2022-10-30

Fantasy Monster: Buzzing Golem

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Golem, Buzzing

A six-legged wooden frame with multiple hives fused together over the front, the center, and the posterior.

CR 7; 3,200 XP
N Large Construct
Init +1Senses darkvision 60 ft., low-light visionPerception +0

Defense
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 85 (10d10+30)
Fort +3, Ref +4, Will +3
Defensive Abilities magic immunity; DR 5/adamantine; Immune construct traits

Offense
Speed 20 ft., climb 20 ft.
Melee 2 slams +13 (1d8+4)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (30-ft. cone, DC 17)

Statistics
Str 18, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +10; CMB +15; CMD 26 (34 vs. trip)
Skills Climb +12

Ecology
Environment warm forests and plains, ruins
Organization solitary or pair
Treasure standard (finest honey, wax, and royal jelly from the hives)

Special Abilities

Breath Weapon (Su) A buzzing golem can spew a cloud of bees in a 30-ft. long cone. All the corporeal creatures exposed to the breath are covered in bees, becoming staggered and suffering 4d6 points of swarm damage each following turn for 1d4+1 rounds. A successful Reflex saving throw (DC 16) reduces effects of the breath to a single round. Buzzing golem can use this ability once every 1d4+1 rounds (using the same roll as duration of the effect). A strong wind or water-based effect can blow or wash away the bees early, as does full submersion in water or other liquid. The saving throw DC is Constitution-based and includes +1 racial bonus.

Magic Immunity (Ex) A buzzing golem is immune to all spells and spell-like effects that allow spell resistance except as noted below:
  • Buzzing golem suffers full damage from magical cold and fire effects.
  • When a spell or spell-like ability that summons or creates swarms, such as summon swarm, vomit swarm, insect plague, or creeping doom is cast in a way that targets or overlaps with the buzzing golem space, the effect is fully absorbed by the golem and it heals 1d6 points of damage per level of the spell or effect. Summoned swarms that move into the golem's space afterwards are not absorbed.
  • Spells that would control, repel, or destroy insects stagger the buzzing golem for 1 round (Will saving throw negates).

The first buzzing golems were created by the priesthood of the goddess of bees. Later, the secret of their creation spread to druidic sects with strong affinities toward insects and flowers. Now, they are used to guard sacred places, temples, and sometimes particularly noteworthy bee-keeping villages.

Waspnest Golems (CR 8) are advanced buzzing golems with DR 10/adamantine and pounce ability. Their breath weapon has saving throw DC of 18.

Hornetnest Golems (CR 9) are giant advanced buzzing golems with DR 10/adamantine, pounce, and flight speed of 40 feet with good maneuverability. Their breath weapon has saving throw DC of 20.


Construction: Buzzing Golem
The creator has to start with pieces of multiple trees bound together, build hives, and attract bees swarms with exotic sweets worth 500 gp.
CL 12th; Price 20,500 gp.
Requirements Craft Construct; geas/quest, insect plague, creator must be at least 12th caster level; Skill Profession (beekeeper) DC 20; Cost 10,500 gp.


2022-10-23

Fantasy NPC: Ferbel Drumm, The Gremlin Consultant

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Ferbel Drumm, The Gremlin Consultant

A pear-shaped figure with a very wide bottom upheld by short, thick legs. His arms are much longer and thinner, and his grotesque head has wide mouth, big eyes, and wide-spread ears.

CR 1; 400 XP
CN Small Fey
Init +0Senses low-light visionPerception +9

Defense
AC 12, touch 11, flat-footed 12 (+1 size, +1 natural)
hp 18 (4d6+4)
Fort +2, Ref +4, Will +4
DR 5/cold iron

Offense
Speed 30 ft.
Melee 2 claws +3 (1d3), bite +3 (1d3)

Statistics
Str 10, Dex 10, Con 12, Int 13, Wis 11, Cha 13
Base Atk +2; CMB +1; CMD 11
Feats Alertness, Skill Focus (Bluff)
Skills Bluff +11, Escape Artist +7, Knowledge (nature) +8, Perception +9, Sense Motive +9, Sleight Of Hand +7, Stealth +11
Language Common, Sylvan


Ferbel Dumm is a gremlin that offers his services—sharing "the utmost depths of knowledge of his own kind"—for a modest fee. While he generally sells tidbits of lore about gremlins, he is a moderately decent source on fey in general. Those who would take advantage of his consultations should beware, though, for he never admits not knowing anything, inventing facts and legends on the spot, and his self-proclaimed expertise is often a hit-and-miss.

He doesn't seem to have any agenda behind his sharing of gremlin knowledge with others, not being bothered whenever his customers use his advice against pesky gremlins or make deals with them, and almost certainly he isn't spreading misinformation—intentionally.

