2022-07-31

Fantasy NPC: Dame Sungazer

You can now support Shaper Of Worlds on Patreon.

Dame Sungazer

A feminine figure bound from head to toes in desert garb.

CR 9; 6,400 XP
LE Medium Outsider (evil, extraplanar, kyton, lawful)
Init +8Senses darkvision 60 ft.Perception +19

Defense
AC 23, touch 18, flat-footed 19 (+3 armor, +4 deflection, +4 Dex, +2 natural)
hp 114 (12d10+48); regeneration 5 (good)
Fort +12, Ref +10, Will +12
DR 10/good; Immune cold, disease, fire, sandstorms, starvation, thirst; SR 20

Offense
Speed 30 ft., fly 10 ft. (perfect) or 600 feet per round (poor)
Melee 2 claws +16 (2d6+4)
Special Attacks scouring winds (60-ft. line, 30-ft. cone, or 10-ft. emanation, 10d6, DC 18 half), unnerving gaze (30 ft., DC 18 negates)
Spell-Like Abilities (CL 12th, concentration +14)
Constant—shield of faith
At Will—create water, destroy water (up to 24 gallons in a single container or body of water), wind walk (self only)
1/day—control weather

Statistics
Str 18, Dex 18, Con 18, Int 15, Wis 19, Cha 15
Base Atk +12; CMB +16; CMD 34
Feats Blind-Fight, Diehard, Endurance, Improved Initiative, Lightning Reflexes, Nimble Moves
Skills Bluff +17, Fly +19, Knowledge (nature) +17, Knowledge (planes) +17, Knowledge (religion) +17, Perception +19, Sense Motive +19, Stealth +19
Language Common, Ignan, Infernal; telepathy 100 ft.
SQ altar of the unforgiving sun

Altar of The Unforgiving Sun (Su) Dame Sungazer can spend 1d6 hours building an altar from available stone, clay, bones, and metal. Once the altar is finished and exposed to direct sunlight, its composite materials fuse together forming a durable construction (hardness 10, 100 hit points). Mortals that spend time praying or meditating by the altar, or make a symbolic offering at it, gain +1 profane bonus to Constitution checks, and Fortitude saving throws against thirst, starvation, heat, and disease for one day. When a living creature is sacrificed, or the petitioners bleeds themselves, they receive +2 bonus for 1d6 days. If a sapient creature is sacrificed, the petitioners receive +5 bonus that will last for 1d3 weeks. The altar projects an aura that slowly turns the area hotter and drier, as long as people come to pray and sacrifice at the altar. It is unclear how many altars can be erected and maintained by Dame Sungazer at the same time, though she keeps them separated by days of foot travel at least.

Scouring Winds (Su) Dame Sungazer can invoke winds that blast her enemies with coarse, flesh-rending sand, dealing 10d6 points of damage within 60 feet line, 30 feet cone, or 10 feet spread centered on her. A successful Reflex saving throw halves the damage. Dame Sungazer never suffers negative effects of her scouring winds or sandstorms of any sort.

Unnerving Gaze (Su) Creatures that meet Dame Sungazer's eyes become blinded for 1d4 rounds, only capable of clearly seeing her and the blinding sun in the sky (even when in buildings or underground).


Dame Stargazer is a kyton obsessed with the sun and the torment that its heat and light can inflict on the living. She claims to pursue deeper truth in the visions induced by heatstroke and deprivation in mortal beings. She sometimes seeks lost travelers and prisoners condemned to death by desert, offering them enough water and aid to keep them alive but deprived and hallucinating listening to their rambling. At other times, she deceives local denizens into idolatry at the altars she constructs, turning the land slowly into more deadly and less hospitable to others.


2022-07-24

Fantasy Monster: Lutrinal

You can now support Shaper Of Worlds on Patreon.


Agathion, Lutrinal

An otter-faced, fur-covered figure wearing a traveling outfit and a backpack.

CR 6; XP 2,400

NG Medium Outsider (agathion, extraplanar, good)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +14

Defense

AC 19, touch 14, flat-footed 15 (+2 armor, +3 Dex, +1 dodge, +2 natural, +1 shield)
hp 68 (8d10+24)
Fort +9, Ref +9, Will +5
Defensive Abilities improvised shield; DR 5/evil; Immune electricity, petrification; Resist cold 10, sonic 10

