2022-12-30

Fantasy NPC: Kharraghan The Sky-Fell, The Fallen Ghost

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Kharraghan The Sky-Fell, The Hanged Ghost

A slightly luminescent and vaguely dragon-shaped cloud moves through the air.

CR 9; 6,400 XP
CN Large Undead (augmented dragon, incorporeal)
Init +6Senses darkvision 60 ft., low-light visionPerception +25

Defense
AC 17, touch 17, flat-footed 14 (+5 deflection, +2 Dex, +1 dodge, –1 size)
hp 114 (12d8+60)
Fort +13, Ref +12, Will +12
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 200 ft. (average)
Melee corrupting touch +13 incorporeal touch (12d6 plus knocking prone, Fort 21 partial)
Space 10 ft.; Reach 5 ft.
Special Attacks aerial impact (DC 21, 12d6 force), breath weapon (80 ft. line, DC 18, 12d6 force plus knockdown)

Statistics
Str —, Dex 14, Con —, Int 14, Wis 14, Cha 20
Base Atk +12; CMB +13; CMD 30 (34 vs. trip)
Feats Ability Focus (breath weapon), Dodge, Fly-by Attack, Improved Initiative, Iron Will, Lightning Reflexes
Skills Appraise +17, Fly +15, Diplomacy +20, Knowledge (arcana) +17, Knowledge (nature) +17, Knowledge (religion) +17, Perception +25, Spellcraft +17, Stealth +6
Language Common, Draconic, Sylvan, Terran

Aerial Impact (Su) While flying, Kharraghan can take a full-round action to fly straight down up to 400 feet and produce a telekinetic slam on striking the ground. All the corporeal creatures within 30 feet of his point of impact suffer 12d6 points of force damage, are pushed 10 feet away, and knocked prone (a successful DC 21 Reflex saving throw halves the damage, negates prone condition, and reduces push to 5 feet). Kharraghan becomes confused for 1d4 round, going through a flashback to the moment of his death. The saving throw DC is Charisma-based.

Breath Weapon (Su) After his death, Kharraghan's breath weapon became a line of force  that also knocks prone creatures that failed their saving throw (forcing a DC 25 Fly check if they were flying as if they suffered an aerial collision).

Corrupting Touch (Su) Kharraghan's corrupting touch knocks Large or smaller creatures prone (forcing a DC 25 Fly check if they were flying as if they suffered an aerial collision). A successful Fortitude saving throw halves the damage and prevents being knocked prone.


Kharraghan's death was quite an embarrassment for the proud dragon, a born master of the skies, winged terror, rider of the winds... When he was courting a female dragon that remains nameless, during their aerial dance, he collided with her and plummeted to the ground, crashing into the side of mountain that he failed to see in the fervor of the flight. Others could say in his defense that the weather conditions were particularly nasty that night, but trying to tell him that will only incite his anger more.

Mentioning the circumstances of Kharraghan's death, or trying to learn the identity of the other dragon will quickly incite a psychotic rage—he once scourged a whole village just because a bard sang a jolly song retelling the story of the dragon's unfortunate demise. And then he hunted the few remaining survivors for days before he calmed down.


2022-12-29

Fantasy NPC: Viggo Tallmanse, The Hanged Ghost

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Viggo Tallmanse, The Hanged Ghost

An elegantly dressed halfling with a thick, expensive shawl tied around his neck.

CR 6; 2,400 XP
Male halfling ghost aristocrat 6
NE Medium Undead (incorporeal)
Init +3Senses darkvision 60 ft.Perception +10

Defense
AC 20, touch 20, flat-footed 17 (+6 deflection, +3 Dex, +1 size)
hp 63 (6d8+36)
Fort +9, Ref +6, Will +6
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +4 (6d6 plus choking, Fort 19 partial)

Statistics
Str —, Dex 16, Con —, Int 16, Wis 10, Cha 22
Base Atk +4; CMB +3; CMD 22
Feats Deceitful, Skill Focus (Bluff), Skill Focus (Diplomacy)
Skills Acrobatics +5, Appraise +12, Bluff +20, Fly +11, Diplomacy +18, Disguise +17, Knowledge (nobility) +12, Perception +10, Sense Motive +9, Stealth +15
Language Common, Duc, Gnome, Halfling, Infernal
SQ many faces of Viggo

Corrupting Touch (Su) Viggo's corrupting touch makes the targets feel how a noose closes on their necks, making them exhausted for 1d4 rounds. A successful Fortitude saving throw halves the damage and renders them merely fatigued for 1 round.

Many Faces Of Viggo (Su) Viggo can take on many indistinct but suggestive ghostly appearances similar to disguise self, though he can appear as any humanoid-like being from Tiny to Medium size (this does not change his actual size). This gives him +10 bonus to Disguise checks. He can impersonate a specific individual by claiming to be that individual in presence of at least one person that knew the mark. Witness who fail their Will saving throws (DC 19) recognize the supposed individual and believe Viggo to be the ghost of that person. This is an illusion (pattern) effect. The saving throw is Charisma-based.


