2023-12-31

Fantasy NPC: End-Of-Kings, The Anarchist Dragon

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End-Of-Kings, The Anarchist Dragon

A long and sinuous dragon, with burnished amber scales and strikingly emerald eyes.

CR 10; 9,600 XP
CN Large Dragon
Init +10Senses darkvision 120 ft., blindsense 60 ft., scentPerception +17

Defense
AC 24, touch 15, flat-footed 24 (+4 Dex, +2 insight, +9 natural, –1 size)
hp 136 (13d12+52)
Fort +14, Ref +14, Will +13; +8 resistance bonus against mind-affecting effects
Defensive Abilities mind blank, preternatural cunning; DR 5/magic; Immune paralysis, sleep; Resist electricity 30, fire 30; SR 21

Offense
Speed 40 ft., climb 20 ft., fly 60 ft. (average), swim 20 ft.
Melee bite +17 (2d6+5), 2 claws +17 (1d8+5), tail slap +17 (2d6+5)
Space 10 ft.; Reach 5 ft. (10 ft. with bite and tail slap)
Special Attacks breath weapon (60 ft. line, 13d6 electricity and fire damage, DC 20 Reflex for half), inspire zeal
Spell-Like Abilities (CL 13th; concentration +14)
Constant—greater magic fang (+1 enhancement, all natural and unarmed attacks), mind blank
At Will—mage hand, modify memory (DC 18, once per day on each creature affected), prestidigitation, unseen servant
1/day—mass modify memory (6th level, DC 20, affects up to 13 creatures at once)

Statistics
Str 18, Dex 18, Con 18, Int 17, Wis 13, Cha 19
Base Atk +13; CMB +18; CMD 34 (38 vs trip
Feats Acrobatic Steps, Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will, Nimble Moves
Skills Bluff +20, Climb +12, Disguise +17, Fly +18, Knowledge (nobility) +19, Linguistics +19, Perception +17, Perform (oratory) +17, Sense Motive +17, Stealth +16, Swim +12
Language Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarf, Elf, Giant, Gnome, Goblin, Ignan, Infernal, Protean, Sylvan, Terran
SQ change shape (Tiny, Small, Medium, or Large animal, humanoid, magical beast, monstrous humanoid, or undead; shapechange, monstrous physique II or undead anatomy II), skilled linguist

Breath Weapon (Su) End-Of-Kings has a breath weapon that takes shape of a 60-ft. long beam of intensely hot light, scorching anything in its path, dealing electricity and fire damage (half on a successful Reflex save, DC 20). The saving throw DC is Constitution-based.

Inspire Zeal (Su) End-Of-Kings can inspire other creatures with her fiery speeches against the tyranny and hierarchy, granting those who listen to her speaking for at least 10 minutes +2 morale bonus to attack rolls, weapon damage rolls, saving throws, skill checks, and AC, and 10 temporary hit points for the next 24 hours as long as they truly believe in the cause presented to them. This is a language-dependent, mind-affecting compulsion effect that can be ended prematurely with calm emotion spell.

Preternatural Cunning (Su) End-Of-Kings seems to act as if could predict things that are going to happen, or maybe merely reacts to them faster than anyone else, gaining +2 insight bonus to AC, saving throws, and initiative checks, and never loses her Dexterity bonus to AC unless physically restrained.

Skilled Linguist (Ex) End-Of-Kings can retrain any language known for another with a day of exposure and study.


End-Of-Kings is a dragon with a mission—toppling monarchies and other strictly hierarchical rulers and governments. Unlike many other revolutionaries, she does not offer any solutions afterwards, seeking neither to take over, nor proposing alternatives. Taking down kings and queens is her sole goal, her sole dedication. The fate of the subjects and citizens of the states she undermines is of little concern to her—not out of actual malice, though, merely inability to empathize with humanoids. As a mighty dragon, she is simply unable to comprehend the little monkeys' lack of capacity for survival on their own and their dependence on community to thrive.

Her typical modus operand is to infiltrate a kingdom in a mundane guise (or not so mundane, she pretended to be a restless ancestor a few times), identify the trouble makers, the disowned, the downtrodden, the malcontent, and persecuted, and slowly inspire the fires of defiance until they explode into an outright rebellion. Rarely, she attacks the monarchs directly, though she is not above dealing the final strike when needed. Numerous times, just after the first rebellion succeeded, she turned on her erstwhile allies trying to establish themselves as the new overlords in the place of the deposed tyrant. She never does it before it actually happens, even if she knows that the motives of her allies are ulterior.

While she does accumulate hoards from various sources—sometimes treasuries of kingdoms that fell into anarchy through her machinations, sometimes spoils of markets crashed as a side effect of political instability—she spends them to finance new revolutions.

Ending kings is her dedication and life goal, but she is not above other pastimes—she does enjoy art and comforts of civilization, and she occasionally takes lovers, usually passionate about her revolutionary lifestyle, though a few times she fell for people she fought against—it did not prevent her from accomplishing her goals. At least once, however, she managed to crash a monarchy by convincing a reluctant princess-heir she romanced to abandon her realm, with the following succession crisis splintering the kingdom.