Ferbel's consultations aren't really expensive, as he has little discern for value, being easily bought with fancy, exotic, or weird foods, liquors, bright pieces of clothing, nice shinies, and maybe a funny magic trinket. He only really seems to really care about his vanity as an expert being satisfied, with his comforts being a secondary concern.


2022-10-16

Fantasy NPC: Glit Flitwibble, Scholar Of Gremlins

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Glit Flitwibble, Scholar Of Gremlins

A very short (even for her kind), very colorful gnome, wearing an equally colorful patchwork mixture of a lab coat, work suit, and a travelling robes.

CR 3; 800 XP
N Small Humanoid (gnome)
Init +2Senses low-light visionPerception +12

Defense
AC 15, touch 15, flat-footed 12 (+1 deflection, +2 Dex, +1 dodge, +1 size)
hp 41 (7d6+14)
Fort +5, Ref +5, Will +8; +2 vs. illusions
Defensive Abilities gremlin-watcher

Offense
Speed 20 ft.
Melee club +2 (1d4–2)
Ranged arc zapper+6 touch (2d6 electric)
Gnome Spell-Like Abilities (CL 7th, concentration +10)
At will—dancing lights, ghost sound, prestidigitation
1/day—speak with animals

Statistics
Str 6, Dex 14, Con 14, Int 16, Wis 11, Cha 16
Base Atk +3; CMB +0; CMD 14
Feats Dodge, Heritage Of The Old World, Iron Will, Nimble Moves
Skills Bluff +14, Diplomacy +14, Knowledge (arcana) +13, Knowledge (nature) +15, Knowledge (planes) +13, Perception +12, Sense Motive +10, Stealth +16, Use Magic Device +13
Language Aklo, Common, Elven, Gnome, Goblin, Sylvan, Terran
SQ alternate gnome traits (academician, gift of tongues), fey focus

Notable Gear arc zapper (scepter-like gnomish contraption of ivory, copper wires, quartz, and fabric, standard action, 60 ft. range, 2d6 electricity damage on a successful ranged touch attack), cloak of resistance +1, ring of protection +1, bag of snacks of various kinds

Fey Focus (Ex) Glit Flitwibble extensive knowledge of fey creatures and their cultures gives her +4 bonus to Bluff, Diplomacy, Handle Animals, Intimidate, Perception, and Sense Motive checks made when interacting with fey, Disguise checks while pretending to be fey, Knowledge checks related to fey, Spellcraft when interacting with magic produced by fey, and Use Magic Device when trying to activate a fey magic item.

Gremlin Watcher (Ex and Su) Glit Flitwibble gains +4 dodge bonus to AC and +4 bonus to saving throws against attacks and effects produced by fey. Gremlins generally ignore her as long as she does not interfere with their activities as if she was protected by sanctuary (DC 16).


Glit Flitwibble, is a quintessential gnomish scholar—enthusiastic, dedicated, and completely irresponsible. Her topic of obsession research is a bit too much even for other gnomish academicians, for she devoted her life to understanding, the most fascinating (to her), and most annoying (to virtually every other humanoid and non-humanoid culture possible, aside from some more malicious fey courts) creatures that are gremlins. She considers them greatly underappreciated and probably a crucial part of the ecosystem (though she still works on getting evidence about their purportedly vital role). She also finds them cute and cuddly, in the same way some folks ascribe those qualities to spiders. It's hard to say what gremlins think of her, though she survived her research for long enough without suffering calamities typically befalling those who have contact with gremlins. Possibly, the gremlins are too perplexed by her behavior themselves to react in a meaningful way before she is already gone to make notes and find new specimens to observe.


New Feat: Heritage Of The Old World
All gnomes come from the fey world, but you have tapped deeper into their inherent magical abilities.
Prerequisites: gnome magic racial trait.
Benefit: You can use your dancing lights, ghost sound, and prestidigitation spell-like abilities at will.


2022-10-09

Fantasy NPC: Pirate Captain Yarrow

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Pirate Captain Yarrow

A hairy man wearing rather skimpy sailor's grab, with a predatory gleam in his eyes.

CR 7; 3,200 XP
CE Large Monstrous Humanoid (augmented humanoid, shapechanger)
Init +9Senses darkvision 60 ft., low-light vision, scentPerception +15

Defense
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 85 (9d10+36)
Fort +7, Ref +11, Will +11
Defensive Abilities full recovery

Offense
Speed 30 ft., climb 30 ft.
Melee 2 claws +13 (1d8+5), bite +13 (1d8+5)
Ranged big harpoon +13 (2d6+7, ×3)
Special Attacks rend (2 claws, 1d8+7)

Statistics
Str 20, Dex 20, Con 18, Int 15, Wis 17, Cha 15
Base Atk +9; CMB +15; CMD 30
Feats Combat Reflexes, Improved Initiative, Iron Will, Nimble Moves, Skill Focus (Profession [sailor])
Skills Climb +13, Intimidate +14, Knowledge (geography) +11, Knowledge (nature) +11, Perception +15, Profession (sailor) +13, Swim +17
Language Aquan, Common, Sylvan
SQ change shape (human, alter self), master of the wild ship, wild empathy (primates only) +11

Change Shape (Su) Pirate Captain Yarrow can switch between human form and one of a giant carnivorous ape as a swift action.