Viggo Tallmanse was a scion of gentrified farmers clan, a still respected family whose fortunes were failing, dragged down with exaggerated expenses the clan patriarch was investing into a dragon-hoard raid that never happened. Knowing prosperity in his youth, Viggo decided that the world owes him the comforts adequate to his birth, wherever he can pay for them or not.

From then on, he lived a life of a con-man, pretending to be wealthier than he was, occasionally impersonating foreign royalty, a successful merchant, a hero recuperating from his adventures, a distant relative who inherited a vast property but little cash, and so on and so on. Even when merely traveling he often weaseled himself with deception to gain hospitality from random people, just to remain in shape.

All was good and well, until one evening he duped a little old lady into offering him a room for the night. Of her own accord she topped that with a home-made meal and a tea. Viggo noted that there is something off about her—was that a hint of senility... or maybe was she merely pretending to be more senile than she really was? Before he could decide, she was chocking and writhing on the floor.

In a few days perplexed Viggo was judged for murder and hanged. For the first time, his glib tongue was to no avail—he was skilled in talking himself out of the troubles he caused but it helped him not with troubles that were not of his making. A few items taken from victims of his prior frauds found in his baggage were the nail to his proverbial coffin (not that he got an actual coffin in the end).

The death changed Viggo. While alive, he was carefree and flamboyant fraud, but he only targeted his victims' wealth, never well-being. Now, he is much more cruel and vicious, obsessed with bloody vengeance on those who in his mind wronged him—the neighbors, the witnesses, the judge, the hangman. He doesn't know what actually happened, and he doesn't really care who or what killed the old lady. He is going to make everyone pay for his death—by deceiving them, impersonating their dead family members, loved ones, and enemies, and making them turn on each other.


2022-12-28

Fantasy NPC: Zemiya Bukova, The Poisoned Ghost

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Zemiya Bukova, The Poisoned Ghost

This stooped old lady looks nice, despite being weathered and blurry at the edges.

CR 6; 2,400 XP
Venerable female human ghost commoner 6
CE Medium Undead (incorporeal)
Init +0Senses darkvision 60 ft.Perception +9

Defense
AC 16, touch 16, flat-footed 16 (+6 deflection)
hp 57 (6d6+36)
Fort +8, Ref +2, Will +3
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +4 (6d6 plus sickened, Fort 19 partial)
Special Attacks nice cup of tea

Statistics
Str —, Dex 10, Con —, Int 13, Wis 13, Cha 22
Base Atk +3; CMB +3 (+7 to use nice cup of tea in combat); CMD 19
Feats Hover, Skill Focus (Bluff), Skill Focus (Craft [alchemy]), Weapon Focus (touch)
Skills Bluff +15, Craft (alchemy) +13, Fly +8, Diplomacy +12, Perception +9, Sleight Of Hand +6, Stealth +8
Language Common, Duc

Corrupting Touch (Su) Zemiya's corrupting touch makes the targets that fail their Fortitude saving throw sickened for 24 hours. Victims can end that condition early by deliberately inducing vomiting for 1d4 rounds (treat them as stunned during that time).

Nice Cup Of Tea (Su) Zemiya can corrupt a prepared tea or other drink being served into a deadly poison. This turns a cup (or glass, or mug, or vial) into the equivalent of a deadly sip haunt. She can turn contents of a touched magic potion into poison spell, though she needs to make a successful combat maneuver check (with a +4 bonus) to affect a vial carried on person or held in combat. This does not provoke an attack of opportunity. She can attempt such combat maneuver check in place of attack of opportunity provoked by another creature drinking a potion within her reach.


Zemiya Bukova was such a nice, elderly (multiple-times) widow. No one suspected that she was also a malicious serial killer that murdered her victims—including a few of her husbands, but also a number of neighbors, travelers, and farmhands—with poisonous tea of her own making.

When she found herself another victim, the tables were turned, when she accidentally poisoned herself and died soon after—she had the last laugh, however, when everyone believed that her would-be victim was her killer and executed him in punishment for her death.

Now, she hangs around haunting her old neighborhood, hiding herself from locals and targeting newcomers and travelers, like in the good old days.


New Haunt: Deadly Sip
CR 3; 800 XP
CE haunt (a set of tea, bottle of wine, or another drink ready to be drunk)
Caster Level 5th
Notice Perception DC 25 (to detect hints of bitterness)
hp 10; Trigger drinking the content; Reset 1 day
Weakness the haunt can be recognized with detect poison and rendered harmless with neutralize poison
Effect anyone drinking from the vessels present is affected by poison spell (3rd level, DC 14) with an additional 1 minute onset time.
Destruction the container has to be thoroughly emptied, washed, and filled with holy water that is then drunk as if it was the original drink.