2023-12-24

Fantasy Monster: Ice Siren

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Ice Siren

A pale humanoid torso grows out of a thick serpentine tail that resembles body of big eel. Her metallic blue hair are strangely smooth and shining.

CR 7; XP 3,200
NE Medium Monstrous Humanoid (aquatic)
Init +4; Senses darkvision 60 ft., tremorsense (snow or ice only) 120 ft.; Perception +16

Defense
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 85 (10d10+30)
Fort +6; Ref +11; Will +10
Defensive Abilities arctic adaptation; Resist cold 30

Offense
Speed 30 ft., burrow (snow and ice only) 30 ft., swim 30 ft.
Melee bite +13 (1d4+3) and 2 claws +13 (1d4+3)
Special Attacks burst through ice

Statistics
Str 16, Dex 18, Con 16, Int 9, Wis 17, Cha 15
Base Atk +10; CMB +13; CMD 27
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lunge, Power Attack
Skills Acrobatics +14, Perception +16, Perform (sing) +12, Swim +11
Languages speak (but don't write or read) Aquan and Auran
SQ arctic song, amphibious

Ecology
Environment cold fresh and salt waters, glaciers
Organization solitary, pair, or choir (3–7)
Treasure standard

Special Abilities

Arctic Adaptation (Ex) Ice sirens can move on slippery surfaces such as ice, or deep snow without any hindrance and are unaffected by hindrance caused by cold environments and weather.

Arctic Songs (Su) In cold environment, one or more ice sirens can sing, altering the weather to their tastes. They can bring or dismiss hail, sleet, or snowfall, turn existing precipitation into a blizzard, or diminish blizzard into a regular snowstorm. The effects takes at least 10 minutes to occur after at least 10 minutes of singing, extending over an area approximately half a mile per ice siren singing in radius, and lasts as long as the song continues plus one hour per siren taking part.

Burst Through Ice (Ex) An ice siren burrowing underneath ice or snow can take a full-round action to move up to her burrow speed, emerge, and make a full attack against targets within her reach.


Ice sirens live in the frozen regions of the world, sapient and capable of speech but living in semi-feral groups that have little regard for culture, civilization, or beings other than themselves and their small groups. When they don't hunt, eat, or rest, they mate or sing, which seem to be their only forms of passing time. They have no taboos about consuming flesh of sapient beings—while most groups of ice sirens don't go out of their way to actively seek and hunt speaking prey, they won't let a good opportunity for a feast to go to waste either. While they can be bargained with, they lack such notions as honor or sense of obligation, so any deal made with them will last only as long as it continues to benefit them or is backed up with sufficient force.


2023-12-17

Fantasy Monster: Alchemicow

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Alchemicow

A cow wrought out of iron and brass, blackened by soil and soot.

CR 4; XP 1,200
N Large Construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 41 (2d10+30)
Fort +0; Ref +0; Will +0
DR 5/adamantine; Immune construct traits; Resist acid 10, cold 10, electricity 10, fire 10

Offense
Speed 40 ft.
Melee gore +7 (2d6+9)
Special Attacks alchemical breath (DC 15)

Statistics
Str 22, Dex 10, Con —Int —, Wis 11, Cha 1
Base Atk +2; CMB +9; CMD 19 (23 vs trip)
Skills Perception +0
SQ alchemical harvest

Ecology
Environment any
Organization solitary, pair, or herd (3–10)
Treasure standard (mostly alchemical parts and materials)

Special Abilities

Alchemical Breath (Su) An alchemicow can exhale a gout of flaming, corrosive or noxious byproducts of its operation in a 20-ft. long cone-shaped burst. Alchemical breath either inflicts 4d6 points of acid or fire damage (DC 15 Reflex save for half) or causes sickened condition for 1d4+1 rounds on a failed Fortitude save (DC 15). Each exhalation consumes 1 gp worth of stored harvest. An The saving throw DC is Constitution-based and includes +4 racial bonus.

Alchemical Harvest (Su) Each alchemicow is constructed to harvest, process, and refine one specific alchemical substance or ingredient, typically distilling alcohol, organic acid, or oil from consumed vegetation, though alchemicows that gather and purify sulfur and natron are not uncommon. Each day of grazing in suitable environment accumulates up to 4 gp of worth of specific substance or ingredient, with each alchemicow having a storage capacity of 1000 gp worth of specific substance or ingredient. It takes one day of servicing for a properly trained assistant to empty the storage without spoilage, loss, or damage to the alchemicow internal construction or the assistant.


Alchemicows are animate, autonomous alchemical laboratories that harvests and processes specific substance on their own, made in the shape and size of a metal cows. They are tough enough to be able to repel misguided predators and unprepared thieves, though they might need protection against bigger monsters, raiders, and specialized bandits.

Alchemical goat (CR 2) is a more compact, cheaper, and less efficient variant that can be used in places where bulky alchemicow could not fit. It is Small with 14 AC, 21 hp, Ref +2, Atk gore +3 (2d4), Str 10, Dex 14, CMB +1, CMD 13 (17 vs. trip). Its alchemical breath deals 2d6 points of damage and has saving throw DC of 13. It accumulates 1 gp worth of processed product and can store up to 10 gp worth of bounty. Spindlesheeps have the same statistics but instead of producing alchemical ingredients, they harvest and process fibrous plant matter into threads that can be used in weaving and other crafts.


