2022-03-27

Fantasy NPC: Five-Stone-Yellows Of The Hidden Bay

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Five-Stone-Yellows Of The Hidden Bay

This bundle of dark purplish spines wears a top hat and somehow appear happy to see you.

CR 1; 400 XP
NG Small Aberration (aquatic)
Init +0Senses darkvision 60 ft., blindsense 60 ft.Perception +7

Defense
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 16 (3d8+3)
Fort +1, Ref +1, Will +6
Defensive Abilities all-around vision, spiny ball

Offense
Speed 10 ft., climb 10 ft., swim 10 ft.
Melee spine slam +3 (2d4)

Statistics
Str 10, Dex 10, Con 10, Int 13, Wis 13, Cha 15
Base Atk +2; CMB +1; CMD 11 (can't be tripped)
Feats Iron Will, Toughness
Skills Climb +8, Diplomacy +5, Knowledge (nature) +7, Perception +7, Stealth +10, Survival +7, Swim +8
Language understands Aklo and Aquan; telepathy 100 ft.
SQ semi-amphibious

Semi-Amphibious (Ex) Five-Stone-Yellows can survive up to twelve hours out of water before they start suffocating.

Spiny Ball (Ex) Anyone striking Five-Stones-Yellows with an unarmed strike or a natural attack suffers 1d4 points of piercing damage. When Five-Stone-Yellows takes a total defense acting, this damage is increased to 2d4 points.

Notable Gear some sea jewelry made of shells and pieces of amber, and a mildly magical top hat received as a present from a thankful magician (the hat magic makes it immune to water and salt, and prevents it from being lost or carried away by currents or winds)


Five-Stone-Yellows is a member of a community of sapient urchins that lives in the warm waters of the Hidden Bay.

The life of Five-Stone-Yellows was peacefully slow, until one day a castaway from far away lands nearly drowned within the Bay—after helping him to the nearest islet, Five-Stone-Yellows ventured onto the land and towards the nearest village to inform the land-dwellers there of the trapped two-leg.

After the man was saved, the life seemingly returned to norm... Until some time later when the land-dwellers sought Five-Stone-Yellows and asked them for help in finding missing boat. And then negotiate fishing rights between the landfolk and local fishfolk, and then another, and another... Five-Stone-Yellows somehow, somewhen, and really without their own input or intent became sort of informal ambassador and mediator between the water and land-dwelling peoples of the Bay.

Five-Stone-Yellows is a honest and modest individual who just happens to end in the wrong place at the wrong time (or the right time and place, depending on point of view), and doesn't have heart to not aid those in need when possible, within their humble means.


2022-03-20

Fantasy Monster: Atomic Moose

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Atomic Moose

A large but misshapen moose, with many cancerous growths, some of which glow with a weak blue-white luminescence in darkness.

CR 7; 3,200 XP
N Large Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision, sense radiation; Perception +14
Aura medium radiation (20 ft.), light radiation (40 ft.)

Defense
AC 20, touch 10, flat-footed 19 ( +1 Dex, +10 natural, –1 size)
hp 85 (10d10+30)
Fort +10; Ref +10; Will +6
Immune radiation

Offense
Speed 50 ft.
Melee gore +13 (2d6+4), 2 hooves +8 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attack powerful charge (4d6+6)

Statistics
Str 18, Dex 13, Con 16, Int 1, Wis 13, Cha 7
Base Atk +10; CMB +15; CMD 26 (30 vs. trip)
Feats Acrobatic Steps, Iron Will, Lightning Reflexes, Nimble Moves, Run
Skills Perception +14

Ecology
Environment forest, marshes, post-nuclear ruins
Organization solitary or pair
Treasure none

Special Abilities

Aura Of Radiation (Ex)
 Atomic moose emit deadly ionizing radiation, being surrounded by zone of medium radiation (save Fort DC 17; initial effect 1d4 Con drain, secondary effect 1d4 Str damage per day) extending to 20 feet, and light radiation (
save Fort DC 13; initial effect 1 Con drain, secondary effect 1 Str damage per day) extending between 20 and 40 feet. Radiation counts as a poison effect.

Sense Radiation (Ex) Atomic moose can detect presence of radiation within 100 feet, preferring to stay within while resting or fleeing predators.


Atomic moose are lineages of moose that lived in zones contaminated with deadly radiation —by ancient wars and catastrophes — and adapted to thrive within. They are stronger and more durable than their mundane kin, but their main threat is the deadly emanation that can slowly, but surely kill predators and hunters who come too close to those beasts.


2022-03-13

Fantasy Monster: Censor Inevitable

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Inevitable, Censor

A many-legged metallic spider with a wide array of lenses, quills, and cutters at the end of its limbs.

CR 5; 1,600 XP
LN Small Outsider (extraplanar, inevitable, lawful)
Init +7Senses darkvision 60 ft., detect chaos, low-light visionPerception +13

Defense
AC 18, touch 14, flat-footed 15 (+2 Dex, +1 dodge, +4 natural, +1 size)
hp 52 (7d10+14); regeneration 5 (chaotic)
Fort +7, Ref +4, Will +8
Defensive Abilities all-around vision, constructed; SR 16

Offense
Speed 30 ft., climb 30 ft.
Melee 4 cutters and quills +10 (1d4+2 plus axiomatic ink)
Special Attacks sonovorous bomb
Spell-Like Abilities (CL 7th; concentration +8)
Constant—comprehend languages, detect chaos
At Will—arcane markerase, explosive runes (censor can have up to four explosive runes active at any one time, becomes immediately aware when one set is triggered)
3/day—vanish

Statistics
Str 14, Dex 14, Con 14, Int 15, Wis 17, Cha 13
Base Atk +7; CMB +8; CMD 21 (29 vs. trip)
Feats Acrobatic Steps, Dodge, Improved Initiative, Nimble Moves
Skills Acrobatics +12, Climb +10, Knowledge (arcana) +12, Knowledge (nature) +12, Knowledge (planes) +12, Knowledge (religion) +12, Perception +13, Stealth +16
Languages comprehend languages, doesn't speak
SQ corrections and edits

Axiomatic Ink (Su) Creatures struck by a censor's quills are marked with signs of order, suffering –2 penalty to saving throws against lawful spells until they carefully wash themselves or erase the markings.

