2022-04-24

Fantasy Monster: Name-Wolf

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Name-Wolf

A blue-grey wolf with intricate silver patters spelling ancient glyphs on its fur.

CR 8; 4,800 XP
N Medium Magical Beast
Init +5; Senses darkvision 60 ft., low-light vision, scent, smell name; Perception +22

Defense
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 102 (12d10+36)
Fort +10; Ref +12; Will +7; +4 vs. language-dependent effects
Defensive Abilities nameless 

Offense
Speed 50 ft.
Melee bite +18 (2d4+8 plus trip)
Special Attack devour name (DC 18)
Spell-Like Abilities (CL 12th, concentration +13)
Constant—magic fang, tongues

Statistics
Str 20, Dex 20, Con 16, Int 15, Wis 17, Cha 15
Base Atk +12; CMB +17; CMD 32 (36 vs. trip)
Feats Acrobatic Step, Combat Reflexes, Improved Vital Strike, Nimble Moves, Power Attack, Vital Strike
Skills Acrobatics +20, Perception +22, Stealth +20; Racial Modifiers +4 Perception, +4 Survival when tracking by scent of someone whose name it knows
Languages Aklo, Common, Sylvan; tongues

Ecology
Environment cold or temperate forest
Organization solitary, pair, or leading a pack of wolves and similar creatures
Treasure standard

Special Abilities

Devour Name (Su)
 When a name-wolf successfully deals damage to a sapient creature that is prone, stunned, incapacitated, surprised or otherwise unaware of the name-wolf, the name-wolf can eat part of the target's name, consuming its identity in the process unless the target resists with a successful Will saving throw (DC 18). From now on, everyone who met the target before has to succeed a Will saving throw (DC 18) to recognize the victim, otherwise they treat the target as a complete stranger. People who have deep emotional ties to the victim suffer –4 penalty to their saving throws. People who witnessed devouring of the target's name receive +4 bonus to their saving throws. This is a language-dependent curse effect. If the name-wolf that devoured the target's name was killed, any attempt to remove the curse has a corresponding DC increased by 10. As a side effect, this curse renders the victim immune to effects that target their name or require knowledge of their true name. The saving throw DC is Charisma-based.

Nameless (Ex) Name-wolves—despite being sapient, speaking creatures with individual personalities—have no names of their own and cannot be named, though they can bear nicknames, usually based on the place they roam. All forms of magic that rely on or affect names have no effect on them.

Smell Name (Su) Name-wolves automatically learn names of people who they detect directly with their scent.


Name-wolves are cunning predators that feed on flesh of livestock and names of speaking folk. They usually avoid killing sapient beings unless forced to, and can even be bargained to a degree—some villages even going as far as offering them names of a few elders each year, in addition to chickens, goats, and pigs.

And once in a while, someone might actually deliberately seek a name-wolf to lose their old identity and begin a sort of new life. Or maybe avoid even worse fate tied to their old name.

Greater Name-Wolves (CR 10) are giant advanced name-wolves that operate in packs that can strip whole places of their names, erasing backwater villages and lone forts from the memories of all but their denizens.


2022-04-17

Fantasy NPC: The Egg Of Yr

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The Egg Of Yr

An enormous ovoid of a luminescent crystal floats over a metal platform walking on four spider legs of bronze and steel.

CR 12; 9,6400 XP
N Gargantuan Construct
Init +5Senses darkvision 60 ft., low-light vision, deathwatchPerception +18

Defense
AC 27, touch 11, flat-footed 26 (+5 deflection, +1 Dex, +15 natural, –4 size)
hp 157 (15d10+60); fast healing 10
Fort +12, Ref +13, Will +15
Defensive Abilities crystalline shell; DR 10/epic; Immune acid, cold, construct traits, electricity, fire

Offense
Speed 40 ft.
Melee 3 claws +21 (2d6+10)
Space 20 ft.; Reach 10 ft.
Special Attacks prismatic pulse (100 ft., DC 20)
Spell-Like Abilities (CL 20th, concentration +23)
Constant—deathwatch
At Will—gentle repose (a single Large or smaller body stored within at a time, indefinitely)

