2024-05-12

Fantasy Monster: Angry Tower

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Angry Tower

A massive tower of stone and bricks floats slowly a few inches above the ground, advancing menacingly.

CR 18; XP 153,600
N Colossal Construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +30
Aura hail of arrows (100 ft.)

Defense
AC 33, touch 7, flat-footed 33 (+13 armor, +5 deflection, +13 natural, –8 size)
hp 305 (30d10+140)
Fort +17; Ref +17; Will +17
Defensive Abilities all-around vision, enhanced durability 2, hardness 20, reinforced construction; Immune construct traits
Weakness vulnerable to siege weapons

Offense
Speed fly 20 ft. (perfect)
Space 30 ft.; Reach 10 ft.
Special Attacks boiling tar, ground crush, rising ramparts, 

Statistics
Str 40, Dex 10, Con —Int —, Wis 11, Cha 11
Base Atk +30; CMB +53; CMD 63
Feats HoverB
Skills Fly +0, Perception +30, Stealth –16; Racial Modifiers +30 Perception

Ecology
Environment urban, ruins, battlefields
Organization solitary, pair, or fortress (3–6)
Treasure standard

Special Abilities

Boiling Tar (Su) An angry tower can fire a ball of tar, covering a 30-ft. radius burst on a ground within 100 feet. Anyone starting their turn or entering the zone of boiling tar suffers 10d6 points of fire damage. The tar boils for 1d4+1 rounds and counts as a difficult terrain. Creatures standing where the burst lands can escape its area with a successful Reflex saving throw (DC 25). The saving throw is Constitution-based.

Ground Crush (Su) An angry tower strikes the ground underneath it, dealing 10d6 points of bludgeoning damage to anyone standing on the ground within 10 feet (Reflex saving throw against DC 25 negates). Creatures directly underneath the tower get no saving throw against this damage. The saving throw DC is Constitution-based.

Enhanced Durability 2 (Ex) An angry tower has +2 racial bonus to all of its saving throws and 2 additional hit points per Hit Die.

Hail Of Arrows (Ex) Whenever an enemy starts their turn within 100 feet of the angry tower or takes an action that provokes attacks of opportunity, they are targeted with a ranged attack (+27 attack bonus, 2d8+10 piercing damage, critical multiplier ×3, includes +5 enhancement bonus to attack and damage, counts as magic weapon), as if a hidden archer had readied an action to shot them. The whole angry tower is fitted with numerous arrow slits, allowing it to release arrows from high angles, potentially ignoring low cover.

Rampage (Su) As a full action an angry tower can make a total of three special attacks on it turn, in any combination, including using the same special attack multiple times.

Reinforced Construction (Su) An angry tower has +5 deflection bonus to AC and +5 resistance bonus to its saving throws. It suffers no ill effects whatsoever when it succeed a saving throw against against an effect that allows saving throw for half damage or partial effect.

Rising Ramparts (Su) Earth and stone distorts and violently rise in a 100 feet line extending from the angry tower, forming a 5-ft. wide, 10-ft. tall wall of earth and stone. Anyone standing in its path suffers 10d6 points of piercing damage on a failed Reflex saving throw (DC 25) from the jagged stones bursting out of the ground and end on a random side of the wall. Those who succeed can decide on which side they end, or they can choose to suffer the damage and end on the top of the newly formed wall. The saving throw DC is Constitution-based.


An angry tower is a sight to behold—a free-roaming keep capable of bringing the assault to the enemy. Not a siege tower, but an actual tower of stone and iron, animated by a violent force driving it to war.


2024-05-05

Fantasy NPC: Lady Night Rose

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Lady Night Rose

A plump, pale halfling lady of indeterminate age. She wears an intricate lace dress made of opalescent green-black fabric, matching the greenish shine of her lustrous black hair. Very dark make up complements her appearance.