2022-12-27

Fantasy NPC: Yanthir Ilvernal, The Frozen Ghost

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Yanthir Ilvernal, The Frozen Ghost

Streams of frozen mist surrounds this silhouette like a shawl, the light gleaming off the droplets. The figure inside has vaguely elven features, seemingly cut in rose-tinted ice.

CR 6; 2,400 XP
Half-elf ghost expert 6
LN Medium Undead (incorporeal)
Init +3Senses darkvision 60 ft., low-light visionPerception +9

Defense
AC 17, touch 17, flat-footed 13 (+3 deflection, +3 Dex, +1 dodge)
hp 45 (6d8+18)
Fort +5, Ref +5, Will +8
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Ranged preserving frost +7 touch (6d6 cold plus freezing)
Special Attacks preserving frost, telekinesis (restricted to moving around up to four Large or smaller bodies frozen by her preserving frost ability)

Statistics
Str —, Dex 16, Con —, Int 16, Wis 13, Cha 17
Base Atk +4; CMB +4; CMD 20
Feats Dodge, Iron Will, Physician, Skill Focus (Heal)B
Skills Craft (alchemy) +12, Diplomacy +12, Fly +11, Heal +16, Knowledge (nature) +12, Knowledge (nobility) +12, Perception +9, Profession (apothecary) +10, Professsion (midwife) +10, Ride +12, Sense Motive +10, Stealth +11
Language Celestial, Common, Draconic, Elven, Sylvan

Preserving Frost (Su) Yanthir lacks the typical corrupting touch of other ghosts, instead attacking with waves of unearthly cold that can strike up to 120 feet with no range increment  on a successful ranged touch attack, dealing 6d6 points of cold damage. Any corpse or corporeal creature struck by preserving frost that drops below 0 hit points is immediately frozen in a shell of ice that stops any remaining life functions, holding the target in suspended animation (if alive) or preserving from decay (if dead or undead). This magical ice protects the subject until thawed in above-freezing temperatures or removed with effects that melt ice, break enchantments, remove curses, or negate petrification.


Yanthir Ilvernal was renowned physician, known to sell her services to wealthy and well-born. Rarely, though, she succumbed to her otherwise nonexistent rebel streak, and felt like aiding those who could not afford the guild prices—furtively, to avoid being caught skirting the rules set by their colleagues.

She was on her way to an unauthorized patient, called desperately in the mid-winter, when she was caught in a terrible blizzard. Instead of finding a shelter, she pressed on, despite the resistance shown by her steed. She lost her way and tried to pass a crumbling bridge over a frozen river. She might had even cross it safely if she tried to go over the ice... The ancient bridge however, collapsed and the breached the thick sheet underneath, pulling Yanthir and her horse underneath, where they froze to death.

Now she manifests near the place she died each winter, and from there she moves seeking the patient that she never reached, trying—and because of her immaterial state failing—to help save whomever she meets on her way. She is not fully aware of her condition, with her memories being hazy and fragmented, nor does she seem capable of truly comprehending of what happened to her, though she can be somehow reasoned with by appealing to her calling. Woe to those she suspect of lying to her, thinking them grifters who want to exploit her good side and skirt the payment for doctor's services.


New Feat: Physician
You were trained in academic medicine.
Prerequisites: Int 13.
Benefit: You can add your Intelligence bonus to Heal checks and total healing you provided when you treat deadly wounds or provide long-term care. Patients you successfully treated for disease or poison may add your Intelligence bonus to their saving throw against corresponding affliction.


2022-12-26

Fantasy NPC: Demek The Loose-lace, The Burned Ghost

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Demek The Loose-lace, The Burned Ghost

A figure of eerie blue flames, twisted in pain and fear.

CR 3; 800 XP
Human ghost commoner 3
CE Medium Undead (incorporeal)
Init +2Senses darkvision 60 ft.Perception +8

Defense
AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
hp 19 (3d6+9)
Fort +3, Ref +3, Will +3
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee clinging flame +3 incorporeal touch (3d6 fire and special)

Statistics
Str —, Dex 14, Con —, Int 11, Wis 11, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats Combat Reflexes, Skill Focus (Craft [leatherworking]), Toughness
Skills Fly +10, Craft (leatherworking) +9, Intimidate +5, Perception +8, Profession (moonshiner) +6, Stealth +10
Language Common

Clinging Flame (Su) Demek's corrupting touch reflects the circumstances of his demise in twisted way, inflicting 3d6 points of fire damage to a touched creature or object. If it fails to deal any damage because of hardness, resistance or immunity to fire, the target continues to burn with eerie blue flames, similar to Demek's own, suffering 3d6 points of fire damage each turn, until the target suffers at least 1 point of damage or the fire is extinguished (for example by immersion in water or using magic that extinguishes magical fires). Until then, the target glows with the eerie fire procuring dim illumination within 20 feet.