Offense
Speed 30 ft., swim 30 ft.
Melee bite +11 (1d6+3) or shillelagh +12/+7 (2d6+4) and bite +6 (1d6+1)
Ranged thrown rock or other improvised projectile +12/+7 (1d6+4 or 2d6+5 against undead)
Spell-Like Abilities (CL 8th; concentration +10)
Constant—know direction, magic stone (any stone or pebble thrown), shillelagh (any club or quarterstaff wielded by lutrinal)
At Will—create waterdancing lights, detect animals or plants, endure elements, mending, prestidigitation
1/day—aquatic travel, commune with nature

Statistics
Str 16, Dex 16, Con 16, Int 13, Wis 17, Cha 15
Base Atk +8; CMB +11; CMD 26
Feats Dodge, Endurance, Nimble Moves, Throw Anything
Skills Climb +14, Knowledge (geography) +12, Knowledge (nature) +12, Knowledge (planes) +12, Perception +14, Stealth +14, Survival +14, Swim +11
Languages Celestial, Common, Draconic, Sylvan; speak with animals, truespeech
SQ hold breath (16 minutes), lay on hands 4d6 (6/day), mercy (fatigued), traveling pack

Ecology
Environment any (Elysium)
Organization solitary or pair
Treasure standard

Aquatic Travel (Sp) Once per day, a lutrinal can submerge in a body of water and travel across it for up to 8 hours at a rate of 100 miles per hour. While traveling in that way, lutrinal can breathe water as easily as air. This effect ends when the lutrinal emerges from the water or takes actions other than directly related to traveling (such as moving, checking maps, or searching for passage through an obstacle). This is an equivalent of 4th level transmutation [water] spell.

Improvised Shield (Ex) A lutrinal can easily use mundane objects to deflect enemy attacks, gaining +1 shield bonus to AC as long as they can hold anything moderately sturdy in their off-hand—a branch, a cloak, or a pan (and they always keep at least one in their traveling pack). They can also gain this bonus by wielding quarterstaff in a defensive two-handed grip, as long as they don't make off-hand attacks.

Traveling Pack (Su) Lutrinals can store far more than they physically should in their backpack—any single backpack used by lutrinal acts as a handy haversack for them. They always keep them filled with suitable traveling gear and supplies, replenishing lost and used up resources when possible.


Lutrinals are the travelers, explorers, and wilderness guides of the agathions—driven by insatiable curiosity for new geographic discoveries they wander across the multiverse establishing new routes, drawing maps, and leading other travelers out (and occasionally into) dangers.


2022-07-17

Fantasy Monster: Crimson Bees

You can now support Shaper Of Worlds on Patreon.


Crimson Bees

A swarm of red and black bees surrounded by sweet but unpleasant stench.


CR 10; XP 9,600
N Fine Vermin (swarm)
Init +2; Senses darkvision 60 ft.; Perception +2

Defense
AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
hp 136 (21d8+42)
Fort +14; Ref +9; Will +9
Defensive Ability swarm traits; Immune weapon damage
Weakness vulnerable to area damage

Offense
Speed 20 ft., fly 40 ft. (good)
Melee swarm (5d6×2)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 22), vicious stings

Statistics
Str 1, Dex 14, Con 14, Int —, Wis 15, Cha 11
Base Atk +15; CMB —; CMD —
Skills Fly +14

Ecology
Environment temperate and forests and plains
Organization solitary, pair, hive (3–6 swarms)
Treasure standard (in the form of blood honey)

Special Abilities

Vicious Stings (Ex) Crimson bees sting their enemies with extreme prejudice dealing double damage comparing to typical swarms with the same HD. Creatures immune to poison or those immune to additional damage from critical hits suffer regular damage instead.


Crimson bees are deadly swarming insects that feed on flesh and flower pollen alike, producing a pinkish honey that is a potent magical component for healing and necromantic magic alike.

They are very aggressive comparing to more common bees and often pursue intruders until the prey is dead and can be feed on by the hive. They occasionally make hives inside carcasses of particularly large beasts.

Blood honey can be used as an all natural (if somewhat gross) substitute component for regular costly components used in healing and necromantic spells. A single ounce of blood honey is equivalent to 10 gp of components.


2022-07-10

Fantasy Monster: Sagging Blob

You can now support Shaper Of Worlds on Patreon.


Sagging Blob

A bulge formed on the ceiling covered with a pattern matching the surrounding area.