Statistics
Str 30, Dex 13, Con —, Int 16, Wis 17, Cha 17
Base Atk +15; CMB +29; CMD 40 (46 vs. trip)
Feats Critical Focus, Great Fortitude, Improved Great Fortitude, Improved Initiative,  Iron Will, Lightning Reflexes, Staggering Critical, Toughness
Skills Knowledge (nature) +18, Knowledge (planes) +18, Knowledge (religion) +18, Perception +18, Sense Motive +18
Language telepathy 100 ft.

Crystalline Shell (Ex) The Egg's crystalline form has +5 deflection bonus to AC and +5 resistance bonus to all saving throws, it also has 50% chance of reflecting any ray back on the attacker.

Prismatic Pulse (Su) Once engaged in combat, the Egg's luminescence starts to shimmer and throb with a steadily increasing rate. Every 1d4+1 rounds thereafter, the Egg can release a pulse of prismatic energy washing over everyone within 100 feet as a full-round action, affecting each creature that lacks total cover as if it was exposed to a random color of prismatic spray spell (saving throw DC 20). The Egg becomes dazed for one round after releasing the pulse. If the Egg is destroyed, it releases one more pulse that spreads up to 1 mile from its current location. The saving throw DC is Charisma-based.

Source Of Rebirth (Su) The Egg Of Yr can return a Large or smaller dead creature to life by absorbing the corpses inside and rebuilding the target over 20d6 hours, though it always needs a mostly intact head of the deceased to proceed (though it could have been preserved in multitude of ways as long as there are no major missing parts nor too much decay). If the mostly complete body was provided, the creature will be revived as if resurrection was used. If the body was heavily damaged or the victim died of old age, a new body of a random species is grown, as per reincarnate spell (though it can revive creatures that died to death effects or even outsiders). The revived creature comes back to life with no negative levels.


If the stories are true, the Egg Of Yr might contains the essence of life itself within its crystalline frame. Who bound that power and give it such shape, no one knows, but if found, the Egg can be persuaded to revive the dead. At other times, it comes and offers to return the dead to life of its own volition—though projections of its inhuman thoughts can be hard to interpret. It always demands a task to be fulfilled by the family, friends, and companions of the beneficiary, or maybe from a seemingly random passerby—sometimes easy, sometimes hard, always enigmatic and occasionally weird. There seems to be a limit on how often the Egg can return the dead to life, for it never provides such aid multiple times in a short period of time or to multiple victims of a single event, though the exact limits of its powers are unknown.


2022-04-10

Fantasy Monster: Clockwork Lullaby

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Clockwork Lullaby

A big music box running on eight spidery legs.

CR 1; 400 XP
N Small Construct (clockwork)
Init +4Senses darkvision 60 ft., low-light visionPerception +0
Aura droning lullaby (30 ft.)

Defense
AC 13, touch 13, flat-footed 13 (+2 dodge, +1 size)
hp 15 (1d10+10)
Fort +0, Ref +2, Will +0
Immune construct traits
Weakness vulnerable to electricity

Offense
Speed 20 ft., climb 20 ft.
Melee 2 slams +2 (1d4)

Statistics
Str 10, Dex 10, Con —, Int —, Wis 11, Cha 11
Base Atk +4; CMB +7; CMD 20
Feats Improved InitiativeB, Lightning ReflexesB
SQ winding (every day)

Ecology
Environment rural, ruins
Organization solitary or pair
Treasure standard

Special Abilities

Aura Of Droning Lullaby (Su) A wound up clockwork lullaby emits a constant buzzing hum that dulls senses. Anyone within the aura suffers a –2 penalty to ability checks and saving throws made to avoid fatigue, exhaustion, and sleep effects, and all Perception checks. All magical sleep effects used on targets within the area operate at +2 caster level, and the sleeping creatures receive +2 bonus to saving throws against nightmares and effects that would influence or manipulate their dreams, or would otherwise prevent them from getting restful sleep.