Demek The Loose-lace died a horrible death in a fire that consumed his house and workshop during the winter solstice last year, and now he has returned to seek the vengeance on those responsible—but he still has to learn what bastard ignited the fire to murder him, and he never was the sharpest needle around. His current plan is mostly limited to floating around trying to coerce others into investigating his murder (and he is sure that was murder).

The matter is complicated that his neighbors and the rest of the village are convinced that the deceased shoemaker—a known and obnoxious drunk who lived alone, and inspired little love or respect from others—accidentally burned his house during another of his alcoholic benders and was too drunk to flee (or notice).

Of course, Demek is completely unwilling to accept such explanation and anyone spreading such lies certainly must be complicit in his murder, or at least protecting the real arsonist...


2022-12-25

Fantasy Monster: Red Muckhorse

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Red Muckhorse

This would be a fine steed, if its flesh wasn't a gelatinous, semi-transparent slime, with silhouettes of horse bones floating freely inside. The unnatural smoothness of its movement doesn't help.

CR 7; 3,200 XP
N Large Ooze
Init +7Senses blindsight 60 ft., scentPerception +3

Defense
AC 20, touch 16, flat-footed 13 (+3 Dex, +4 dodge, +4 natural, –1 size)
hp 85 (10d8+40)
Fort +11, Ref +10, Will +6
Defensive Abilities evasion, liquid motion; Immune ooze traits

Offense
Speed 50 ft.
Melee 3 slams +11 (1d6+5)
Special Attacks pounce
Space 10 ft.; Reach 10 ft.

Statistics
Str 20, Dex 16, Con 20, Int —, Wis 16, Cha 1
Base Atk +7; CMB +13; CMD 26 (30 vs. forced movement and trip)
Skills Perception +3, Stealth –1
Feats Combat ReflexesB
SQ split

Ecology
Environment warm plains, forests, and ruins
Organization solitary, pair, or herd (3–10)
Treasure incidental

Special Abilities

Liquid Motion (Ex) Muckhorse's slimy body moves with unnatural fluidity, moving out of harm's way or striking with impossibly extended limbs. It has +4 bonus to initiative checks and Reflex saving throws, and +4 dodge bonus to AC. It can run at five times its base speed,  make 10-ft. steps, get up as a free action without provoking attacks of opportunity, and ignores difficult terrain. It also gains Combat Reflexes as a bonus feat.

Split (Ex) A red muckhorse can slowly digest a dead horse by spreading its slimy flesh over the cadaver and then splitting into two identically, fully healed red muckhorses after 2d6 hours.


Red muckhorses form when certain species of oozes grow over a frame of a horse skeleton, usually by consuming flesh of a dead horse. The resulting creature resemble a horse. From afar, and in dim light. Closer inspection leaves little doubt about abominable nature of the beast, though they are occasionally mistaken for undead, with their translucent flesh and bones visible inside.

Red muckhorses graze on anything remotely organic, slowly traveling around in search of more matter to consume, though they seem to be able to recognize taste and smell of horses and similar ungulate creatures. They might pacify the organic matter with multiple strikes if the meal tries to flee, though they won't purse things that flee the limited range of muckhorse's senses.

There is an unsubstantiated rumor that red muckhorses can be uplifted to horse-like intelligence and tamed by feeding them specially prepared alchemical concoctions. Many alchemists were eaten or suffered injuries trying to verify that rumor.


2022-12-18

Fantasy Monster: Dire Snowman

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Dire Snowman

A grotesque silhouette made of snow and ice, wearing a tattered top hat, with a dreadful grin, and sticks for hands.

CR 3; 800 XP
N Medium Construct (cold)
Init +2Senses darkvision 60 ft., low-light visionPerception +0

Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 31 (2d10+20)
Fort +0, Ref +2, Will +0
DR 5/bludgeoning; Immune construct traits
Weakness vulnerable to fire

Offense
Speed 20 ft.; snow-walking
Melee 2 claws or slams +4 (1d4+2 plus 1d4 cold)
Ranged 2 snowballs +4 (1d4+2 plus 1d4 cold)

Statistics
Str 14, Dex 14, Con —, Int —, Wis 11, Cha 1
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Skills Perception +0, Stealth +2 (+12 in snow)

Ecology
Environment cold plains, urban
Organization solitary, pair, or squad (3–10)
Treasure incidental

Special Abilities

Snowball (Ex) Dire snowmen can throw practically unlimited number of frozen snowballs with range increment of 20 feet.


Making snowmen is a common pastime among various people in winter. Less common is for those idols of ice and snow to animate and roam the lands. While occasionally, such event might occurs because of deliberate action, more often it will be an accident when restless elemental spirits–or maybe lingering vestiges of a mortal that perished of exposure lost among the snowdrifts binds to a body of snow.

There doesn't seem to be definite creation process of dire snowman that would be written down by mortal artificers, though it seems that some beings with strong connection to winter and snow—particularly fey—are capable of creating them with consistent regularity.

