2021-11-28

Fantasy NPC: Visseyen The Helpful

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Visseyen The Helpful

A slightly hunched old man, bald, but with a fancy, colorful moustache and beard, and equally colorful, eye-catching clothing.

CR 4; 1,200 XP
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +6Senses darkvision 60 ft.Perception +15

Defense
AC 17, touch 14, flat-footed 13 (+2 Dex, +2 insight, +3 natural)
hp 39 (6d10+6); fast healing 3
Fort +3, Ref +9, Will +7
Defensive Abilities foresight, undetectable alignment; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10

Offense
Speed 30 ft.
Melee 2 claws +8 (1d6+2) or quarterstaff +8/+3 (1d6+3)
Special Attacks menacing double, sneak attack 1d6
Spell-Like Abilities (CL 6th, concentration +9)
Constant—foresightundetectable alignment
At Will—identify, prestidigitationtrue strike

Statistics
Str 14, Dex 14, Con 12, Int 15, Wis 15, Cha 17
Base Atk +6; CMB +8; CMD 22
Feats Dirty Fighting, Combat Reflexes, Improved Initiative
Skills Bluff +16, Heal +11, Knowledge (arcana) +11, Knowledge (religion) +11, Perception +15, Profession (soothsayer) +11, Sense Motive +15, Spellcraft +11; Racial Modifiers +4 Bluff, +4 Perception, +4 Sense Motive
Language Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ change shape (an elderly Medium humanoid with hair dyed in multiple colors, alter self), false divination, juicy gossip

False Divination (Su) Visseyen can naturally spoof casting divination spells and rituals by going replicating the words, the motions, and requisite magical auras.

Juicy Gossip (Su) Visseyen telepathically overhears local gossip, allowing them to make Knowledge (local) untrained, gaining +2 bonus to the checks for each day spend in a settled areas (be it an actual settlement, an extended household, or a castle, as long as it is inhabited by socially active sapient beings), to a maximum +14 bonus after one week. The bonus resets to zero after a week away from the settlement.

Menacing Double (Su) As a swift action, Visseyen can create a semi-real illusion of themselves occupying a square within 60 feet that threatens adjacent squares. Visseyen can deliver attacks of opportunity through their double, and flank enemies by themselves. As a standard action, they can vanish in a puff of smoke, teleporting themselves to replace their double.


Visseyen The Helpful is an unbound demon that travels the Material Plane posing as a variety of itinerant diviners, soothsayers, prophets, and seers. Always appearing as an elderly person, they offer advice, auguries, and prophecies, usually false, designed to promote mortals to perform petty acts of evil and chaos under the guise of deflecting bad luck and attention of evil spirits on others—though when the right opportunities occur, Visseyen gladly talks their client into committing serious sins and crimes.

Visseyen is sort of patient for a demon, sometimes manipulating their victims for an extended periods of time—either as a local soothsayer, or placing themselves in employment of people that interest him, though rarely having actual long-term plans, instead reacting to circumstances and grasping at opportunities as they appear.

In their true form, Visseyen appears to be a wrinkled, sexless humanoid with clawed hands, and colorful hair, though the colors vary wildly between forms and appearances.


2021-11-21

Fantasy Monster: Coin Drake

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Coin Drake

A stocky creature that resembles a cross between a toad and a gecko, with vestigial wings and bronze and gold scales that resemble coins.

CR 1; XP 400
N Tiny Dragon
Init +4; Senses darkvision 60 ft., low-light vision; Perception +6

Defense

AC 12, touch 12, flat-footed 12 (+2 size)
hp 15 (2d12+2)
Fort +4, Ref +3, Will +4
Immune paralysis, sleep

Offense
Speed 20 ft., burrow 20 ft. (piles of coins and gems only), climb 20 ft.
Melee bite +3 (1d4–1), 2 claws +3 (1d4–1)
Ranged spit coin +4 (2d6–1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 2nd, concentration +3)
At Will—sift

Statistics
Str 8, Dex 10, Con 12, Int 5, Wis 13, Cha 13
Base Atk +2; CMB +2; CMD 9 (13 vs. trip)
Feats Improved Initiative
Skills Climb +6, Perception +6, Sense Motive +6, Stealth +13
Languages Draconic

Ecology
Environment warm and temperate ruins and urban
Organization solitary, pair, treasury (3–10)
Treasure standard

Spit Coin (Ex) A coin drake can grasp a nearby coin with its tongue and almost immediately spit it with a surprising strength and speed at its enemies, making a ranged thrown attack with range increment of 20 feet.


Coin drakes are minute draconids that love to infest supplies of coins, lost hoards, and forgotten treasuries. Feral coin drakes tend to be aggressive when anyone tries to take their coins, but more civilized ones can be reasoned with, tricked, or even employed as watchers and guardians. They can learn the basic idea of barter, though they have hard time comprehending more abstract evaluation of goods and services.