CR 6; XP 
N Small Ooze
Init +0; Senses blindsight 60 ft.; Perception +0

Defense
AC 19, touch 11, flat-footed 19 (+8 natural, +1 size)
hp 78 (12d8+24)
Fort +10; Ref +4; Will +4
Defensive Abilities camouflage; Immune mind-affecting effects, ooze traits

Offense
Speed 5 ft., climb 20 ft., ceiling cling
Melee 3 slams +12 (1d4+2)
Ranged 3 acidic spores +10 touch (2d6 acid plus 1 point of continuous acid damage)

Statistics
Str 14, Dex 10, Con 14, Int —, Wis 11, Cha 1
Base Atk +9; CMB +11; CMD 21 (31 to pull it off the surface it sticks to)
Skills Climb +10, Stealth +14; Racial Modifier +10 Stealth

Ecology
Environment ruins, underground
Organization solitary, pair, or group (3–5)
Treasure none

Special Abilities

Acidic Spores (Ex) A sagging blob can spit droplets of corrosive juices targeting creatures and objects within 30 feet as long as they aren't at higher elevation than the blob. This attack deals 2d6 acid damage on a successful ranged touch attack and 1 point of acid damage each following turn until the acid is scrapped off as a full-round action or otherwise washed off. Continuous damage from multiple hits stack.

Camouflage (Ex) A sagging blob takes on the color and texture of surrounding wall, taking 20 on Stealth checks when it remains still.

Ceiling Cling (Ex) A sagging blob sticks to vertical surfaces and the ceiling and can traverse along it without problems.


Sagging blobs are weird slimes that colonize ceilings creating strange, silly, and disturbing formations along such surfaces and attack living creatures moving underneath with its digestive juices.

When their surroundings are calm sagging blobs drop long thin tendrils to feed on dead remnants of living creatures and vegetation below.


2022-07-03

Fantasy NPC: S'berion, The Clockmaker

You can now support Shaper Of Worlds on Patreon.

S'berion, The Clockmaker

A tall and spindly figure clad in dress suit adorned with filigrees. Small opaque glasses in intricate golden frames hide the eyes. The forehead reveals a row of small horns.

CR 6; 2,400 XP
LE Medium Outsider (devil, extraplanar, evil, lawful)
Init +6Senses darkvision 60 ft., see in darknessPerception +15

Defense
AC 19, touch 15, flat-footed 17 (+4 armor, +3 deflection, +2 Dex)
hp 75 (10d10+20)
Fort +9, Ref +5, Will +9
DR 10/chaotic; Immune fire, poison; Resist acid 10, cold 10, electricity 10

Offense
Speed 30 ft., fly 40 ft. (average)
Melee 2 mechanical wings +12 (2d6+2 plus knockback)
Ranged spring shot +12 (6d6 piercing)
Space 5 ft.; Reach 5 ft. (10 ft. with mechanical wings)
Special Attacks favored enemy (constructs +4), knockback (DC 17, 5 ft.)
Spell-Like Abilities (CL 10th, concentration +10)
Constant—mage armor, shield of faith
At Will—detect chaos, dimension door, disguise self, make whole

Statistics
Str 14, Dex 14, Con 14, Int 19, Wis 15, Cha 11
Base Atk +10; CMB +12; CMD 27
Feats Craft ConstructB, Craft Wondrous Item, Flyby Attack, Improved Initiative, Master Craftsman (Craft [clockwork]), Skill Focus (Craft [clockwork])
Skills Craft (clockwork) +25, Fly +15, Knowledge (arcana) +17, Knowledge (engineering) +17,  Knowledge (planes) +17, Knowledge (religion) +17, Perception +15, Sense Motive +15, Stealth +15, Use Magic Device +13
Language Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ clockwork anchors

Clockwork Anchors (Su) Clockwork mechanisms made or modified by S'berion act as anchoring sigils protecting the devil from banishment. As long as there are any currently working ones (they must be fully operational and actually wound up) within 1 mile, S'berion loses extraplanar subtype.

Mechanical Wings (Ex) S'berion has a pair of foldable mechanical wings implanted into his back. Revealing or hiding them is a swift action, though it shreds the clothing until mended. S'berion can use them to fly or to deliver powerful melee attacks that can knock opponent's back. Any corporeal Medium or smaller creature hit with mechanical wing attack is pushed away 5 feet on a failed Reflex saving throw (DC 17). The saving throw DC is Strength-based.

Spring Shot (Ex) Spring shot is a unique two-handed mechanical ranged weapon created and wielded by S'berion with range increment of 20 feet that deals 6d6 points of piercing damage on a successful attack roll and reloads itself on the wielder's following turn.


S'berion is a devil obsessed with the perfection of mechanisms, particularly the fine workings of clocks and clockwork devices, turning endless repetition into something new and greater that individual moves involved.

He spends most of his time on the Material Plane, constructing more and more complex mechanisms and crafting cunning clockwork servants in exchange for further funding of his obsession. Despite his great mastery of the craft, he is terrible at inventing new solutions though, endlessly fine tuning the same devices over and over in cosmetically different iterations.