), and the ward is subject to an attack or a hostile effect, Xebhur can take an immediate action to visibly protect the ward granting +2 profane bonus to AC and saving throws until the beginning of Xebhur's next turn.

Nauseating Shock (Ex) Xebhur Galorim's second tongue ends with a vicious barb that can be used as a secondary melee weapon with 10 feet reach. Living creature injured by Xebhur's stinger becomes nauseated for 1d4 rounds on a failed Fortitude saving throw (DC 18), which could be possibly used to purge ingested poisons immediately after their consumption. This is a pain effect. The saving throw DC is Constitution-based.

Sweet Taste Of Poison (Su) Xebhur Galorim can sense general presence of exposed poison within 10 feet with his scent. With a taste, he can make Craft (alchemy) check to identify it.


Xebhur Galorim is a devil that was called and bound to serve the throne and the crown generations ago. The court magician who managed to do that was mighty and cunning indeed, for the bindings remain in effect longer than the original dynasty—a change that, Xebhur is always quick to point out, happened within the boundaries set by the terms of his service. It's hard to discuss that, though, for the terms of his service remain confidential—the binder and the original dynasty knew them but did not passed them further and he is not allowed to divulge them. Of the many speculations a few things are almost certain by now—Xebhur can't seriously harm the one who wears the crown or sits on the throne, nor allow others to injure or poison that person—though the binder remembered to make an exception for medical necessities. It's quite certain that he is not obliged to protect kinfolk of his ward, which led to development of a custom that the monarch's closest family members share their food with the monarch. He doesn't have to stick to the monarch's side all the time, but can't refuse explicit requests to accompany the monarch, and can't stay away from the monarch or the throne for long—he has tendency to come and go in casual circumstances—always asking for the monarch's permission to leave (it might be simply a matter of etiquette and not actual term of his services), though he appears to be obliged to attend the monarch during feasts, audiences, and public ceremonies.

Xebur Galorim seems to enjoys his service most of the time. He is a renowned connoisseur of poisons of all kinds, and loves to learn of exotic ones. He even goes as far as to advice courters about the proper use of poison against their rivals and enemies, though his further discretion might need to be bought with a deal or two. He also finds surrounding courtly intrigues cute and endearing affairs, and enjoys the immunity his courtly position gives him from paladins and other servants of good.


2021-09-12

Fantasy NPC: Peeping Hob

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Peeping Hob

A distorted figure made of translucent ectoplasm, composed mostly of large head with big eyes and rather stupid smile, followed by comically undersized torso. His limbs extends into indistinct trails of smoke.

CR 2; 600 XP
CN Medium Undead (augmented human, incorporeal)
Init +1Senses darkvision 60 ft.Perception +5

Defense
AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex, )
hp 13 (3d6+3)
Fort +2, Ref +2, Will +0
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +2 (2d6)

Statistics
Str —, Dex 13, Con —, Int 13, Wis 9, Cha 13
Base Atk +1; CMB +1; CMD 13
Feats Hover, Run, Skill Focus (Stealth)
Skills Fly +9, Knowledge (local) +4, Perception +5, Stealth +6
Language Common, Duc
SQ nocturnal existence

Nocturnal Existence (Ex) Peeping Hob exist only at night. He ceases to be during the daytime, only returning when the sky turns dark again, free of any effects with duration shorter than 1 day or longer and with full hit points. During the day, he can't be targeted by spells and effects.


Peeping Hob was too lazy to be a real nuisance in his life, and he is too lazy to be a real menace after death. He was an unskilled laborer, living day to day, shirking work when he could, and spending his nights peeping on others, especially favoring watching the more... Racy situations. That was his vice, and that was the cause of his death—one day a sorceress caught him spying on her and started uttering a terrible curse. This scared him to death... Both metaphorically and literally, for in his bout of panic he fell from the roof while running away.

Instead of passing away, he stick around—not that it was his conscious choice, it just sort of happened (or maybe the curse caught with him), but he found it to be a change for better, at least for him. Without stomach to feed, he no longer needs to earn his living, and peeping on others was never as easy as is now.

