2021-10-31

Fantasy NPC: The Unborn Prince

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The Unborn Prince

This young man could be considered handsome, if he wasn't ghostly-pale and translucent, floating through the night air. His attire eerily resembles what the royal heir recently wore in the court.

CR 6; 2,400 XP
CE Medium Undead (augmented human, incorporeal)
Init +8Senses darkvision 60 ft.Perception +12

Defense
AC 19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1 dodge)
hp 66 (7d8+35)
Fort +6, Ref +6, Will +9
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee 2 withering touches +11 incorporeal touch (3d6 or pain)
Special Attacks petty tyrant

Statistics
Str —, Dex 18, Con —, Int 13, Wis 15, Cha 19
Base Atk +5; CMB +5; CMD 24
Feats Dodge, Improved Initiative, Iron Will, Toughness
Skills Fly +22, Intimidate +14, Knowledge (nobility) +11, Perception +12, Stealth +14
Language Common, Duc
SQ royal blood

Petty Tyrant (Su) As a swift action the Unborn Prince can issue a command to a living creature that swore oaths of loyalty to the crown and the king. Once the target fails or refuses to fulfil the command (even if the command is impossible to fulfil), The Unborn Prince can take a standard action to inflict 3d6 points of damage to the victim. He has to issue a new command, or renew the old one, before he can inflict the damage again. This ability requires a line of sight to issue the order or inflict the damage. This lingering threat ends 24 hours after the command was issued. This is a language-dependent curse effect.

Rejuvenation (Su) The Unborn Prince can't be killed permanently, like a ghost returning to unlife 2d4 days after being reduced to 0 hit points, as long as the other twin lives...  The Unborn Prince feels the pain suffered by his twin sibling, and any injuries suffered currently by the twin appear on The Unborn Prince's spectral body as bloodless scars.

Royal Blood (Ex) The Unborn Prince treats Knowledge (nobility) as a class skill. He is considered to be bearer of the royal blood (despite being incorporeal undead) for the purpose of magical effects keyed to his family and royalty in general, particularly various wards and mystical defenses of the royal palace.

Withering Touch (Su) The Unborn Prince's touch withers the flesh of the living dealing damage on touch, except to the people sharing the royal blood (legitimate or not). The later suffer intense pain that nauseates them for 1d4 rounds on a failed Fortitude saving throw (DC 17) but suffer no damage. After succeeding the saving throw, the target becomes immune to the pain for 24 hours. This is a pain effect. The saving throw DC is Charisma-based.


The Unborn Prince is the twin sibling of the royal heir that died during their birth—and blaming the surviving twin for the death and supposed usurpation—for surely, the Unborn Prince was the firstborn, accepting no claims to the contrary.

Despite being dead, The Unborn Prince growth followed the living twin, first being a mere ghostly sibling, bearing just a hint of malice, but slowly, as both siblings learned about the duties and privileges of the royalty, he grew envious, bitter, and angry over what he perceived as stolen heritage.

Now, he roams the darker parts of the royal palace, tainted by betrayals, murders, and other evil acts driven by desire for power and prestige, occasionally lashing at the servants and courtiers, and seeking a way to regain his rightful birthright. Of course, he is far from being completely sane or stable, and will definitely not trust anyone to let oneself be destroyed for purpose of magical revival. His feebly corporeal remains completely decayed into dust anyway. Still, some more unsavory nobles might wish to utilize The Unborn Prince in some way in their courtly intrigues, if they learn how to handle him without sparking his ire.


2021-10-29

Fantasy Monster: Wight-Chieftain

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Wight-Chieftain

A tall skeletal figure in once splendid clothing and ancient jewelry.

CR 6; 2,400 XP
CE Medium Undead
Init +8; Senses darkvision 60 ft.; Perception +15
Aura mantle of grave chill (60 ft.)

