2024-01-28

Fantasy Monster: Pipe-Rat

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Pipe-Rat

An oversized brass and copper rat, with a mane of steel wire, all matted and tarnished.

CR 1; XP 400
N Small Construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 15 (1d10+10)
Fort +0; Ref +1; Will +0
DR 2/adamantine; Immune construct traits

Offense
Speed 40 ft., climb 20 ft.
Melee bite +2 (2d4)
Special Attacks gnaw

Statistics
Str 10, Dex 12, Con —Int —, Wis 11, Cha 1
Base Atk +1; CMB +0; CMD 11
Skills Climb +8, Perception +0, Swim +0
SQ compression

Ecology
Environment urban, ruins
Organization solitary, pair, or pack (3–10)
Treasure standard

Special Abilities

Gnaw (Ex) A pipe-rat deals full damage to objects, ignoring hardness of 8 or less (hardness 9 or more applies fully). It can slowly chew through stone or timber.


Pipe-rats were designed as cleaners, with the original purpose behind their creation and shape given to them being unclogging sewer pipes stuck with alchemical gunk and detritus left from magical operations. With some tweaking and a few completely inconsequential accidents, their field of expertise was expanded to cover keeping ventilation shafts operational, and removing random trash, though the latter seems to be only a moderate success. They also seem to function well to keep off living rodents, though on a few occasions, pipe-rats were seemingly adopted by rat nests as not-particularly bright, but exceptionally durable foster-siblings.

If a pipe-rat seems to developed some degree of intelligence, possession by a rat-ghost is the first thing that should be suspected, though, on occasions, intelligent pipe-rats show near-human level of sapience. The attempts to explain such behavior give, thus far, inconclusive results.

A pipe-rat can function as an Improved Familiar (minimum caster level 5).

Constructing Pipe-Rat
Requires minute amount of diamond shards worth 250 gp to reinforce its teeth.
CL 12th; Price 750 gp
Requirements Craft Construct, beast shape I, magic fang, geas/quest, ; Skill Craft (jewelry) DC 20; Cost 500 gp


2024-01-21

Fantasy Monster: Gym Gremlin

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Gremlin, Gym

A small imp with disproportionally big muscles of its arms and legs.

CR 1; XP 400

CG Small Fey
Init +1; Senses low-light vision; Perception +0
Aura careless effort (60 ft.)

Defense

AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 18 (4d6+4)
Fort +4, Ref +5, Will +4
Defensive Abilities quick recovery; DR 2/cold iron

Offense
Speed 30 ft.
Melee 2 slams +4 (1d4+1)
Ranged thrown object +4 (1d4+1)
Special Attacks merciful pummeling

Statistics
Str 12, Dex 12, Con 12, Int 7, Wis 11, Cha 13
Base Atk +2; CMB +2; CMD 13
Feats Endurance, Great Fortitude
Skills Acrobatics +8, Climb +8, Perform (motivational speech) +8, Swim +8
Languages Common, Sylvan
SQ training regimen

Ecology
Environment urban
Organization solitary, pair, school (3–6)
Treasure standard

Careless Effort (Su) A mere presence of gym gremlins seems to increase number of accidents and unforeseen complications during physical activity. All non-gremlins within 60 feet of one or more gym gremlins suffers –4 penalty to ability checks, skill checks, and saving throws made to avoid injury and other negative consequences of exercise, exertion, athletics or acrobatic endeavors, and falling. All damage caused by such activities is increased by 50%.

Merciful Pummeling (Ex) A gym gremlins do not suffer attack roll penalties when they choose to inflict nonlethal damage. They can even inflict nonlethal damage with thrown objects.

Quick Recovery (Ex) A gym gremlin needs only 10 minutes of rest or light activity to heal all nonlethal damage suffered and remove fatigued condition or downgrade exhausted to fatigued.

