2025-02-23

Fantasy Monster: Tooth-Collector Hag

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Hag, Tooth-Collector
A misshapen, disproportionate female of clearly inhuman persuasion and indeterminable age, with her neck and limbs stretching far too long, and her visage sporting toothless smile and large yellow eyes.

CR 3; XP 800
LE Large Monstrous Humanoid
Init +6; Senses darkvision 60 ft.; Perception +9

Defense

AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 32 (5d10+5)
Fort +2, Ref +6, Will +5

Offense
Speed 30 ft., climb 20 ft.
Melee 2 claws +6 (1d8+2)
Space 10 ft.; Reach 10 ft.
Special Attacks tooth-puller, tooth-trap
Spell-Like Abilities (CL 5th, concentration +5)
3/day—contagion (various tooth-related diseases), remove disease

Statistics
Str 14, Dex 14, Con 12, Int 13, Wis 13, Cha 11
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes, Improved Initiative, Nimble Moves
Skills Climb +10, Craft (carving) +9, Intimidate +8, Perception +9, Profession (tooth-extractor) +6, Stealth +10; Racial Modifiers +4 Stealth
Languages Aklo, Common, Giant

Ecology
Environment rural or urban
Organization solitary, or coven (3 hags of any kind)
Treasure standard

Tooth-Puller (Ex and Su) A tooth-collector hag can attempt to initiate or maintain a grapple with a standard action without provoking attacks of opportunity. When a tooth-collector hag starts its turn pinning an opponent, it can make a grapple check as a standard action to forcibly pull one of the opponent's teeth, inflicting bleeding 1. A tooth-collector hag can surgically pull a tooth from a helpless, bound, or willing creature in 1 minute. This process can be painless if the hag wishes so (usually when performing the surgery on willing or sleeping creature), though if they do that as a service to others, it costs extra.

Tooth-Trap (Ex and Su) A tooth-collector hag can spill contents of a bag of low quality teeth as a standard action, covering up to four 5-ft. squares adjacent to each other with at least one of them adjacent to the hag, with hardened teeth that act as caltrops. A tooth-collector hag can use this ability no more than three times before she needs to replenish her supplies of low-quality teeth.


Tooth-collector hags collect, trade, and carve teeth of other creatures into memorabilia. Occasionally, they trade found bones for teeth with bonepicker hags, and they are more than willing to rob tooth fairies and tooth gremlins—occasionally pitting groups of both against each other and then taking the spoils of both for themselves.

Tooth-collector hag bases the value of the collected teeth on their rarity, strange features, interesting abnormalities, and carvings.


2025-02-16

Fantasy Monster: Gvar

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Gvar

An incessant murmur of incomprehensible voices, cries, and other sounds of a crowd.

CR 4; XP 1,600
CE Fine Undead (incorporeal, swarm)
Init +9; Senses darkvision 60 ft.; Perception +0

Defense
AC 18, touch 18, flat-footed 18 (+8 size)
hp 33 (6d8+6)
Fort +3; Ref +2; Will +5
Defensive Qualities incorporeal, unseen crowd; Immune nonmagical damage, weapon damage, undead traits
Weakness vulnerable to sonic damage

Offense
Speed fly 20 ft. (perfect)
Melee swarm (4d6 nonlethal sonic plus maddening voices)
Space 10-30 ft.; Reach 0 ft.
Special Attacks incomprehensible voices (DC 14), maddening murmur

Statistics
Str —, Dex 10, Con —Int —, Wis 11, Cha 13
Base Atk +4; CMB —; CMD —
Skills Fly +16, Perception +0, Stealth +36 (+46 while standing still); Racial Modifiers +20/+40 Stealth from being invisible

Ecology
Environment urban, ruins
Organization solitary or crowd (2–10)
Treasure incidental

Incomprehensible Voices (Su) Anyone hearing the constant noise of gvar that has three or more ranks in Linguistics, knows six or more languages, or is under effects of comprehend language or tongues, or is otherwise deeply interested in languages, has to succeed a Will saving throw (DC 14) to avoid being fascinated, as they compulsively try to comprehend the mixed voices they hear. This fascination isn't ended by gvar's nonlethal damage, though other threats or actions of witnesses might break it, for a moment at least. This is a sonic, compulsion, language-dependent effect (even if it is caused by lack of comprehensible language). The saving throw DC is Charisma-based.