Corrections And Edits (Su) A censor can duplicate handwriting and printed fonts with ease, excreting necessary inks from its quilled appendages, rewriting sections of text after erasing forbidden parts, and replacing them with toned down and acceptable versions. Noticing that alterations have been made requires beating DC of 33 on a Perception, Linguistic, or a suitable Profession check.

Sonovorous Bomb (Su) A censor inevitable can fire a bomb that consumes all sounds in a burst. It works as a thrown splash weapon using censor's ranged touch attack of +10 and has range increment of 20 feet. It deals 4d6 points of sonic damage on a direct hit, and has a 20-ft. splash effect dealing 4 sonic damage and silencing the area for 1d4+1 rounds. A censor can store and fire up to three sonovorous bombs before it needs to produce more (replenishing any number of bombs takes 1 hour).


Censor inevitables are lesser servants of the order that seek and edit, hide, restrict, or even erase dangerous knowledge—one that might cause social, political, technological, or cosmological chaos, strife,  or destruction. The exact topics to be censored vary between individual censors, the world they are on, and the current balance of powers, both on the local and the cosmic scales.


2022-03-06

Fantasy NPC: Taylamanas, The Usurer From Hell

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Taylamanas, The Usurer From Hell

A tall, almost unnaturally lanky individual in a long, opulent robes, with black eyes, hooked nose, and a long, thin goatee.

CR 7; 3,200 XP
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +8Senses darkvision 60 ft., see in darknessPerception +19

Defense
AC 20, touch 14, flat-footed 16 (+2 armor, +4 Dex, +4 natural)
hp 85 (10d10+30); regeneration 5 (gold)
Fort +10, Ref +7, Will +11
DR 10/gold and magic; Immune charm, compulsion, fire, poison; Resist acid 10, cold 10, electricity 10; SR 18

Offense
Speed 30 ft.
Melee 4 claws +15 (1d4+5)
Ranged 3 hellfire bolts +14 touch (3d6)
Special Attacks I own you 
Spell-Like Abilities (CL 10th, concentration +12)
Constant—disguise self (5th level, DC 19, always takes the same appearance), magic fang
At Will—greater teleport (self and 50 lbs. of gear only), sift

Statistics
Str 18, Dex 18, Con 16, Int 15, Wis 15, Cha 15
Base Atk +10; CMB +14; CMD 28
Feats Ability Focus (disguise self), Alertness, Improved Initiative, Improved Iron Will, Iron Will
Skills Appraisal +15, Bluff +15, Diplomacy +15, Intimidate +15, Knowledge (planes) +15, Perception +19, Profession (usury) +15, Sense Motive +19
Language Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ infernal loan

Hellfire Bolts (Su) Taylamanas can fire bolts of hellfire with 60 feet range and no range increments. He can fire single bolt as a standard action or three bolts as a full-round action.

I Own You (Sp) Taylamanas can take control over one of his debtors whose soul he owns, for one day, as if using dominate person, without a saving throw, once in the debtor's lifetime. If the debtor is protected from domination somehow (e.g. Taylamanas fails to penetrate Spell Resistance, or the target has protection from evil effect), the ability is not expended, and Taylamanas can attempt to take control again in more favorable circumstances. This is an equivalent of a 5th level spell.

Infernal Loan (Su) Taylamanas offers loans to those who need them, or merely want them. He provides the recipient with 1,000 gp in high quality coins of foreign making in return for a signed IOU, and requires being paid back twice that amount after a year and a day—those who fail to repay it in due time forfeit their souls and suffer a curse that undermines all their enterprises and business activities until they repay the sum or die (allowing Taylamanas to reap their souls). The debtors can delay payment by another year if they present Taylamanas with another person that will take such a loan. They also get another 1,000 gp in cash (and 2,000 gp in debt to be returned on the next due date). Recipients that hold an office in a community or rights to a fief can take the loan in the name of their settlement or domain, getting loan equal to the settlement's purchase limit. Instead of being repaid in cash, however, Taylamanas demands that after a year and a day, at least a tenth of the settlements denizens be beholden to hell, by contract, deed, or religion (and those who already belonged to hell before the loan do not count). If that condition is not meet, the settlement is struck with a series of accidents, monster infestations, or other catastrophes, until the denizens fulfill their side of the bargain, the settlement ceases to exist, or a major quest is taken to purify the place. The money loaned are conjured during the deal and can't be stolen until the loan is finalized. The debt repayments are immediately teleported away to a safe extraplanar storage as well.


Taylamanas is a devilish investor (and a bit of a gambler), offering loans of gold for those who are willing to risk their soul. He is particularly willing to provide money to public servants and feudal overlords, in return for their effort at damning their constituencies and serfs to hell.

Taylamanas true visage underneath the illusion of mundane (if disturbingly creepy) individual doesn't differ much, aside of small horns, grey skin, hoofed legs, and having four arms. Oh, and his long fingernails are really iron-hard talons.