He is not really bad, and he occasionally feels a bit ashamed of what he is doing but he is not going to stop (though a particularly harsh berating might get him to avoid particular target of interest for a few days). He could be possibly convinced to share some insight on the local denizens and events, or even to spy on someone with promises of particularly risque performances and other mild naughtiness.

Some folks might want him gone—because they are tired of his peeping, or maybe because he saw things he shouldn't and they want to keep them secret, no matter the costs.


2021-09-05

Fantasy NPC: Eik Stavsson

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Eik Stavsson

A sturdy young oak tree... With a pair of gem-like eyes and a wide smile-like crack in its bark.

CR 5; 1,600 XP
NG Large Plant
Init –1Senses low-light visionPerception +16

Defense
AC 18, touch 9, flat-footed 18 (–1 Dex, +10 natural, —1 size)
hp 55 (10d8+10)
Fort +8, Ref +4, Will +8
Defensive Abilities hide in plain sight, immobile; Immune plant traits

Offense
Speed 0 ft.
Melee 3 slams +10 (1d6+3)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th, concentration +13)
Constant—speak with animals, speak with plants
At Will—analyze dweomercommune with birds, goodberry (acorns, spoil an hour after being picked off), greater teleport (only within the boundaries of the same forest, self and 50 lbs. of gear and Tiny or smaller animal, fey, and vermin inhabiting his crown)

Statistics
Str 16, Dex 8, Con 12, Int 15, Wis 17, Cha 13
Base Atk +7; CMB +11; CMD 20 (can't be tripped or moved)
Feats Blind-Fight, Combat Casting, Iron Will, Lightning Reflexes, Weapon Focus (slam)
Skills Knowledge (arcana) +15, Knowledge (nature) +15, Perception +16, Spellcraft +15, Stealth –1 (+19 when hiding in plain sight by pretending to be a tree); Racial Modifiers +20 Stealth when pretending to be a mundane tree
Language Common, Druidic, Elven, Sylvan
SQ grow magic branches

Grow Magic Branches (Ex and Sp) Eik can spend his time growing parts of himself into magical items—wands, staves, rods, wooden weapons, and some other magic items made from extended pieces of wood. It works exactly as using corresponding item creation feat, with the creation cost taking form of exotic fertilizers, strange cuttings, and magical waters. Because of his inherent magical nature, Eik can provide common druidic and wizard spells for staves and wands, though he might have access to more exotic spells as well. Staves, rods, weapons, and other permanent items Eik creates have 10% chance of developing intelligence.

Hide In Plain Sight (Ex) Eik can hide in plain sight while in forest or other places where a tree could reasonably stand by simply standing still and pretending to be a tree.

Immobile (Ex) Eik can't physically move nor be moved by external forces short of those capable of unrooting a healthy tree. He can teleport between various spots within boundaries of the same forest he is currently living in. When moving in this way, he doesn't leave a hole in the ground - probably teleporting displaced earth back into his old location. When he is teleported by outside forces, he always arrive safely rooted in the new environment.


Eik Stavsson is a young but strong oak tree that grew from a sapling that sprouted from a broken magical staff, which may had been a destroyed artifact...

His inherently magical nature expressed itself as an array of mystical abilities, including the capacity of imbuing pieces of itself with varied magical properties. He occasionally trades them for exotic and novel fertilizers, providing services to his forest, and to help those in need—though he is a bit naive about wider world and can be occasionally exploited by unscrupulous adventurers, as long as they don't push too far.

His crown is inhabited by a number of intelligent (Int 8–16) animals, fey, and vermin, including at least one squirrel, raven, and a serpent, as well as a pair of grumpy owls. There might also be a spider or two somewhere among the branches. They bicker with each other, and might occasionally mock Eik, but they have his (and their own) best interest in mind, and might see past ruse to exploit Eik's generosity and take adequate actions.