Maddening Murmur (Su) Gvar is an insidious threat, because victims suffering its nonlethal sonic damage perceive them as growing frustration and strain, not as actual damage. When the nonlethal damage caused by gvar should cause a victim to become unconscious, the victim goes on a vicious rampage for the next 1d4+1 rounds, lashing with their most dangerous attacks and abilities against anything they would perceive as annoying, threatening, or offensive, while often uttering incomprehensible gibberish (this does not impact their use of deadly spells). Afterwards, the victim drops unconscious unless her total nonlethal damage was lowered below their current hit points value.

Unseen Crowd (Su) Gvar is composed of deathless sounds themselves, invisible and formless, tangled together in an immaterial tapestry. It behaves as in incorporeal swarm, but it can't pass through the stolid walls, and it spills from 10-ft. square as the available space permits, covering up to a 30-ft. square of a colossal entity. Gvar can't enter areas of magical silence. If it enters consecrated, desecrated, hallowed, or unhallowed area, it becomes visible as a mass of vague and indistinct shapes in the air.


Gvar is the restless murmur of long dead people talking, arguing, crying, and peddling their wares, with all the accompanying sounds of living crowd, forever lingering behind in dead neighborhoods, fallen cities, and forgotten markets.

Gvar's constant babbling isn't lethal in itself, but its stress erodes sanity of listeners to the point where they unleash a quick burst of random violence, which occasionally causes a chain of violence as other nearby people either succumb to gvar's influence or simply resort to violent self-defense against those who did.


2025-02-09

Fantasy Monster: Pyre Moth

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Pyre Moth

A big, black and red moth, with some orange and yellow markings.

CR 2; XP 600
N Tiny Vermin
Init +2; Senses darkvision 60 ft., keen smell; Perception +2

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 22 (4d8+4)
Fort +5; Ref +3; Will +3
Resist fire 10

Offense
Speed 10 ft., fly 40 ft. (perfect)
Melee bite +7 (1d3 plus 2d4 fire)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks implant eggs

Statistics
Str 3, Dex 14, Con 12, Int –, Wis 15, Cha 11
Base Atk +3; CMB +3; CMD 9
Feats Flyby AttackB, HoverB, Weapon FinesseB
Skills Fly +14, Perception +2

Ecology
Environment cold forests, plains, and urban
Organization solitary, pair, or a funeral (3–12)
Treasure incidental

Agile Flier (Ex) A pyre moth can make Fly checks in place of Acrobatics checks when trying to avoid attacks of opportunity because it moves through threatened or enemy space.

Implant Eggs (Ex) A pyre moth can implant its eggs into a corpse or an incapacitated but still living corporeal creature as a full-round action that provokes attacks of opportunity (a successful hit interrupts the action, even if it fails to inflict damage). The eggs excrete chemicals that cause the dead body to slowly incinerate from inside, burning the flesh of a Medium corpse into ash over the next 2d6 hours. If the victim is still alive, the eggs remain dormant until the host's death, when the process starts, or removed with a surgery that takes 1 hour and a successful Heal check (DC 20), or remove disease effect. Gentle repose spell renders the egg dormant for its duration.

Keen Smell (Ex) A pyre moth can smell decaying dead bodies, fresh ashes, fire, and smoke coming from burning bodies from a mile away.


Pyre moths show a strange adaptation—their eggs slowly incinerate bodies in which they were laid, and their maggots feast, grow, and pupate in the ashes of the dead. They are often attracted to unburied bodies and funeral pyres, laying eggs in corpses to burn, or fresh ashes alike.

Some cultures and religions see them as messengers of the underworld, freeing the souls of the dead from prison of impure decaying flesh, and others view them as filthy defilers and soul-stealers. A few have little regard for the moral and theological implications but considers them from purely practical point of view, either as a way of disposing corpses, saving the trouble of going through the costly process of cremating the bodies, or as pests that destroy corpses that should be interred with respect and reverence.