Tales of malicious dire snowmen who stop to craft another dire snowman each time they kill a humanoid being are certainly merely a scary stories invented to prevent children from wandering away during the winter.


Hoarfrost Snowmen (CR 4): Cruel servants of king Hoarfrost are neutral evil, have 4 HD, 42 hp, 17 AC (+2 deflection bonus), Fort +1, Ref +5, Will +1, Int and Cha scores of 10 (or 3d6), Intimidate +4, Perception +4, and Lightning Reflexes and Point-Blank Shot feats. All their attacks have +6 attack bonus.


2022-12-11

Fantasy NPC: Klaaghammar Vyl, Cold Envoy Of Hell

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Klaaghammar Vyl, Cold Envoy Of Hell

A stocky individual wearing multiple layers of expensive furs, thick robes, and warm coats, his fiery red complexion barely visible from underneath. A large fur cap haphazardly balances on multiple curved horns adorning his balding head. A pair of tails with wicked stingers is covered by an additional cape, with each tail wrapped in its own wooly warmer.

CR 4; 1,200 XP
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +6Senses darkvision 60 ft., see in darknessPerception +9

Defense
AC 17, touch 12, flat-footed 15 (+2 armor, +2 Dex, +3 natural)
hp 42 (5d10+15)
Fort +7, Ref +4, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

Offense
Speed 30 ft.
Melee 2 tail stingers +7 (1d6+2), gore +7 (1d6+2)
Ranged mwk light crossbow +8 (1d8, 19–20/×2)
Spell-Like Abilities (CL 5th, concentration +6)
Constant—resistance
3/day—infernal healing, teleport (self and 50 lbs. of gear only), vanish

Statistics
Str 14, Dex 14, Con 14, Int 13, Wis 13, Cha 13
Base Atk +5; CMB +7; CMD 19
Feats Combat Reflexes, Improved Initiative, Toughness
Skills Bluff +9, Diplomacy +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +9, Ride +9
Language Celestial, Draconic, Infernal, Sylvan; telepathy 100 ft.

Notable Gear thick multilayered robes acting as +1 padded armor, infernal letters of passage


Klaaghammar Vyl was a minor devil bureaucrat that was given a promising post by his infernal masters—an envoy to an ascendant fey lordling with pretenses of divinity, king Hoarfrost, who took over a vale, trapped it in eternal winter, and forced its mortals to revere him as their new deity.

Now, the poor-poor, unlucky Vyl wonders if it was merely a cruel joke, or a thinly veiled exile. The place is always bone-freezingly cold, the festivities are bland and bloodless, the dishes served rustic and unsophisticated, the king is petty and vain, his daughter arrogant and obnoxious, his son clueless. Despite their struggle with the eternal winter, the local mortals are stubbornly unwilling to sell their souls to hell in exchange for a way to escape the toil of fruitless labor they keep doing for their oppressor.

Klaaghammar Vyl is slowly losing hope for a positive change to his fate, slowly resigning himself to eternal cold and boredom. He still enjoys an occasional ride and a hunt—pastimes he never experienced before, but even their novelty wears off with passing years. 

If something happened to change the balance of power in the Hoarfrost Vale, Klaaghammar Vyl would be more than happy to meddle, likely overestimating his own cunning, grasp of the situation, bargaining position, and overall impact on the events.


2022-12-04

Fantasy NPC: Hlestko Jarna, Master Of The Festivals

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Hlestko Jarna, Master Of The Festivals

A rather tired-looking halfling in ridiculously looking robes made of garishly mismatched pieces of material, adorned with silver coins, crude snowflakes carved in wood, wearing a winter cap adorned with antlers, and a white make-up made mostly of flour.

CR 1; 400 XP
A male middle-age halfling commoner 3
NG Small Humanoid (halfling)
Init +1Senses low-light visionPerception +3

Defense
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 13 (3d6+3)
Fort +3, Ref +3, Will +3

Offense
Speed 20 ft.
Melee club +2 (1d4)
Ranged sling +3 (1d3)

Statistics
Str 10, Dex 12, Con 12, Int 12, Wis 13, Cha 11
Base Atk +1; CMB +0; CMD 11
Feats Endurance, Skill Focus (Profession [miller])
Skills Acrobatics +3, Climb +2, Craft (woodworking) +7, Knowledge (any) +1, Perform (act) +3, Profession (miller) +10, Stealth +5
Language Common, Halfling, Sylvan
SQ desperately well-read, unwanted expertise

Desperately Well-Read (Ex) Having been forced into his current position, Hlestko quickly went through all the books he could find in the late mayor's small library, trying to cobble anything remotely resembling a valid festival. He can make Knowledge checks untrained.

Unwanted Expertise (Ex) Years spent serving a tyrannical fey would-be god and his fey minions give Hlestko a +5 bonus to Knowledge checks regarding fey creatures.