CR 10; 9,600 XP
A female halfling vampire
CE Small Undead (augmented humanoid)
Init +8Senses darkvision 60 ft.Perception +13

Defense
AC 24, touch 18, flat-footed 19 (+2 deflection, +4 Dex, +1 dodge, +6 natural, +1 size)
hp 126 (12d8+72); fast healing 5
Fort +12, Ref +13, Will +13
Defensive Abilities channel resistance +4, hide from plants; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weakness vampire weaknesses

Offense
Speed 20 ft.
Melee 2 claws +17 (1d4+6 plus energy drain)
Special Attacks blood drain, children of the garden, energy drain (1 level, DC 21)
Spell-Like Abilities (CL 12th, concentration +17)
At Will—detect animals and plants
3/day—blight (DC 19), command plants (DC 19), diminish plants, harm (DC 21), plant growth
1/day—awaken, blood berries, commune with nature, wall of thorns

Statistics
Str 18, Dex 18, Con —, Int 17, Wis 15, Cha 20
Base Atk +9; CMB +12; CMD 31
Feats Acrobatic Step, AlertnessB, Blind-Fight, Combat ReflexesB, Defensive Combat Training, DodgeB, Improved InitiativeB, Lightning ReflexesB, Nimble Moves, Power Attack, ToughnessB, Weapon Focus (claws)
Skills Bluff + 25, Diplomacy +20, Knowledge (nature) +17, Knowledge (nobility) +17, Perception +17, Profession (gardening) +17, Sense Motive +15, Spellcraft +17, Stealth +28; Racial Modifiers +10 Perception, +8 Bluff, Sense Motive, and Stealth
Language Common, Duc, Halfling, Sylvan
SQ gaseous form, spider climb, transcendent magic

Blood Berries (Sp) Lady Night Rose can cause a bush to sprout on a patch of fertile soil touched. The bush fully grows within 1d4+1 rounds, bearing big, very juicy, dark crimson berries sufficient to feed up to twelve Medium-sized people. Anyone who partakes on the sweet, sour, and salty fruits (with metallic aftertaste), heals 2d4 points of damage and 1 point of ability damage. Interestingly, while the blood berries fail to provide substantial sustenance to vampires eating them, they help them stave pangs of hunger for the next hour or so. This is an equivalent to a 4th level spell. She might be able to teach this spell to druids and witches, if she would find them personally interesting enough.

Transcendent Magic (Sp) Lady Night Rose used to be a some sort of oracle, capable of casting spells related to life and plants. Over her long existence, they seem to have morphed into spell-like abilities, no longer requiring traditional words, gestures, and other components to cast. She can still activate spell-completion and spell-trigger items that contain cleric and druid spells.

Vampire Weaknesses Lady Night Rose is unaffected by garlic, mirrors, or any plant-based precautions against vampires. When given flowers, she becomes fascinated for at least 1 round (plus one additional round if the flower is of particularly exquisite quality, plus  one additional round if the flower is particularly rare).

Notable Gear cape of resistance (+2), ring of deflection (+2), amulet of mighty fists (+2)


Long ago, the halfling who became Lady Night Rose was a courtly socialite (and woe to anyone suggesting she might had been a lowly gardener of common birth!) with a penchant for exotic aesthetics, often risque, even shocking, and little regard for traditions and customary forms. Around her mortal time, the court was visited by a demigod of gardens, an ascended master of art of flower and leaf. She was less than impressed. She derided his creations as too bland, too tame and too uninspired, sticking to the most boring and repetitive designs, afraid of any suggestion of asymmetry or chaos. He did not take it well, cursing her to never enjoy the sunlight gardens again, with all the petty divine might he had. Hers is the last laugh, though, for she never bored with enjoying gardens by night, especially those that are half tamed and half wild, full of darker plants, thorny and twisted—and the demigod is long gone, failing to uphold his bid to full-scale divinity.

Now Lady Night Rose travels across the duchies, popping at various courts and various times, maintaining numerous graves and tombs, preferably hidden in less frequented parts of gardens surrounding manses and palaces—some of which she even owns. She bears many names and many titles, some of which might even be real. She uses her perceived position and accumulated wealth to prompt new artistic and aesthetic trends and fashions, or revive old ones as fancy strikes her, though she has notable weak spot for darker, grotesque and morbid styles.