Full Recovery (Su) After eight hours of rest, Yarrow heals all of his wounds, ability damage, and regrows lost limbs. He can survive for a week without fresh water, and for a month without food without ill effects, though he is voracious eater otherwise, and will happily feed on his crew if there are no other sources of food.

Master Of The Wild Ship (Su) Primates swayed to follow Yarrow with his wild empathy can use his total Profession (sailor) bonus when manning a ship under his command.


Many years ago, a motley and unsavory bunch of sailors from a wrecked ship found an abandoned temple in a jungle on the seashores. The temple held ape-like idols, and some treasure—fine for a small party, but too meager for a full crew. The pirates fought over the spoils, blood was spilled over the idols, the quarrel turned into a slaughter. The Pirate Captain Yarrow was born on that night when a single man emerged alive of the ruins, bloodied, mad, and ecstatic, imbued with the power of forgotten apish gods, or maybe demons.

Now, the Pirate Captain Yarrow roams the seas in stolen ships, often supplementing his crew with apes and monkeys, preying on merchants and seaside towns. Occasionally he even takes a honest job—carrying passengers and cargo, though those who would sail with him risk being there when an opportunity for plunder presents itself.

He has a tendency to wreck ships often, always blaming it on his primate crew, and yet always getting new apes and monkeys to fill in vacancies.


2022-10-02

Fantasy NPC: Lady Yagnes, Heir-Pretender

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Lady Yagnes, Heir-Pretender

A beautiful young woman wearing the most fashionable clothing and a rather intense make up.

CR 1; 400 XP
Female human sorcerer (Phoenix) 2
CN Medium Humanoid (human)
Init +2Senses normalPerception +1

Defense
AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)
hp 13 (2d6+4)
Fort +3, Ref +3, Will +7 (+9 vs. mind affecting effects)

Offense
Speed 30 ft.
Melee dagger +0 (1d4–1, 19–20/×2)
Ranged acid splash +3 touch (1d3 acid)
Sorcerer Spells (2nd, concentration +5)
1st (5/day)—burning hands, unseen servant
0—acid splashdancing lights, detect magic, mage hand, prestidigitation, read magic

Statistics
Str 8, Dex 14, Con 14, Int 13, Wis 12, Cha 17
Base Atk +1; CMB +0; CMD 12
Feats Eschew MaterialsB, Iron Will, Steadfast Personality
Skills Bluff +7, Knowledge (nobility) +2, Perform (dance) +4, Profession (socialite) +5
Language Common, Duc, Ignan
SQ bloodline arcana (phoenix)

Notable Gear inherited ancestral pin (+1 deflection bonus to AC and +1 resistance bonus to saving throws when worn by a rightful owner; Al N, Int 12, Wis 12, Cha 10, empathy, senses 30 ft., Ego 4, at least until its deeper properties are awakened and expanded)


Lady Yagnes was enjoying herself among the upper crust of the capital when her parents called her back and sent to some gods-forgotten village in the middle of complete nowhere. Apparently, ages ago, their great-grand aunt was a baroness that made some random bloke her heir and now, that this guy is dead, the castle and the town are hers for taking... Well, at least once the inheritance documents are cleared and the various cousins, uncles, aunts, and unrelated scavengers are proven not to be more suitable heirs than Yagnes.

The good thing is that none of the other claimants came to Leshiskovo yet. The bad thing is that lady Yagnes doesn't care much for the place either—it's far away from the society and parties of the capital, with not a single person of style, grace, pedigree, or substance. There isn't really even a possibility of making a worthwhile scandal so far from anything resembling fashionable civilization.

As for now, lady Yagnes intends to get the documents that would establish her right to the place, and get away from here as soon as possible, leaving the place in hands of a steward, while she, her new title, and her new income, will be happily engaged in the social life of the capital. The place thwarts her plans so far, however, for the castle was guarded by unruly mechanical guardsmen that failed to recognize her obvious right to enter, the township is struck with eternal night, the nightmares walk the streets, the citizens ask her to pay for her accommodations, and, what is the worst, another insane machine is sounding some infernal horns or pipes, or whatever every few hours constantly interrupting her sleep!

Oh, and the castle might be haunted...

Lady Yagnes is stubborn but even she is slowly losing hope she can make it work by herself and she is slowly running out of meager funds that her parents provided her with. She never before had to think about the finances but is slowly starting to understand importance of wealth.