Defense
AC 19; touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 75 (10d8+30)
Fort +6; Ref +9; Will +9
Defensive Abilities channeling resistance +4; Immune undead traits

Offense
Speed 30 ft.
Melee +1 returning spear +12/+7 (1d8+7, 20/×3) or 2 slams +11 (1d4+4 plus 1d6 cold)
Ranged +1 returning spear +12 (1d8+7, 20/×3)
Special Attacks follow the bloodied shaft, piercing sweep
Spell-Like Abilities (CL 12th, concentration +13)
At Will—communal phantom steed

Statistics
Str 18, Dex 18, Con —, Int 13, Wis 15, Cha 17
Base Atk +7; CMB +11; CMD 25
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Nimble Moves
Skills Intimidate +16, Knowledge (royalty) +11, Perception +15, Ride +17, Sense Motive +15
Languages Common, or any appropriate ancient language

Ecology
Environment ruins, underground
Organization solitary or accompanied by assorted retinue of lesser wights
Treasure double standard

Special Abilities

Follow The Bloodied Shaft (Su) After dealing damage to a living creature with a spear attack, a wight-chieftain can teleport to a square adjacent to the target as a free action, regaining the proper grip on the weapon if it was thrown.

Mantle Of Grave Chill (Su) A wight-chieftain is surrounded by an aura of unearthly cold, numbing body and soul. Creatures within 60 feet reduce their cold resistance by 10 and suffer –2 penalty to saving throws and Constitution-based ability checks made to resist death, despair, exhaustion, fatigue, fear, and sleep effects.

Piercing Sweep (Ex) After hitting a Medium or smaller corporeal creature with a melee spear attack, a wight-chieftain can attempt a free reposition combat maneuver that doesn't provoke attacks of opportunity.


A wight-chieftain is an ancient warleader or a king, bound by greed and dark magic to linger eternally in his barrow, long after his reign could be remembered. The passage of time becomes an inconsistent blur, only punctuated by intrusions by thieves, lost travelers, and an occasional necromancer seeking to sway or bind him into service of greater evil.

Only rarely wight-chieftains venture beyond their grave-realms, either roused from their nether slumber by greater darkness arriving to lead them against living, or when intrusions by the living into the barrow-lands grow to be intolerable.


2021-10-28

Fantasy Monsters: Wight-Sage

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Wight-Sage

A stooping skeletal figure in ragged robes.

CR 5; 1,600 XP
CE Medium Undead
Init +6; Senses darkvision 60 ft.; Perception +13

Defense
AC 18; touch 15, flat-footed 16 (+3 deflection, +2 Dex, +3 natural)
hp 59 (7d8+28)
Fort +5; Ref +4; Will +8
Defensive Abilities channeling resistance +4; Immune undead traits

Offense
Speed 30 ft.
Melee 2 slams +8 (1d4+2 plus 1d6 cold)
Special Attacks grasp of death (30 ft., 4d6, Fort DC 16 partial)
Spell-Like Abilities (CL 7th, concentration +10)
Constant—shield of faith

Statistics
Str 14, Dex 14, Con —, Int 17, Wis 17, Cha 17
Base Atk +5; CMB +7; CMD 22
Feats Improved Initiative, Nimble Moves, Weapon Focus (slam), Toughness
Skills Knowledge (arcana) +13, Knowledge (nobility) +10, Knowledge (religion) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +10
Languages Abyssal, Common, Infernal, Sylvan, any appropriate ancient language
SQ change shape (Tiny bat, raven, or snake; beast shape II), unending death

Ecology
Environment ruins, underground
Organization solitary, pair
Treasure standard

Special Abilities

Grasp Of Death (Su) A wight-sage can direct deathly energies against up to three living creatures within 30 feet as a standard action. Targets that fail a Fortitude saving throw (DC 16, dying creatures fail this saving throw automatically) suffer 4d6 points of damage and are marked by death, halving any healing received for 1d4+1 rounds. This is a death effect. The saving throw DC is Charisma-based.

Unending Death (Su) A wight-sage can return destroyed corporeal undead of 6 or less CR to unlife in a complex ritual that can be performed only during a full moon, taking at least 1 hour at the right time. Multiple wight-sages can revive more powerful entities at more unique nights—three wight-sages can revive CR 12 undead on the shortest night of the year, and 27 wight-sages could possibly revive CR 18 undead on a celestially-significant night that happens no more often than once a decade. The ritual requires special components and sacrifices fitting the nature and power of the entity called back into existence, as appropriate for the story. It always require some sort of connection with the target, be it personal bond between the wight-sage and the target, knowledge of the true name, piece of body, favored possession, or being performed in a place of personal significance to the target.


Majority of wight-sages were elders, shamans, and magicians, who—through bonds of either respect or servitude—became members of funeral retinues for chieftains and kings of old. Now, they continue to serve their lords beyond death, haunting ancient barrowlands. A few were given independent burials, in show of respect for their wisdom and power, often lording over a few apprentices, slaves, and beasts of their own.