Training Regimen (Su) A non-gremlin person training under supervision of a gym gremlin for at least 1 hour gains +2 enhancement bonus to a single ability score of their choice, but they suffer –4 penalty to a random ability score (roll d6: 1–Str, 2–Dexterity, 3–Constitution, 4–Intelligence, 5–Wisdom, 6—Charisma, yes, the penalty can apply to an ability score enhanced by this ability, better luck next time). Both the bonus and the penalty last for 1d4+1 days. A creature can only benefit from a single training regiment at a time. The subject of this ability does not actually have to consent to gym gremlin's supervision, but the gremlin has to focus their attention on the subject during the training and provide help and advice.


Gym gremlins are personification of self-improvement gone... Not exactly wrong, but definitely sideways. Unlike many other gremlins their intentions are helpful and they do want to see other become better selves, but they are too obsessed with physical exercise and training to truly understand the need for balance and moderation or potential for harm from overexertion.

Gym gremlins happily converge at athletic events, sports and gladiatorial schools, dojos, and everywhere where mortals might be training, performing physical exercise, or attempt self-improvement. They shun places of actual physical labors—it seems that only the honest ambition to master the body through training regimen, and ambition to win in athletic competitions actually attracts them. Many gym gremlins love to make pranks over those who would cheat their way to success in training or competition, creatively tampering with stimulants and tools of deception, though some fell to corrupting desire for victory at all cost and might help a cheater, or take actions to undermine efforts of opponents of their favored competitor.

2024-01-14

Fantasy Monster: Arteur Gremlin

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Gremlin, Arteur

A rather tall figure, for a gremlin, wearing a fancy frock and even fancier wig, both stained with paints and clay.

CR 1/2; XP 200

CN Tiny Fey
Init +1; Senses low-light vision; Perception +6

Defense

AC 13, touch 13, flat-footed 13 (+1 Dex, +2 size)
hp 10 (3d6)
Fort +1, Ref +4, Will +3
Defensive Abilities creative input; DR 2/cold iron

Offense
Speed 30 ft.
Melee chisel or brush +3 (1d3)
Ranged handful of dye +4 touch (dazzled for 1d3+1 rounds, 18–20/blindness for 1d3+1 rounds)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd, concentration +4)
At Will—erase, mage hand, mending, open/close, prestidigitation
2/day—stone shape or wood shape

Statistics
Str 10, Dex 13, Con 10, Int 11, Wis 11, Cha 13
Base Atk +1; CMB –1; CMD 10
Feats Nimble Moves, Run
Skills Craft (any art) +0, Craft (alchemy) +6, Perception +6, Profession (art critic) +3, Sleight Of Hand +7, Stealth +15, Use Magic Device +7
Languages Common, Sylvan, Terran
SQ mix dyes

Ecology
Environment urban
Organization solitary, pair, school (3–6)
Treasure standard

Creative Input (Ex) Even when manipulated with mundane or magical means to provide aid, be it Diplomacy, Intimidation, charms, or compulsion, they show surprising amount of creative initiative, adjusting the parameters of requests and commands enough to add their own unique touches to the final creation. Their artistic spirit can't be suppressed.

Mix Dyes (Ex and Su) An arteur gremlin is exceptionally skilled at mixing dyes of vibrant and surprising hues... Often completely changing their color as they dry or are exposed to certain common conditions, such as light, darkness, heat, or cold. They can make weird and exotic dyes from improvised materials, using little more than kitchen supplies if needed, though they do prefer to work with alchemical tools. They can always produce more dye to throw it at others, leaving lasting stains on exposed skin, and permanent traces on everything else.


Arteur gremlins fancy themselves superb visual artists—painters, sculptors, weavers—and foremost critics of such arts. They spend their time seeking to improve and enhance the works of lesser artists, in creative, unorthodox, and almost always unasked for ways. Their input is rarely appreciated by others, though, as it often involves flashy and clashing colors, ridiculous, grotesque, and suggestive, if not outright vulgar shapes, misshapen forms, random holes, and scrawled insults. Also, trash and dirt.