Notable Gear old mayor's library can act as a masterwork tool on Knowledge checks if Hlestko can spent some time consulting the books, the festival grounds act as a masterwork tool on Perform (act) checks, Hlestko secretly managed to stash a +1 fey-bane hand axe that he could lend to heroes if, and only if, he would be convinced that the party is really capable of getting rid of king Hoarfrost 


Hlestko Jarna was a simple miller living and working along his neighbors until king Hoarfrost came. After a few years of oppression, the vale's mayor assembled a group and tried to resist the fey tyrant only to be dealt with terribly by the conqueror. Hlestko miraculously survived when the king mistook white flour covering miller's face and clothing as a declaration of submission and reverence for his wintery majesty, and appointed the confused peasant as the  new master of festivals, responsible for more ceremonies to be enacted in Hoarfrost's honor. Having the fate of the resisters freshly etched in his mind, Hlestko could do little but accept the dubious privilege and started doing whatever he can to deflect the anger of the vale's new overlord and preserve the denizens of the vale.

While he tries doing his best, he is overwhelmed by the whole situation, desperately inventing new "traditions" to please their oppressor, struggling to shuffle dwindling resources, manage overworked folk, and handle benign but completely clueless curiosity of prince Shinewhite and cold contempt of princess Icicle at the same time.


2022-11-27

Fantasy NPC: King Hoarfrost, Tyrant Of The Hoarbound Vale

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King Hoarfrost, Tyrant Of The Hoarbound Vale

The king is tall and disproportionately wide, with cold blue skin and long sparkly white hair. Like his children, he wears opalescent robes, though his reveal a suit of complex armor beneath.

CR 8; 1,600 XP
LE Large Fey
Init +6Senses low-light visionPerception +23

Defense
AC 21, touch 14, flat-footed 19 (+7 armor, +3 deflection, +2 Dex, –1 size)
hp 99 (18d6+36); regeneration 30 (special)
Fort +10, Ref +13, Will +13
Defensive Abilities divine pretender, winterborn; DR 10/cold iron and magic; Immune cold, death, disease, poison; Resist acid 20, electricity 20, fire 20, sonic 20

Offense
Speed 30 ft. (20 ft. in armor)
Melee scepter of frost +15/+10 (2d6+7 plus 1d6 cold)
Ranged icicle spear +11 (2d6+7 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks unleash the wrath of mountains

Statistics
Str 22, Dex 14, Con 14, Int 15, Wis 15, Cha 15
Base Atk +9; CMB +10; CMD 38
Feats Blind-Fight, Combat Reflexes, Defensive Combat Training, Diehard, Endurance, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Intimidation)
Skills Intimidation +26, Knowledge (nature) +23, Knowledge (nobility) +20, Knowledge (religion) +20, Perception +23, Ride +16*, Survival +20, Swim +23*; * –4 armor check penalty included
Language Aklo, Aquan, Auran, Common, Ignan, Infernal, Sylvan

Divine Pretender (Ex and Su) King Hoarfrost taps the forced reverence he squeezes out of the denizens of the Hoarbound Vale into a degree of immortality. As long as the festivities in his honor continue and a year and a day thereafter, he is immune to death effects and his regeneration can only be suppressed with damage inflicted by a person bearing both of blessing of winter prince and blessing of winter princess.

Unleash The Wrath Of Mountains (Su) When standing on a mountain side or a mountain top, king Hoarfrost can spend at least 10 minutes invoking powers of ice, snow, and mountains and cause an avalanche, snowstorm, or a blizzard to strike anywhere within his line of sight. If he takes at least 1 hour the effects can extend to cause intense snowfall over whole Hoarbound Vale or trigger multiple avalanches.

Winterborn (Ex) King Hoarfrost ignores detrimental effects of winter weather, such as cold temperature, slippery ice, snowdrifts, and freezing wind. He can swim in almost freezing water without ill effects. If he desires so, water freezes under her feet allowing her to effectively walk on newly formed ice. He can eat and drink but can actually live without sustenance for at least a season.

Notable Gear scepter of frost (Large +1 frost heavy mace, that he can call into his hand as a swift action), icicle javelin (Large +1 frost javelin, that he can call into his hand as a swift action), royal armor (Large +1 steel lamellar armor, that he can call onto himself as a swift action)


King Hoarfrost is a cruel and selfish fey lord that came one day to the land now known as Hoarbound Vale and subjugated the denizens with threats of catastrophic blizzards and avalanches, and hordes of minor fey and spirits of mountains and ice. Now, the vale remains trapped in endless winter and its people are forced to maintain an endless cycle of winter festivals in the honor of their wanna-be deity.

King Hoarfrost cares little for his subjects seeing them as a mere cogs in a machinery of his divine ascent—mortals are petty beings with no purpose beyond being tools and pets for the fey lords and deities to his egocentric mind. He doesn't treat lesser fey or spirits that much better, though he does accepts that they have at least their own desires and plans that he might let them indulge... As long as they serve him. He won't ever admit it even before himself, but he is scared snowless of mightier fey, dragons, and outsiders, especially those with power over cold and winter season. If ever faced with one, he will try to maintain a façade of cordial kinship while desperately trying to get them leave his domain.