Constructing Alchemicow
Requires elements from alchemical laboratory worth 500 gp fitted inside a shell of iron and brass.
CL 12th; Price 8,500 gp (2,250 gp for alchemical goats and spindlesheeps)
Requirements Craft Construct, beast shape IIfabricategeas/quest, ; Skill Craft (alchemy) DC 25; Cost 4,500 gp (1,250 gp for alchemical goats and spindlesheeps).


2023-12-10

Fantasy Monster: Lepusal Agathion

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Agathion, Lepusal

An anthropomorphic bunny wearing the apron of a midwife, with a sash smelling of herbs and soap.

CR 1; XP 400

NG Small Outsider (agathion, extraplanar, good)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +8

Defense

AC 12, touch 14, flat-footed 15 (+1 Dex, +1 size)
hp 13 (2d10+2)
Fort +1, Ref +4, Will +6
Defensive Abilities mother's embrace; DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 11

Offense
Speed 40 ft.; freerunner
Melee 2 kicks +3 (1d4)
Spell-Like Abilities (CL 2nd; concentration +4)
Constant—feather fallspeak with animals
At Will—create water (cold or warm)light, prestidigitation, unseen servant (1 active servant at a time)
3/days—create food and water (a thick milky syrup sufficient to feed up a baby for a day)

Statistics
Str 10, Dex 13, Con 12, Int 13, Wis 17, Cha 15
Base Atk +2; CMB +1; CMD 12
Feats Run
Skills Acrobatics +14 (+18 when leaping), Heal +16, Perception +8, Profession (midwife) +16, Sense Motive +8, Stealth +10; Racial Modifiers +8 Acrobatics, +8 Heal, +8 Profession (midwife)
Languages Celestial, Common, Draconic, Sylvan; speak with animals, truespeech
SQ change shape (Small humanoid, alter self), lay on hands 1d6 (3/day), recognize ward

Ecology
Environment any (Elysium)
Organization solitary or pair
Treasure standard (always carries medical, cleaning, and baby supplies)

Freerunner (Ex) A lepusal can run without stopping and without tiring, and without risking harm coming to the child they carry. They can make running jumps from stand still, bounce off the walls to change direction of their leaps, and make high jumps with double the usual height (DC is equal to twice the height in feet, instead of 4×).

Mother's Embrace (Su) A newborn carried by a lepusal remains safe. As long as the lepusal holds the baby, it cannot be targeted by non-harmless effects, and any damage the child would suffer are dealt to the lepusal instead. The only way of wresting the child from the lepusal's arms is to incapacitate the lepusal—neither the physical force nor magical compulsions will suffice.

Recognize Ward (Ex) A lepusal always recognizes a child they helped deliver or cared for, and will never mistake two newborn babies for each other.


Lepusals are celestial midwives, agathions serving to help mothers and newborns—especially those who are particularly threatened by forces of evil, with death or corruption, such as children of heroes, prophesized champions, or those with celestial or fiendish blood. They are not above stealing children if they think that it will be in the baby's best interest—such as to save a child from being raised by a tyrannical overlord as equally cruel heir, sacrificed by a dark magician, or killed by overzealous neighbor as demonic spawn. Lepusals are strong believers in nurture over nature, and willing to pass the child into hands of those who will actually care for the baby and raise them as good people.

Lepusals are no warriors, though, and while they might fight in defense of their wards, if there is absolutely no other option, their primary response is to take the child and run, seeking a safe place for the child. In extreme cases they might hide the child and then bait the enemies away, taking them on a wild pursuit and hoping they will be able to return later or someone else will find the child.


2023-12-03

Fantasy Monster: Electrocrab

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Electrocrab

A blue and yellow crab scuttles on all eight. Its pincers have surprisingly metallic sheen.

CR 3; XP 800
N Small Vermin (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +5

Defense
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 33 (6d8+6)
Fort +6; Ref +3; Will +3
Immune mind-affecting effects; Resist electricity 5

Offense
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee 2 claws +6 (1d4+1)
Special Attacks conductive shock (2d6 electricity)

Statistics
Str 12, Dex 12, Con 12, Int –, Wis 13, Cha 2
Base Atk +4; CMB +4; CMD 15 (21 vs trip)
Skills Climb +9, Perception +5, Stealth +5, Swim +9; Racial Modifiers +4 Perception
SQ amphibious

Ecology
Environment any aquatic
Organization solitary or cast (2–12)
Treasure incidental

Special Abilities

Conductive Shock (Ex) Electrocrabs have glands in their pincers that produce electric charge and deliver it to their prey when they close the circuit. When an electrocrab hits its target with both claw attacks, the victim suffers additional 2d6 points of electricity damage. Larger electrocrabs increase this damage by 1d6 per additional CR.


Electrocrabs are a lineage of crab-like crustaceans that developed organs letting them produce electric charges, not dissimilarly to electric eels, that help them incapacitate prey and dissuade predators.