2021-10-27

Fantasy Monster: Wight-Bride

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Wight-Bride

A skeletal figure wearing ancient jewelry and tatters of once beautiful dress.

CR 4; 1,200 XP
CE Medium Undead
Init +3; Senses darkvision 60 ft.; Perception +9
Aura grave consolation (60 feet)

Defense
AC 17; touch 15, flat-footed 14 (+2 deflection, +3 Dex, +2 natural)
hp 39 (6d8+12)
Fort +4; Ref +5; Will +7
Defensive Abilities channeling resistance +2, grace beyond death; Immune undead traits

Offense
Speed 30 ft.
Melee deadly caress +7 touch (2d8+6)
Special Attacks death wail

Statistics
Str 10, Dex 16, Con —, Int 11, Wis 11, Cha 15
Base Atk +4; CMB +4; CMD 19
Feats Iron Will, Nimble Moves, Weapon Finesse
Skills Knowledge (religion) +9, Perception +9, Perform (dance) +12, Sense Motive +9
Languages Common or appropriate ancient language

Ecology
Environment ruins, underground
Organization solitary, pair, harem (3—10)
Treasure standard

Special Abilities

Deadly Caress (Su) Wight-bride's touch causes corruption and decay, dealing negative energy damage to living creatures. Undead creature suffers no damage but have their movement speed halved for 1d4+1 rounds as they recall half-forgotten pleasures of the flesh (DC 15 Will negates).

Death Wail (Su) When a wight-bride is dropped to 0 hit points, she issues a sorrowful wail that grants undead within 60 feet a +2 profane bonus to attack rolls, damage rolls, and saving throws for 1d4+1 rounds.

Grave Consolation (Su) Each wight-bride emanates an aura of negative energy empowering nearby undeads, granting them a cumulative fast healing 2 special ability.

Grace Beyond Death (Su) A wight-bride gains a deflection bonus to AC equal to her Charisma bonus and treats Perform as class skill.


Wight-brides were slaves, concubines, and lovers that were buried in barrows with their cruel masters. Some of them were sacrificed as a part of funeral rites, others were buried alive, some of them might even willingly choose to follow their partners into death. Now, they are part of deathly entourages of ancient kings and barrow lords.


2021-10-26

Fantasy Monster: Wight-Hound

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Wight-Hound

A partly skeletal form distorted into a vaguely canine shape with glowing red eyes.

CR 3; 800 XP
CE Medium Undead
Init +7; Senses darkvision 60 ft., scent; Perception +10

Defense
AC 15; touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 33 (6d8+6)
Fort +3; Ref +5; Will +6
Defensive Abilities channeling resistance +2; Immune undead traits

Offense
Speed 40 ft.
Melee bite +6 (2d6+3)
Special Attacks barrow howl, knockdown pounce

Statistics
Str 14, Dex 16, Con —, Int 9, Wis 13, Cha 13
Base Atk +4; CMB +6 (+10 trip); CMD 19 (23 vs. trip)
Feats Combat Reflexes, Improved Initiative, Nimble Moves
Skills Acrobatics +9, Perception +10, Stealth +12
Languages understands Common (doesn't speak)

Ecology
Environment ruins, underground
Organization solitary, pair, pack (3—12)
Treasure standard

Special Abilities

Barrow Howl (Su)
 Once every 1d4+1 rounds, a wight-hound can issue a terrible howl when it smells a living creature nearby. All undead creatures within 120 feet hearing the howl can make a single move action to advance toward the howling wight-hound as an immediate action, gaining +4 profane bonus to AC against attacks of opportunity while making this move.

Knockdown Pounce (Ex) When a wight-hound hits a Medium or smaller creature with its bite as a part of charge, it gets a free trip attempt that doesn't provoke attacks of opportunity. If the trip is successful, the target is knocked prone and the wight-hound occupies its space. As long as the wight-hound stays the target's space, the victim has to succeed a CMB check as a standard action to push the wight-hound away or an Escape Artist check as a move action to crawl away before standing up.