As for his children, prince Shinwhite Snowflake and princess Icicle Blues, he seems to show them a otherwise unseen degree of leniency and affectation as long as they play the role in his story that he intended for them to have—mostly secondary witnesses to his greatness, with an occasional bout of harmless rebellion. He doesn't really love them, though—he only loves the reflection of his own greatness that he sees in his personal creation, and if they ever truly threaten his existence or his reign, he will be willing to destroy them and make new children.


2022-11-20

Fantasy NPC: Icicle Blues, Princess Of The Hoarbound Vale

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Icicle Blues, Princess Of The Hoarbound Vale

A tall and unnaturally thin young woman, with stern face, pale blue skin, long white hair, and striking purple eyes. She wears an opalescent shirt of mail, seemingly made of multihued ice.

CR 5; 1,600 XP
CN Medium Fey
Init +7Senses low-light visionPerception +15

Defense
AC 18, touch 15, flat-footed 15 (+3 armor, +2 deflection, +3 Dex)
hp 55 (10d6+20); regeneration 5 (cold iron, fire)
Fort +5, Ref +10, Will +9
Defensive Abilities winterborn; DR 5/cold iron; Resist cold 10, electricity 10

Offense
Speed 30 ft.
Melee freezing touch +6 touch (5d6 cold)
Ranged icicle bow +9 or +7/+7 (1d6+2 plus 1d6 cold/×3)

Statistics
Str 12, Dex 16, Con 14, Int 13, Wis 15, Cha 13
Base Atk +5; CMB +6; CMD 26
Feats Defensive Combat Training, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Knowledge (nature) +14, Knowledge (nobility) +12, Perception +15, Perform (sing) +14, Ride +13, Survival +12, Swim +14
Language Aquan, Auran, Common, Sylvan
SQ blessing of the winter princess

Blessing Of The Winter Princess (Su) If Icicle Blues engages in an act of passion, such as kiss, with another person, that creature gains benefit of endure elements (cold only) and resist cold 10 for the next 24 hours.

Winterborn (Ex) Icicle Blues ignores detrimental effects of winter weather, such as cold temperature, slippery ice, snowdrifts, and freezing wind. She can swim in almost freezing water without ill effects. If she desires so, water freezes under her feet allowing her to effectively walk on newly formed ice. She can eat and drink but can actually live without sustenance for at least a season.

Notable Gear icicle bow (+1 frost composite short bow, that she can call into his hand as a swift action), princely garb (+1 lamellar cuirass), jewelry (at least one piece bears a minor magical effect), a few +1 fey-bane arrows kept for special occasion (such as hunting a significant Otherworldly prey or engaging in blood-feud with another fey family)


Princess Icicle Blues is the daughter of King Hoarfrost and sister of prince Shinewhite Snowflake. Unlike her brother, she has little but contempt for mortals, their lives, their culture, and their reverence—she'd rather be riding across the wilds of the Otherworld and hunting in the company of other young fey royals than being stuck in the endless cycle winter festivals of the Hoarbound Vale.

For now, she honors her father's wish, attending the festivals with him and her brother, though she occasionally takes out her irritation on the servants, misperceiving their hospitality and reverence as the thing that chains her to this boorish, mortal place. Like her brother, she doesn't understand, that it's their father who holds the locals in thrall, forcing the natives to revere and fete him as their would-be god, and that as long as he can have his way, they are never leaving.


2022-11-13

Fantasy NPC: Shinewhite Snowflake, Prince Of The Hoarbound Vale

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Shinewhite Snowflake, Prince Of The Hoarbound Vale

A short and stocky young man, with pleasant face, pale blue skin, chin-length white hair, and striking purple eyes. He wears opalescent robes and silver jewelry with pink stones.

CR 3; 800 XP
CG Medium Fey
Init +1Senses low-light visionPerception +1

Defense
AC 15, touch 13, flat-footed 14 (+2 armor, +2 deflection, +1 Dex)
hp 33 (6d6+12); regeneration 5 (cold iron, fire)
Fort +6, Ref +6, Will +6
Defensive Abilities winterborn; DR 5/cold iron; Resist cold 10, electricity 10

Offense
Speed 30 ft.
Melee princely scepter +5 (1d6+2 plus 1d6 cold)
Ranged snowball +5 touch (3d6 cold)

Statistics
Str 12, Dex 12, Con 14, Int 13, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 20
Feats Defensive Combat Training, Great Fortitude, Skill Focus (Knowledge [nobility])
Skills Diplomacy +11, Knowledge (nature) +10, Knowledge (nobility) +10, Perform (dance) +11, Ride +7, Survival +7, Swim +10
Language Aquan, Auran, Common, Sylvan
SQ blessing of the winter prince

Blessing Of The Winter Prince (Su) If Shinewhite Snowflake engages in an act of passion, such as kiss, with another person, that creature gains benefit of endure elements (cold only) and resist cold 10 for the next 24 hours.

