2025-07-27

Fantasy Monster: Susinal Agathion

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Agathion, Susinal
A massive anthropomorphic pig, with thick bristles, spotted hide, and surprisingly expressive snout.

CR 11; XP 12,800
NG Large Outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision, smell corruption; Perception +21

Defense
AC 25, touch 11, flat-footed 24 (+4 deflection, +2 Dex, +10 natural, –1 size)
hp 150 (12d10+84); regeneration 5 (evil)
Fort +11, Ref +10, Will +14
Defensive Abilities corruption eater; DR 10/cold iron and evil; Immune curses, death, disease, electricity, petrification, poison; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10

Offense
Speed 40 ft.
Melee bite +18 (2d8+10, 20/×3), 2 slams +18 (2d4+7)
Space 10 ft.; Reach 10 ft.
Special Attacks odious exhalation (DC 20)
Spell-Like Abilities (CL 12th; concentration +15)
Constant—shield of faith
At will—greater teleport (self and 50 lbs of equipment only)

Statistics
Str 24, Dex 15, Con 24, Int 13, Wis 23, Cha 18
Base Atk +12; CMB +20; CMD 36
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Extra Lay On Hands, Nimble Moves, Skill Focus (Heal)
Skills Heal +24, Knowledge (arcana) +17, Knowledge (nature) +17, Knowledge (planes) +17, Knowledge (religion) +17, Profession (gravedigger) +21, Perception +21, Sense Motive +21
Languages Celestial, Draconic, Infernal, Sylvan; speak with animals, true speech
SQ lasting mercy, lay on hands (12/day, 6d6), rejuvenating mercy

Ecology
Environment any (Nirvana)
Organization solitary, or pair
Treasure standard

Corruption Eater (Su) Susinals can eat trash, volatile alchemical and magical ingredients, corpses, as well immobilized corporeal undead and evil outsiders without suffering any ill effects, taking at most 1 minute to consume a Medium-sized creature, 10 minutes to eat Large one, an hour for Huge one, and multiple hours for bigger ones. This prevents spread of necromantic energies, disease, and other forms of corruption that might be left over by bodies of such vile entities.

Lasting Mercy (Su) After a susinal removes a condition through the use of rejuvenating mercy ability, the subject becomes immune to the next application of that condition within 24 hours.

Odious Exhalation (Su) Susinals can release a cloud of noxious vapors (from either side)  as a standard action, causing eyes to fill with tears, churn stomachs, and lungs to burn with yearning for fresh air. Breathing creatures within a 20-ft. long cone become blinded, fatigued, or staggered (as chosen by the susinal) for 1d4+1 rounds. Good outsiders and creatures that make a successful Fortitude saving throw (DC 20) they are merely dazzled for 1 round. The saving throw DC is Charisma-based. This is not a poison effect, making it effective against fiends.

Smell Corruption (Su) A susinal can detect curses, disease, and poison within 30 feet, and identify an object containing any of those by smelling the item, though not which exactly of those threats is present – for that the susinal has to rely on deduction, knowledge, or other warning signs.

Rejuvenating Mercy (Su) When using their lay on hands ability, susinals can also remove on of the following conditions of their choice: blinded, confused, dazed, dazzled, deafened, diseased, fatigued or exhausted, feebleminded, insanity, nauseated, paralyzed, poisoned, shaken or frightened, sickened, staggered or stunned. The removed condition takes form of a small ball of slime or tar which the susinal physically consumes.


While they might not seem like champions of purity at the first glance, susinals are piggish agathion who seek out and contain corruption of all kinds by devouring it. They often also resort to devouring remains of destroyed (or not quite destroyed) undead and corpses that can't be given proper burial, are threatened with being turned into undead, or are otherwise dangerous to mortals and the environment.

Susinals are very jovial and gregarious, though majority of them seem to be unable to comprehend why their eating habits are considered reprehensible by mortals – or at least they pretend so, because some of them seem to take a perverse amusement in invoking disgust in others.


2025-07-20

Fantasy NPC: Mr. Chamomile, Tea-Maker

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Mr. Chamomile, Tea-Maker

An older man with an enigmatic smile, dressed in exotic robes of finest make.

CR 12; 19,200 XP
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +3Senses see in darknessPerception +22

Defense
AC 27, touch 19, flat-footed 24 (+4 armor, +4 deflection, +3 Dex, +2 insight, +4 shield)
hp 168 (16d10+80)
Fort +11, Ref +15, Will +15
DR 10/silver and good; Immune fire, poison; Resist acid 10, cold 10; SR 23

Offense
Speed 30 ft.
Melee 3 animated silverware attacks +20 (3d6+4, ×2 plus blindness)
Space 5 ft.; Reach 5 ft. (30 ft with animated silverware)
Special Attacks scalding steam
Spell-Like Abilities (CL 16th, concentration +19)
Constant—foresight, mage armor, shield, shield of faith, undetectable alignment
At Will—greater infernal healinggreater teleport (self and 50 lbs. of equipment only), neutralize poison

Statistics
Str 16, Dex 16, Con 18, Int 15, Wis 17, Cha 17
Base Atk +16; CMB +19; CMD 38
Feats Blind-Fight, Blinding Critical (DC 26), Combat Reflexes, Critical Focus, Great Fortitude, Improved Initiative, Iron Will, Toughness
Skills Bluff +22, Diplomacy +22, Knowledge (local) +21, Knowledge (nature) +21, Perception +22, Profession (tea-maker) +22, Sense Motive +22, Stealth +22
Language Celestial, Common, Draconic, Infernal; telepathy 100 ft.

Animate Silverware (Su) Mr. Chamomile fights by animating nearby tea utensils and silverware to strike his foes. He can make attack actions, full attacks, and attacks of opportunity using animated silverware with +1 enhancement bonus to attack and damage rolls. This animated silverware counts as silver and magic.

Scalding Steam (Su) Mr. Chamomile can conjure a cloud of scalding steam as a swift action, filling a 20-ft. spread within 30 ft., 10-ft. high, that lasts for 1d4+1 rounds and deals 4d6 points of fire damage to each creature that starts their turn in its area, and partially obscuring vision, granting concealment to anyone within or behind the cloud.


Mr. Chamomile is a proprietor of an exotic tea-house, overseeing numerous baristas serving teas of all kinds, along carefully matched snacks. He is affable, invariably polite, exchanging in a small talk and a lot of gossip with his guests. He also engages in bulk trade of tea leaves, flavored teas, and other herbs suitable for brewing beverages (though not coffee, which he detests).

He also happens to be a devil, using his business and connections to gather information,  incriminating personal details, and trade secrets. He might be also involved in a smuggling ring, dealing in both contraband object and people, though if it is really so, he does it through so many clueless intermediaries, that it can't really be traced to him.


2025-07-13

Fantasy Monster: Cobweb Sheep

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Cobweb Sheep

A sheep skeleton, wrapped in silken webs woven by spiders skittering all over it.

CR 1; XP 400
N Medium Undead
Init +1; Senses darkvision 60 ft.; Perception +1

Defense
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 16 (3d8+3)
Fort +2; Ref +2; Will +4
Weakness skittering spiders

Offense
Speed 40 ft., climb 20 ft.
Melee gore +3 (2d4+1 plus entrap)
Special Attacks entrap (DC 12, 1d4 rounds, hardness 2, hp 5)

Statistics
Str 12, Dex 12, Con —, Int —, Wis 13, Cha 13
Base Atk +2; CMB +3; CMD 14 (16 vs. trip)
Skills Climb +9, Perception +1, Stealth +1

Ecology
Environment ruins, underground
Organization flock (1–12)
Treasure standard (mostly in the form of delicate spider silk strands that can be harvested by skilled laborer)

Special Abilities

Entrap (Su) Minute spiders crawl all over the creature hit by cobweb sheep's gore attack, covering the target with webbing that entangles the target on a failed Reflex saving throw (DC 12). A target that is already entangled that is hit again becomes bound helpless on a failed Reflex saving throw. The webbing is immune to crushing damage but burns away instantly if exposed to any amount of fire damage, though the bound victim suffers the same amount of fire damage as well. The saving throw DC is Charisma-based.

Skittering Spiders Cobweb sheep is held together by spiderwebs constantly woven and rewoven by spider swarm living inside. Any effect that injures, kills, repels, or controls vermin (or spiders specifically) staggers a cobweb sheep for 1d4 rounds and vermin bane weapons affect cobweb sheep as if it was a vermin as well as undead.


Cobweb sheep are reanimated skeletons of sheep, goats, and similar animals, with their bones held together by webs woven of spiders swarms that live in their chest cavity.

A flock of cobweb sheep behave like normal sheep... