2023-11-26

Fantasy Monster: Snail Hag

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Hag, Snail

A small, goblinesque crone with a lower body of a snail carrying a big spiral shell on her back.

CR 1; XP 400
NE Small Monstrous Humanoid
Init +1; Senses darkvision 60 ft.; Perception +6

Defense
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 15 (2d10+4)
Fort +2; Ref +4; Will +4
Defensive Abilities protective shell, sticky foot

Offense
Speed 15 ft.
Melee 2 claws +3 (1d4)
Ranged magic stone +5 (1d6+1)
Special Attacks spread mucus (DC 12)
Spell-Like Abilities (CL 2nd, concentration +3)
Constant—endure elements (while hiding in her shell)
At Will—magic stone (using empty shells and shell fragments, only one casting can be active at a time), mending

Statistics
Str 10, Dex 12, Con 14, Int 15, Wis 13, Cha 13
Base Atk +2; CMB +1; CMD 12 (16 against forced movement)
Feats Endurance
Skills Climb +4, Knowledge (arcana) +4, Knowledge (nature) +4, Perception +6, Spellcraft +4, Stealth +9
Languages Aklo, Common, Giant, Sylvan
SQ hold breath (1 hour)

Ecology
Environment temperate forests, marshes, and riversides
Organization solitary, pair, or coven (3 hags of any kind)
Treasure standard

Special Abilities

Protective Shell (Ex) A snail hag can position the shell that she carries on her back creating a cover for herself. As a swift action she can designate a single side of her square, gaining cover against all attacks and effects coming from that side. When a snail hag uses total defense action, she squeezes herself into her shell gaining hardness 10 and +4 natural armor bonus until she moves out.

Spread Mucus (Ex) As a standard action, a snail hag can produce a puddle of mucus that covers area of 20-ft. radius spread centered on one of the corners of her space, until it evaporates 1d4+1 rounds later. The mucus is a difficulty terrain that is either very sticky or very slippery—everyone moving through the mucus either is entangled or falls prone on a failed Reflex saving throw (DC 13). The saving throw DC is Constitution-based.

Sticky Foot (Ex) Lower part of a snail hag, clearly resembling a snail's foot, which is surprisingly muscular and produces sticky mucus. A snail hag ignores slippery or difficult terrain and gains +4 bonus to her CMD against any attempts to move her. Any magical effects that forcibly move a snail hag, move her half the actual distance (rounded down to a multiple of 5 feet).


Snail hags are petty hags that live in moist, verdant regions, occasionally pestering local gnomes, halflings, goblins, and other small humanoids, similarly to bigger hags preying on bigger humanoids. They like collecting shiny shells and can be temporarily placated with gifts of those, but they are very picky, and don't like getting shells they already have in their collections.

A coven of snail hags can craft salve of slipperiness and sovereign glue as if they had Craft Wondrous Items feat and required spells, with +10 competence bonus to their Spellcraft check.


2023-11-19

Fantasy Monster: Knightmare

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Knightmare

A towering figure of bones, forming an armored silhouette fused with a ghastly steed.

CR 16; XP 76,800
LE Large Undead
Init +6; Senses darkvision 60 ft.; Perception +30

Defense
AC 31, touch 11, flat-footed 29 (+10 armor, +2 Dex, +7 natural, +3 shield, –1 size)
hp 252 (24d8+144); fast healing 10
Fort +14; Ref +12; Will +19
Immune undead traits; Resist acid 10, cold 10, electricity 10, fire 10

Offense
Speed 50 ft., fly 50 ft. (clumsy)
Melee lance charge +30 (2d6+9, ×3 on charge, or ×5 on critical hit) or longsword +26/+21/+16/+11 (2d6+9, 19–20/×2), bite +24 (1d8+4), and 2 hooves +24 (1d4+4)
Ranged bone javelin +20 (1d8+9)
Space 10 ft.; Reach 5 ft. (10 ft. with bone lance)
Special Attacks ghastly charge, staggering critical (DC 28)

Statistics
Str 26, Dex 15, Con —Int 15, Wis 16, Cha 23
Base Atk +18; CMB +27; CMD 39 (43 vs. trip and overrun)
Feats Critical Focus, Furious Focus, Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Multiattack, Power Attack, Quick Draw, Run, Spirited Charge, Staggering Critical
Skills Acrobatics +26, Fly +19, Intimidate +33, Knowledge (nobility) +26, Perception +30, Ride +29
Languages Common, Draconic, Giant
SQ the rider and the mount

Ecology
Environment battlefields, graveyards, ruins, roads
Organization solitary, pair
Treasure standard (including +1 lance, +1 longsword, +1 large shield, the heavy armor and barding are fused and twisted together, and can only be recovered as a magical curio)

Special Abilities

Ghastly Charge (Su) A knightmare can charge across difficult terrain and other creatures,  friend or foe, as long as it doesn't stop in their space. A knightmare doubles attack bonus (already included in the lance charge attack in the stat block) and ignores AC penalty of the charge action and gains +4 bonus to AC against attacks of opportunity triggered by the movement while charging.

The Rider And The Mount (Ex) Despite being a singular creature, a knightmare counts as a rider, a mount, or both, depending on what would be the most beneficial in the specific circumstances, allowing it to, among the others, benefit from mounted charge damage multipliers and negate one hit with Mounted Combat feat. A knighmare ignores max Dexterity, armor check penalty, and movement speed reduction of heavy armor and barding worn.


A knightmare is an profane amalgamation of a once might cavalier and their steed—an unliving warrior roaming the roads, battlefields, and ruined castles, seeking challenges and spreading death. While some of the knighmares keep some twisted sense of chivalry, others differ little from robber-knights (whom they might had been in life), aside of having little use for wealth and comforts of the living.