The two main schools of arteur gremlin art is the Most Pompous Creator School, and the Utterly Humblest Adjuster School. The former insist on taking direct credit for their creations, while the later claim to be merely a shy and humble assistants correcting and improving on the work of their mundane wards. Members of both are meddlesome and obnoxious, in their own way.


2024-01-07

Fantasy NPC: Colors-Of-Seasons

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Colors-Of-Seasons

A tall and slender figure with butterfly wings, hair and robes matching the surrounding vegetation in hue and spread.

CR 2; 600 XP
CN Medium Fey
Init +4Senses low-light visionPerception +10

Defense
AC 14, touch 14, flat-footed 14 (+4 Dex)
hp 21 (6d6)
Fort +2, Ref +9, Will +6
Defensive Abilities seasonal adaptation; DR 5/cold iron

Offense
Speed 30 ft., fly 30 ft. (good)
Melee sharpening knife or brush +8 (1d4+5, 19–20/×2)
Special Attacks broad strokes
Spell-Like Abilities (CL 6th; concentration +9)
At Will—mage hand (used almost exclusively to grab the right brush or dip it in paint without having to approach the supplies), mending, open/close, prestidigitation

Statistics
Str 10, Dex 18, Con 10, Int 13, Wis 13, Cha 17
Base Atk +3; CMB +3; CMD 17
Feats Nimble Moves, Skill Focus (Profession [painter]), Weapon Finesse
Skills Craft (making pigments) +10, Fly +17, Knowledge (nature) +10, Perception +10, Profession (painter) +20, Use Magic Device +12; Racial Modifier +2 Profession (painter)
Language Aquan, Auran, Sylvan, Terran
SQ tools of trade

Broad Strokes (Su) Colors-Of-Seasons wields pencils, sharpened charcoals, and even brushes with perfect finesse, treating them as +1 daggers, and adding Dexterity bonus to damage inflicted. Colors-Of-Season also use Dexterity instead of Wisdom on Profession (painter) skill checks.

Seasonal Adaptation (Ex) Colors-Of-Seasons always finds natural weather of the current season, whatever it would be, pleasant and comfortable. Only really unusual temperatures, humidity, and air conditions might faze them.

Tools Of Trade (Su) After finding a suitable place for work, Colors-Of-Season can take 1 round to conjure 1d4+1 gremlins carrying masterwork tools and supplies necessary for artistic work—easels, charcoals, crayons, pencils, brushes, and paints (though about quarter the time they bring equipment for a wrong profession, leading to additional effort necessary to call more gremlins, while the wrongdoers disperse while giggling with glee). Aside of those who brought  wrong supplies, the gremlins called by Colors-Of-Seasons are uncharacteristically deferent, somewhat helpful, and might even occasionally be obedient of Colors, though if engaged in violence they flee and hide, only actually fighting back if there is absolutely no other option. This is a conjuration (calling) effect.


Colors-Of-Seasons is an otherworldly painter—both literally and figuratively: a renowned artist among Fey courts of the Otherworld, dedicated to creating fanciful paintings, portraits, and drawings, capricious, focused when creating, yet prone to unexpected distractions and making silly demands—such as an occasional venture into the world of mortals, to depict the mundane and prosaic scenes.

Being sort of pampered pet celebrity artist of otherworldly courts, Colors-Of-Seasons is not really prepared for unsupervised trips to the mortal world, or any world really, compelling various fey monarchs and nobles to pull the strings to arrange some sort of oversight for such endeavors. Depending on the individual patron approach and capabilities, it might take form of hired mundane bodyguards, charming the sapient monsters along the planned trip's path into harmlessness, or threatening the local mortal authorities with dreadful curses if anything wrong happens to the unwitting artist. Assuming the current patron was made aware of the impromptu expedition in the first place.

Colors-Of-Seasons very appearance, attitude, and mood changes from season to season, matching the state of the nature, or some Otherworldly approximation thereof.