Wight-hounds were favored beasts of ancient lords that followed their masters beyond the death, buried in the same barrows, and now reanimated by the same dark magics. They guard their master's burial places, harassing trespassers and alerting other wights of intrusions. Occasionally, they and their foul masters leave their barrows to hunt the escaping thief and cow those leaving nearby into leaving offerings for the dead.


2021-10-25

Fantasy Monster: Wight-Jester

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Wight-Jester

A small skeletal figure wearing weathered remnants of once colorful rags.

CR 2; 600 XP
CE Small Undead
Init +6; Senses darkvision 60 ft.; Perception +0

Defense
AC 14; touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 22 (4d8+4)
Fort +2; Ref +3; Will +4
Defensive Abilities channeling resistance +2; Immune undead traits

Offense
Speed 20 ft.
Melee 2 claws +4 (1d4)
Ranged mocking laughter +4 touch (2d6 sonic plus skill penalties)

Statistics
Str 10, Dex 14, Con —, Int 11, Wis 11, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Improved Initiative, Nimble Moves
Skills Acrobatics +9, Escape Artist +9, Perform (comedy) +8, Stealth +13
Languages Common
SQ professional fool

Ecology
Environment ruins, underground
Organization solitary, pair, krewe (3—8)
Treasure standard

Special Abilities

Mocking Laughter (Su)
 Wight-jesters attacks by throwing spectral orbs bearing semblance of their twisted faces at their enemies as a standard action. This is a ranged touch attack with range of 60 feet. On a successful hit, targets suffer 2d6 points of sonic damage and for the next 1d4+1 rounds are surrounded by ghostly wisps that constantly laugh and mock them, bestowing –4 penalty to Perception, Sense Motive, Stealth, and concentration checks.

Professional Fool (Ex) Wight-jesters treat Acrobatics, Escape Artist, Perform, and Sleight Of Hand as class skills.


Wight-jesters are remnants of fools and jesters that were buried together with their masters to serve as the amusement for the later in the afterlife. Some of them reanimate on their own, driven by the sheer hatred and spite, but majority are bound by the same dark magics that made their masters rise.


2021-10-24

Fantasy NPC: Tuart Dal Sai, The History Professor

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Tuart Dal Sai, The History Professor

A translucent figure of a short balding man in elaborate academic robes floats a few inches over the ground.

CR 12; 19,200 XP
Human ghost expert 12
LE Medium Undead (augmented human, incorporeal)
Init +2Senses darkvision 60 ft.Perception +29

Defense
AC 22, touch 22, flat-footed 22 (+5 deflection, +2 Dex, +5 insight)
hp 126 (12d8+72)
Fort +14, Ref +13, Will +17
Defensive Abilities channel resistance +4, incorporeal, it all happened before, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +11 (12d6, Fort. DC 21 half)
Special Attacks mindrip (30 ft., DC 21, concentration), scenes of the past (DC 21)

Statistics
Str —, Dex 14, Con —, Int 18, Wis 14, Cha 20
Base Atk +9; CMB +11; CMD 31
Feats Alertness, Iron Will, Lightning Reflexes, Skill Focus (Knowledge [history]), Skill Focus (Sense Motive), Toughness, Weapon Focus (touch)
Skills Bluff +20, Diplomacy +20, Fly +25, Knowledge (geography) +19, Knowledge (history) +25, Knowledge (nobility) +19, Knowledge (religion) +19, Linguistic +19, Perception +29, Profession (librarian) +17, Sense Motive +27, Stealth +10
Language Common, Duc, lots of other languages, mainly ancient or exotic

It All Happened Before (Su) Tuart gains +5 insight bonus to AC and saving throws and is never surprised or flat-footed. Tuart suffers no effects whatsoever on a successful saving throw against effects that allow saving throw for partial effect or half damage.

Mindrip (Su) Tuart can forcibly draw knowledge from the mind of a living or undead creature or a corpse within 30 feet as a standard action, as if using mind probe spell—except his targets remain dazed by the flood of memories and facts until they succeed a Will saving throw (DC 21) or Tuart breaks concentration, ending the effect. A successful saving throw renders the target immune to mindrip for the next 24 hours. This is a mind-affecting divination effect that ignores innate immunity to mind-affecting effects granted by undead type (or being dead) though it is still thwarted by immunity to mind-affecting effects granted by items, spells, and other sources. This ability only works for 1d4 rounds when used on corpses, and can't be repeated, limiting the amount of information that can be acquired in that way. The saving throw DC is Charisma-based.