In extreme situation, when there is an overabundance of corpses, or corpse ashes, pyre moths can form pyre moth swarms (CR 6) with 16 HD, 88 hp, Fort +11, Ref +7, Will +7, and distraction ability (DC 19), dealing 2d6 points of damage plus 4d6 points of fire damage with its swarm attack.

A pyre moth can be kept as an improved familiar (requires caster level 3), though its eggs are sterile, incinerating corpses, but never hatching into more pyre moth maggots.


2025-02-02

Fantasy Monster: Ghost-Woe Demon

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Demon, Ghost-Woe

An unnaturally slender, four-armed figure with large multi-faceted eyes, and multiple spectral arms extending from its back.

CR 5; XP 1,600
CE Medium Outsider (chaotic, demon, extraplanar, evil)
Init +7; Senses darkvision 60 ft., ghost-sense 60 ft.; Perception +10

Defense
AC 18, touch 16, flat-footed 15 (+3 deflection, +3 Dex, +2 natural)
hp 57 (6d10+24); fast healing 5
Fort +5; Ref +8; Will +6; +5 profane bonus vs. incorporeal undead and haunts
Defensive Qualities ghost-mantle, ghost-trap; DR 5/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10

Offense
Speed 30 ft., climb 30 ft.
Melee 4 claws +9 (1d4+3)
Special Attacks ghost-touch, +5 profane bonus to attack rolls and damage rolls vs incorporeal undead and haunts
Spell-Like Abilities (CL 6th, concentration +8)
Constant—shield of faith

Statistics
Str 16, Dex 16, Con 16, Int 13, Wis 13, Cha 15
Base Atk +6; CMB +9; CMD 25
Feats Combat Reflexes, Improved Initiative, Toughness
Skills Bluff +11, Climb +11, Disguise +11, Intimidate +11, Knowledge (religion) +10, Perception +10, Sense Motive +10, Stealth +12
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
SQ ghost-woe blessing

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

Ghost-Mantle (Su) A ghost-woe demon is particularly apt at fighting and hurting incorporeal undead. It has +5 profane bonus to attack rolls, damage rolls, saving throws, saving throw DCs, and AC against incorporeal Undead and haunts. Its natural attacks have ghost-touch weapon property and can deal damage to a haunt as if they were positive energy effect.

Ghost-Sense (Su) A ghost-woe demon senses presence and location of incorporeal Undead and haunts as if using blindsense. Gaseous and ethereal creatures give a false positive on this sense, though, and ghost-woe demons are too vain and obsessed with tormenting ghosts to contemplate being in such an error unless faced with irrefutable proof.

Ghost-Trap (Su) A ghost attempting to possess a ghost-woe demon (usually in response to some kind of the demon's trickery or provocation) is in for a nasty surprise. Unless the ghost succeeds a Will saving throw (DC 20), it is sucked into a pocket dimension inside the demon and imprisoned until the demon releases the entity. A ghost-woe demon can trap a total of four times its HD of ghost at a time and can release any of them as a full-round action. Normally, they only release ghosts once they are back in Abyss, unless they find a particularly promising prey while they are full with inferior spirits. Imprisoned ghosts can't do anything aside of communicating with each other or the demon—though the demon has enough control over the communication that it is never distracted by their whining and cries. The saving throw DC is Charisma-based and includes +5 profane bonus from ghost-mantle ability.

Ghost-Woe Blessing (Su) A ghost-woe demon can bless a single creature, granting its attacks and armor ghost-touch and bane (incorporeal undead) qualities, and protecting the recipient from possession until the demon revokes the power as a free action or travels to another plane. A ghost-woe demon can maintain single such blessing at a time.


Ghost-woe demons hunt and torment ghosts and other restless spirits for sport and amusement. While some simply enjoy tearing the ghostly ectoplasm time after time, until they got bored with a particular victim, other are more elaborate, learning the history of their prey so they can personalize their torments to inflict the most emotional suffering.

A few ghost-woe hunters disguise themselves as witch-doctors and exorcist–wearing weird masks and wrapping themselves into exotic robes—not only seeking ghosts to abuse, but also tricking living mortals into taking more and more unsavory actions to get rid of the restless spirit.

Occasionally, they offer their blessing to mortals going against powerful ghosts. Sometimes, they even let the mortal succeed, not withdrawing their blessing at the worst moment...