2023-11-12

Fantasy Monster: Nail Golem

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Golem, Nail

A vaguely anthropomorphic silhouette made of fused of nails.

CR 5; XP 1,600
N Medium Construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +1

Defense
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 58 (7d10+20)
Fort +2; Ref +5; Will +3
DR 5/adamantine; Immune construct traits, magic
Weakness susceptible to rust

Offense
Speed 20 ft.
Melee 2 slams +10 (2d6+3)
Ranged 2 nails +10 (thrown, 20 ft., 2d6+3)
Special Attacks rain of nails (6d6, 20 ft., Reflex DC 15 for half)

Statistics
Str 16, Dex 16, Con —Int —, Wis 13, Cha 1
Base Atk +7; CMB +10; CMD 23
Skills Perception +1

Ecology
Environment urban, ruins
Organization solitary, pair, or group (3–6)
Treasure standard (including leftover high quality nails)

Special Abilities

Immunity To Magic (Ex) A nail golem is immune to spells and spell-like abilities that allow Spell Resistance. Certain spells and effects function differently against it, as not below:
  • A nail golem suffers half damage from fire effects. Heat metal can target nail golem, dealing its damage to the golem and adding its current damage to the nail golem's attacks.
  • A nail golem heals 1 point of damage for every 3 points of cold damage it should suffer.
  • An electricity effect deals half damage to a nail golem, and half damage to everyone within the golem's reach.
  • A nail golem is affected by rust attacks, such as those of rust monster or rusting grasp spell.

Rain Of Nails (Ex) When a nail golem is dropped to 0 hit points by an attack other than rust, it explodes in a rain of nails, dealing 6d6 points of piercing and slashing damage within 20 feet radius burst. If the nail golem was destroyed with fire damage, the fire damage received by the golem is added to the damage of rain of nails. A successful Reflex saving throw halves the damage (DC 15). The saving throw DC is Constitution-based and includes +2 racial bonus.


Nail golems were devised as a cheaper and more compact alternative to more powerful metal golems. Initially, they were quite problematic to create, until an innovative priest of a god of forging and artifice tried a method of mass stamping the nails with requisite mystical symbols.

Constructing Nail Golem
Requires a large pile of nails, with some of them etched or stamped with mystical sigils costing a total of 500 gp.
CL 12th; Price 13,000 gp.
Requirements Craft Construct, geas/quest, greater magic weaponmake wholeSkill Craft (armor, weapon, or sculpting) DC 25; Cost 6,750 gp.

Pebble Golem (CR 4) is similar golem made of mass of fused small pebbles instead of nails. It has 4 HD, 42 hp, AC 17, has +7 bonus on its attacks and deals 1d8+3 damage with each attack, reverses the effects of fire and cold, has no susceptibility to electricity or rust, but acid deals it half damage and makes it produce a cloud of acrid smoke for 1d4+1 round, similar to the one produced by pyrotechnics spell. It explodes in a rain of pebbles when destroyed dealing 3d6 points of bludgeoning damage or half on a successful Reflex saving throw (DC 14).


2023-11-05

Fantasy Monster: Gravelights

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Gravelights

A cloud of ephemeral flames slowly floats over the ground of the graveyard.

CR 6; XP 400
LE Tiny Undead (incorporeal, swarm)
Init +1; Senses darkvision 60 ft.; Perception +1
Aura eerie glow (improves illumination to dim level within 60 ft.)

Defense
AC 14, touch 14, flat-footed 13 (+1 deflection, +1 Dex, +2 size)
hp 66 (12d8+12)
Fort +5; Ref +5; Will +9
Defensive Abilities incorporeal, swarm; Immune undead traits; Resist cold 10, electricity 10, fire 10
Weakness susceptible to magical area effects

Offense
Speed fly 20 ft. (perfect)
Melee swarm attack (6d6 plus haunting)
Space 10 ft.; Reach 0 ft.
Special Attacks haunting (DC 17)

Statistics
Str —, Dex 13, Con —Int –, Wis 12, Cha 13
Base Atk +9; CMB —; CMD —
Skills Fly +13, Perception +1

Ecology
Environment battlefields, graveyards
Organization solitary, funeral (2–5), or festival (6–10)
Treasure standard

Special Abilities

Haunting (Su) Sentient creatures damaged by gravelight's swarm attack are haunted by visions of their dead family, friends, acquaintances, and foes, acting confused for 1 round on a failed Will saving throw (DC 17), ignoring the gravelight and its attacks. This is a mind-affecting illusion (pattern) effect. The saving throw DC is Charisma-based.

Incorporeal Swarm (Ex) As a swarm of Tiny incorporeal creatures, gravelight ignores damage from nonmagical weapons and nonmagical area effects. It receives half damage from ghost touch weapons, and quarter damage from other magical weapons. Magical area effects inflict full damage.

Swarm Attack (Su) Gravelight burns living creatures with cold, deathly flames that ignore resistance or immunity to fire but deal extra damage to creatures susceptible to fire. Corpses exposed to gravelight burn to ashes in 1d4+1 rounds, unless they are on a consecrated, desecrated, hallowed or unhallowed ground. The flames can only be extinguished with magic (such as quench, but also gentle repose and consecrate) or holy water. Undead creatures and haunts within the gravelight space, corporeal or not, are outlined with faerie fire instead, and benefit from the gravelight's resistances.


Gravelights are spiritual vestiges that accumulate over graveyards and battlefields, and manifest out of amassed candle- and bonfire flames, ephemeral and flickering. They are attracted by funeral processions and ceremonies honoring the dead, following the participants from the distance, but they are easily provoked into anger by violation of local taboos regarding the dead and their resting places, disturbance of graves and cairns without following the correct rituals, and even inadequate or subpar offerings to the dead.