Scenes Of The Past (Su) Tuart can create spectral images within 30 feet, combining visual, auditory, and olfactory sensations showing past events, usually witnessed by Tuart personally or mindripped from memories of others, though sometimes reconstructed from less reliable sources (technically he could create completely fabricated scenes but he won't because of his pride). The scenes are clearly illusory, but they can make the watchers fascinated or shaken on a failed Will saving throw (DC 21), depending on their content. Scenes of the past last for as long Tuart concentrates plus 1d4 rounds—he can speak and comment about the shown events while maintaining his concentration and moving around, which he loves to do. This is an illusion (figment) effect. Creatures immune to fear or mind-affecting effects can't be fascinated or shaken by the witnessed scenes.


Tuart Dal Sai is a charming and eloquent historian and academician, who happens to be dead for quite a while. This unfortunate affliction has its drawbacks—inability to turn pages causes certain issues during researching written sources, but that's what servants and disciples are for, after all. On the other hand, it also gives a very long-term perspective on the unfolding events allowing Tuart to witness the workings of the history, personally, or through the minds of others.

While Tuart prides himself on professional integrity and is obsesses with historical accuracy of his works, he is utterly ruthless in his pursuits, perfectly willing to sacrifice reputation of the subjects of his studies, and sanity, health, and even lives of his assistants, hired help, and witnesses to noteworthy events—he is not above hiring adventurers to bring him the later, willing, unwilling, or dead, using the generous academic funding. He might not be legally capable of holding a chair at the royal university, but he is still a professor and researcher.


2021-10-17

Fantasy NPC: Biru Hakka, A Practical Archaeologist

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Biru Hakka, A Practical Archaeologist

A silhouette wearing classical adventuring gear, with head and arms covered in multiple layers of clothing protecting from dust and sand.

CR 5; 1,600 XP
Skeletal champion human archeologist bard 5
NE Medium Undead (augmented human)
Init +7Senses darkvision 60 ft.Perception +13

Defense
AC 20, touch 14, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, +2 natural)
hp 49 (7d8+14)
Fort +4, Ref +8, Will +8
Defensive Abilities channel resistance +4, trap sense +1, uncanny dodge; DR 5/bludgeoning; Immune cold, undead traits

Offense
Speed 30 ft.
Melee kukri +8 (1d4+4, 18–20/×2) or two kukris +6
Ranged short bow +7 (1d6, ×3)
Special Attacks archaeologist luck 12 rounds/day (swift action, +2 to attack rolls, saving throws, skill checks, and weapon damage)
Bard Spells Known (CL 5th, concentration +7)
2nd (3/day)—invisibility, locate object
1st (5/day)—detect secret doors, feather fall, unseen servant
0 (at will)—dancing lights, detect magic, mage hand, mending, open/close, prestidigitation

Statistics
Str 16, Dex 16, Con —, Int 13, Wis 12, Cha 15
Base Atk +4; CMB +7; CMD 21
Feats Double Slice, Extra Performance, Improved InitiativeB, Lingering Performance, Two-Weapon Fighting
Skills Acrobatics +13, Appraise +13, Climb +13, Disable Device +14, Knowledge (any) +3, Perception +13, Sleight Of Hands +12, Stealth +13, Use Magic Device +12
Language Common, Duc, Aklo
SQ bardic knowledge +2, clever explorer +2, lore master (1/day), rogue talent (fast stealth)

Notable Gear +1 studded leather armor, +1 cloak of resistance, +1 ring of deflection, two +1 kukris, hat of disguise, whatever cheap poison is available locally—obviously Biru no longer has to worry about accidentally poisoning oneself


Biru Hakka was a self-designated "practical archaeologist", which really meant little more than a glorified tomb-robber, accompanying legitimate archeological expeditions as an excuse to appropriate whatever could be flinched and easily sold to unscrupulous traders.

Never the brightest or the most skilled, Biru managed to get oneself killed—drowned in a corrosive basin to be precise—when her limited linguistic and magical skills failed her. That should had been the end of her career, except one of the trinkets she had already picked up was some sort of necromantic tool, and bound her spirit to her dying body. The acid cleared her bones of the flesh nicely, giving her bones a warm golden shine. It also made some of her old contacts squeamish about dealing with her but she found new ones in their place.