A coin drake may be selected as a familiar by a 3rd or higher level caster with Improved Familiar feat.


2021-11-14

Fantasy Monster: Camelovulture

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Camelovulture

A creature with the body and limbs of a camel, neck and a head of a vulture, and a feathery tail.

CR 5; XP 1,600
N Large Magical Beast
Init +1; Senses darkvision 60 ft., low-light, scent; Perception +12

Defense

AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 52 (7d10+14)
Fort +7, Ref +8, Will +4
Defensive Abilities desert dweller; Immune disease, nausea, sickness

Offense
Speed 50 ft.
Melee bite +10 (2d6+6)
Ranged corrosive spit +7 touch (4d6 acid, 2d6 acid in following turn)

Statistics
Str 18, Dex 13, Con 14, Int 2, Wis 15, Cha 7
Base Atk +7; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Lightning Reflexes, Run, Vital Strike
Skills Perception +12

Ecology
Environment warm and hot savannah and deserts
Organization solitary, pair, pack (2-5)
Treasure standard

Corrosive Spit (Ex) A camelovulture can spit acidic spittle as a standard action, dealing 4d6 points of acid damage on a successful ranged touch attack to a target within 30 feet. Corrosive spit deals additional 2d6 points of acid damage on the camelovulture's following turn unless washed of with water or removed with acid neutralizing effect.

Desert Dweller (Ex) A camelovulture withstands desert heat and nighttime cold with little complaint. It gorges itself on water and flesh whenever possible, potentially ignoring effects of starvation and thirst for a number of days equal to its Constitution score, as long as it had chance to consume adequate amount of feed and liquids.


Camelovultures are vicious and cunning scavengers of the desert that can be occasionally tamed and used by mounts... As long as the rider is up to dealing with a moody and unruly beast and the constant stench of rotting meat.

Packs of camelovultures occasionally "hunt" by calmly trailing the potential prey across the dry wastelands until the victim falls to thirst and heat.


2021-11-07

Fantasy Monster: Clockwork Nightmare

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Clockwork Nightmare

This massive egg-shaped construction of iron plates and brass gears moves on spidery legs.

CR 13; 25,600 XP
N Colossal Construct (clockwork)
Init +5; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +31

Defense
AC 28; touch 10, flat-footed 25 (+5 deflection, +1 Dex, +2 dodge, +18 natural, –8 size)
hp 190 (20d10+80)
Fort +11; Ref +14; Will +12
Defensive Abilities etched wards, opportunity repairs, swift reactions; DR 15/adamantine; Immune construct traits; Resist acid 20, cold 20, fire 20, sonic 20; SR 24
Weakness vulnerable to electricity

Offense
Speed 60 ft.; colossal walker
Melee 6 cutting tools +20 (1d6+8)
Ranged 6 spring bolts +20 (1d6+8)
Space 30 ft.; Reach 30 ft.
Special Attacks attacks of opportunity (10 per turn, +18 attack, 1d6+4 damage)

Statistics
Str 26, Dex 13, Con —, Int —, Wis 13, Cha 11
Base Atk +20; CMB +36; CMD 52 (64 vs. trip)
Feats Improved InitiativeB, Lightning ReflexesB
Skills Acrobatics +31, Perception +31; Racial Modifiers +30 Acrobatics, +30 Perception

Ecology
Environment ruins, urban
Organization solitary
Treasure double standard

Special Abilities

Etched Wards (Ex) A clockwork nightmare is enhanced with intricate wards inscribed on its elements granting it +5 deflection bonus to AC and +5 resistance bonus to saving throws.

Colossal Walker (Ex) A clockwork nightmare can walk over obstacles that are less than 10 feet tall, and can ignore most of the difficult terrain. It can still be hampered by deep water, mud, or sand, if those are deep enough for it to sink at at least 10 feet (and its extreme weight may make it breach surfaces capable of supporting Medium-sized creatures).

Opportunity Repairs (Ex) A clockwork nightmare is equipped with ten semi-autonomous appendages that it uses to make attacks of opportunity with +18 attack bonus dealing 1d6+4 points of damage. At the beginning of the clockwork nightmare turn, each of the appendages that wasn't used to make an attack of opportunity since the last turn repairs the clockwork nightmare for 1d6+4 points of damage instead.

Spring Bolts (Ex) A clockwork nightmare can fire metal bolts with great strength using powerful springs. These are treated as thrown attacks adding Strength to attack and damage rolls, with range increment of 40 feet and maximum range of five increments. When a clockwork nightmare takes a full attack action, it can make a total of six attacks mixing cutting tool and spring bolts attacks in the same action. A clockwork nightmare's internal systems seem to have limitless supply of suitable metal parts to be stashed inside.


A clockwork nightmare is an enormous clockwork construct of elaborate design and unknown origins that—unlike most clockwork machines—is fully capable of functioning without being winded up and repair itself from near destruction.