Winterborn (Ex) Shinewhite Snowflake ignores detrimental effects of winter weather, such as cold temperature, slippery ice, snowdrifts, and freezing wind. He can swim in almost freezing water without ill effects. If he desires so, water freezes under his feet allowing him to effectively walk on newly formed ice. He can eat and drink but can actually live without sustenance for at least a season.

Notable Gear princely scepter (+1 frost light mace that he can call into his hand as a swift action), princely garb (+2 clothing), jewelry (at least one piece bears a minor magical effect)


Prince Shinewhite Snowflake is one of the two children of the King Hoarfrost. Unlike his cruel father and his distant sister, the prince is deeply curious of mortals and enamored with all parts of their culture and life—despite having very flawed understanding of it and mortal condition in general. He combines charming naivety with exceptional baggage of misconceptions regarding humanoid beings. He desires nothing less than to fully immerse himself in human condition—which is next to impossible, because he doesn't really experience the world like human beings, neither physically, nor mentally. For example, all smells and tastes are intriguing to him, even those which humans would find repulsive and he'll gladly will listen to the worst cacophony of sounds if he'll think it is some form of music.

Currently, the prince is having a time of his life taking part in the never ending winter solstice celebrations taking place in the Hoarbound Vale—trying (and mostly failing) to understand the traditions and ritual that take place, savoring the food, flirting (rather awkwardly) with mortals, and watching the ceremonies... So far, he remains unaware of the hidden distress of denizens of the vale, trapped in the never ending cycle of festivities, forced to entertain king Hoarfrost, his family, and his retinue, slowly running out of food, supplies, and hope.


2022-11-06

Fantasy Monster: Fluxwarp Gremlin Swarm

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Fluxwarp Gremlin Swarm

A bunch of minute, identical-looking, grotesque figures flickering in and out of existence with accompanying flashes, buzzing, and 

CR 5; XP 1,600

CN Tiny Fey (extraplanar, swarm)
Init +9; Senses low-light vision; Perception +20

Defense

AC 18, touch 18, flat-footed 12 (+5 Dex, +1 dodge, +2 size)
hp 56 (16d6); fast healing 5
Fort +4, Ref +15, Will +8
Defensive Abilities half weapon damage, swarm traits
Weakness self-summoning

Offense
Speed 20 ft., phasing
Melee swarm (4d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15)

Statistics
Str 1, Dex 20, Con 8, Int 3, Wis 7, Cha 5
Base Atk +8; CMB —; CMD —
Feats Dodge, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Run, Skill Focus (Perception), Toughness
Skills Knowledge (planes) +12, Perception +20
Languages barely coherent bits of Sylvan
SQ hitch a ride

Ecology
Environment any
Organization solitary, pair, or a pack (3–6)
Treasure none

Hitch A Ride (Su) When a creature occupying space shared with a fluxwarp gremlin swarm uses a teleportation effect, the swarm can teleport with the creature as an additional passenger. If there are other creatures sharing space with the swarm, the swarm splits in half, forming two new swarms with half the hit points of the original swarm. In unlikely circumstance when multiple creatures are teleported away to different destinations, the swarm splits into a number of copies equal to number of destinations (plus one if any creatures remain within the swarms original space) and divide its hit points adequately. Fluxwarp gremlins can recognize teleportation magic on sight.

Phasing (Su) Fluxwarp gremlin swarm flicker in and out of phase with the rest of the plane they are currently on. It can move through difficult terrain and obstacles without penalties. It can also move through walls, except force effects, but can't end their move within solid object.

Self-Summoning Fluxwarp gremlin swarms replenish themselves by summoning more copies of themselves and are always treated as summoned extraplanar creatures without a home plane. A fluxwarp gremlin swarm can be targeted with banishment, dimensional anchor, dispel magic, dispel chaos, dismissal, or any spells or effects that control, harm, or dismiss summoned creatures suppressing their hitch a ride ability, phasing, and fast healing for 1 round. All of those qualities are suppressed within area of dimensional lock and other effects that block teleportation effects.


Fluxwarp gremlin swarm form out of terrible teleportation or portal malfunctions that involved a gremlin. The original creature is caught in endless loop, bouncing between its destination and its origin points, while its countless replicas are summoned on both ways, transformed but recognizable.

The copying process is imperfect, leaving fluxwarp gremlins with even less intellectual capacity than most other gremlins strains. Their primary interests are eating and spreading themselves, preferably via teleportation and portals. Tests performed by diligent inane teleportation researchers showed that perplexingly, traveling via portals do not copy fluxwarp gremlins, unlike most other forms of teleportation.

Many extraplanar beings, at least those not thoroughly chaotic, consider spreading fluxwarp gremlin swarms across the multiverse an odious act, if not an outright offense.