Clockwork lullabies are animate music boxes, made to help put your enemies (or your children) into deep and fitful sleep. Because of their eight mechanical legs, they are also occasionally used as apart of treatment when trying to cure people from arachnophobia, by creating a pleasant association of them with peaceful sleep.

Construction: Clockwork Lullaby
The creator has to start with 250 gp worth of clockwork parts.
CL 5th; Price 3,250 gp.
Requirements Craft Construct; ghost sound, sleep, and unseen servant, creator must be at least 5th caster level; Skill Craft (clockwork) DC 20; Cost 1,750 gp.


2022-04-03

Fantasy NPC: The Fair Maid Of The Reluctant Spring

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The Fair Maiden Of The Reluctant Spring

A beautiful maid with hair of gold, grand dragonfly wings, wearing robes of pale green stained with mud and dirty snow.

CR 10; 9,600 XP
CN Medium Fey
Init +12Senses low-light visionPerception +24

Defense
AC 24, touch 24, flat-footed 15 (+5 deflection, +8 Dex, +1 dodge)
hp 130 (20d6+60); regeneration 10 (epic)
Fort +9, Ref +20, Will +13
DR 10/cold iron and epic; Defensive Abilities mistress of weather; Resist cold 20, electricity 20, fire 20

Offense
Speed 30 ft., fly 30 ft. (good)
Special Attacks winds of fury
Spell-Like Abilities (CL 20th, concentration +25)
Constant—shield of faith
At Will—control weather, quench
1/day—wind walk

Statistics
Str 10, Dex 26, Con 16, Int 13, Wis 13, Cha 21
Base Atk +10; CMB +10; CMD 43
Feats Combat Casting, Defensive Combat Training, Diehard, Dodge, Endurance, Improved Initiative, Improved Iron Will, Iron Will, Mobility, Wind Stance
Skills Fly +35, Handle Animal +25, Knowledge (geography) +24, Knowledge (nature) +24, Perception +24, Perform (dance) +28, Sense Motive +24, 
Language Aklo, Aquan, Auran, Common, Draconic, Sylvan, Terran

Mistress Of Weather (Ex) The Fair Maid is one with the weather, suffering no hindrance to her movement and actions from weather effects and seeing through fog, intense rain, and sleet. She can cast control weather with a standard action, though it takes 1d10 minutes for the effects to manifest. If she spends one hour casting control weather with a wild aerial dance, the effects manifest after 1d4 hours and last for 3d10 days instead.

Winds Of Fury (Su) The Fair Maid doesn't fight herself, the surrounding air does that for her. When in combat, The Fair Maid is surrounded by wild winds, rain, sleet, hail, and occasional lightning strikes. The wet, slipper ground and the buffeting winds halve the movement speed of all creatures within 100 feet. Each round, The Fair Maid may select up to ten different targets within 100 feet that suffer one of the following effects each: 10d6 points of cold damage from chilling winds, 10d6 points of electricity damage from a lightning strike, 10d6 points of bludgeoning damage from hail, entangled in mud and ice until a successful saving throw or Strength check is made (repeated each round after the first as a full-round action), blinded with wind and sleet for 1d4 rounds, pushed 1d4 × 5 feet in a random direction (1d6 × 5 ft. if Small, 2d4 × 5 ft. if Tiny). Each target can negate the effects suffered with a successful Reflex saving throw (DC 21). The saving throw DC is Intelligence-based.


The Fair Maid Of The Reluctant Spring is a Fey princess that embodies the unpredictable time between the winter and the spring. Like the time she is bound to, she is capricious and moody, with little regard for well-being of others. She can also be quite petty and vengeful toward those who insulted her, and she can perceive many seemingly harmless acts as insulting while tolerating blatant rudeness.

The common folk often try to propitiate her with offerings and festivals, with mixed effects. Occasionally she picks lovers, occasionally she even attends feasts in her honor, but sometimes she remains distant and brooding, and the land suffers her caprices long into the late spring.