In fact, her transformation was as much of a blessing as a curse, making her impervious to many threats faced in her line of work, though it also robbed her of many pleasures of life. Thankfully, she found that she can still enjoy her work—both the legal and the shady aspects of her approach to archaeology.


2021-10-10

Fantasy NPC: The Guardian Of Royal Crypts

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The Guardian Of Royal Crypts

A long, dark serpentine form, stained with cobwebs and dust. The vestigial wings are little more than stumps. The maw reveals an array of impressive teeth, while above multiple small eyes adorn the brows of this draconic entity. It slithers like a snake, its forelimbs used only while climbing or slashing at enemies.

CR 12; 19,200 XP
LN Large Dragon
Init +7Senses darkvision 120 ft., memorized way, low-light vision, sense necromancy 120 ft., scentPerception +21

Defense
AC 27, touch 12, flat-footed 24 (+3 Dex, +15 natural, –1 size)
hp 161 (14d12+70)
Fort +16, Ref +12, Will +15
Defensive Abilities half damage from necromantic spells and negative energy effects; Immune death, disease, energy drain, paralysis, sleep; Resist acid 10, cold 10, electricity 10, fire 10

Offense
Speed 30 ft., burrow 10 ft., climb 30 ft., swim 30 ft.
Melee bite +21 (2d6+8), 2 claws +21 (1d8+8), and tail slap +21 (1d8+8)
Space 10 ft.; Reach 5 ft. (10 ft. with bite and tail slap)
Special Attacks breath weapon (60-ft. line, 10d10 damage, Fort DC 22 for half, useable every 1d4 rounds)

Statistics
Str 26, Dex 16, Con 20, Int 13, Wis 19, Cha 15
Base Atk +14; CMB +23; CMD 36 (can't be tripped)
Feats Acrobatic Step, Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Nimble Moves
Skills Acrobatics +19, Climb +14, Knowledge (nobility) +18, Knowledge (religion) +18, Perception +21, Profession (mortician) +21, Sense Motive +21, Stealth +15, Swim +14
Language Common, Draconic, Duc
SQ compression

Breath Weapon (Su) The Guardian Of Royal Crypts can exhale a 60 ft.-line of black necrotic lightning that decays flesh dealing 10d10 points of damage to living creatures and fleshy corporeal undead. A successful Fortitude saving throw (DC 22) halves the damage. The saving throw DC of this necromancy effect is Constitution-based. Wounds left by this attack have a very characteristic black and grey discoloration and a fetid stink.

Memorized Way (Ex) The Guardian Of Royal Crypts traversed their layout for centuries now, knowing every nook and cranny, even those who wouldn't seem to fit his significant size, but like all serpentine beings, The Guardian is nothing but flexible. The Guardian always knows his location within the crypt and can find his way when deprived of other sense by touch alone, and even if his intellect would be hampered and degraded to animalistic level. He can always find another way within his crypts.

Sense Necromancy (Su) The Guardian Of Royal Crypts can always sense auras of necromantic magic and undead creatures within 120 feet of himself, even through walls of his crypts. He can pin point location of a necromantic spell at the moment it is being cast.


The Guardian Of Royal Crypts, whose name remains secret and hidden from mortals, apart of the first monarch that bargained with him, is a serpentine wyrm who watches over countless generations of dead royalty. His mountain is riddled with caves, crypts, and corridors where the bones of long dead kings, queens, princess, princesses, and dukes lie, as well as their funeral regalia and mementos. According to the ancient oaths, they all form The Guardian's hoard and in return, he watches over their corporeal remains, wards off those who would try to bind them to servitude in death or steal their secrets.

The Guardian is rarely seen, only emerging during royal funeral, when he lets the morticians enter the crypts to inter his new property, and during certain ceremonies when young princesses are tasked with delivering him a feast (and a supply of herd animals to feed him and his servants for the next season)—while the far away lands might whisper that the locals are sacrificing the princesses to the dragon, that seems to be false... Though there are rumors that it did happen in the ancient past when extraordinary help was needed from The Guardian.

The Guardian is served by a tribe of kobolds, who worship him as an austere and stern but fair god. They work as menial laborers maintaining the crypts and expanding them with new corridors and alcoves as needed.


2021-10-03

Fantasy NPC: Ties That Bind, The Marriage Officiant

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Ties That Bind, The Marriage Officiant

A small round-bellied person wearing fancy clothing flittering on the air with the hectic help of undersized fly's wings. His body proportions are clearly off with very thin limbs and nearly non-existent neck. The charmingly comic appearance is completed by wild hair of many colors.

CR 3; 800 XP
LN Small Fey
Init +0Senses low-light visionPerception +12

Defense
AC 15, touch 15, flat-footed 15 (+2 deflection, +2 insight, +1 size)
hp 27 (6d6+6)
Fort +5, Ref +7, Will +10
DR 5/cold iron; Immune can't be compelled to officiate marriage without the explicit consent of both participants

Offense
Speed 10 ft., fly 20 ft. (good)
Melee scepter of office +5 touch (3d6 electric and stagger)
Special Attacks rose petals (DC 14)

Statistics
Str 12, Dex 10, Con 12, Int 13, Wis 17, Cha 13
Base Atk +3; CMB +3; CMD 17
Feats Skill Focus (Diplomacy), Skill Focus (Perform [oratory]), Skill Focus (Sense Motive)
Skills Fly +15, Diplomacy +13, Knowledge (nobility) +10, Perception +12, Perform (oratory) +13, Profession (gardening) +12, Sense Motive +15
Language Common, Duc, Infernal, Sylvan
SQ bless marriage, landholding gentry

Bless Marriage (Su) Ties That Bind can bless a marriage in a ceremony taking at least an hour (though he can ramble on for hours if he gets his way), granting the newlywed +2 circumstance bonus to Charisma-based ability and skill checks on each other for the first year. He also empower rings exchanged between the bride and the groom with minor magical effects of price not exceeding 2 500 gp (potentially adding them to the other magical properties of the rings). If either of the targets is not who they claim to be (wearing a mundane or magical disguise, lying about one's identity, or even acting under false name), or tries to force the other into marriage against clearly expressed opposition, the offender is blasted with a lightning, suffering 3d6 points of electricity damage and becoming dazed for 3 rounds (he might still continue and complete ceremony if both partners are willing after their true identities are revealed, but nothing will force him to consecrate marriage against anyone's consent, not even compulsion magic). While the ring retain magic power, if the pair separates, divorces, or betrays each other, they also gain some minor curse affecting the wearer.

Landholding Gentry (Ex) Ties That Bind treats Knowledge (nobility) and Profession (gardening) as his class skills.

Rose Petals (Su) Ties That Bind can throw magical rose petals against up to three target within 30 feet range, entangling the targets on a failed Reflex saving throw (DC 14) for 1d4 rounds. The saving throw DC is Charisma-based. He may choose to create and throw those without hindering the targets, just to mark them with his roses.

Scepter Of The Office (Su) Ties That Bind carry a magical scepter that grants him +2 deflection bonus to AC, +2 insight bonus to saving throws. He can strike with the scepter to deal 3d6 electricity damage on a successful melee touch hit. Creature struck with the scepter also becomes staggered for 1 round after a failed Fortitude saving throw (DC 14). The saving throw DC is Charisma-based.


Ties That Bind is a faery magistrate, who, by a historical quirk (that involved a prince, a princess, a fey court, a dark witch, a heroic quest, and an establishment of a new dynasty), became the sole undisputable authority capable of officiating the royal marriage of the realm.

Well, at least that's what the law and the custom say—and while there were royal marriages he did not bless, they were troubled and heavily contested by kin and foes alike.

Being the one responsible for royal marriage makes Ties That Bind a ripe target for political intrigue. While he cannot be swayed from blessing the marriage, he can be tricked into arriving late or otherwise prevented from officiating the marriage in due time. He was already kidnaped a few times, when the conspirators did not approve of the monarch's choice of partner, and even nonlethally poisoned once or twice. Notably, he will never bless the marriage unless both the participants are explicitly consenting (and he will definitely take time during the ceremony to scrutinize the participants with his Sense Motive skill to check for signs of coercion, mundane or magical) and will actively oppose any attempts to force either the bride or the groom into the marriage.

When not called to serve in his legal capacity, he lives in a small manor in a middle of an enchanted grove near the capital served by rather unruly staff composed of lesser fey, enjoying his nominal status as a justice of peace and a landholding squire, overseeing growth of his beloved roses. He is exempt from most of the duties associated with his status not involving officiating royal marriages, and occasionally serving as an expert regarding royal lineage, marriages, and family law.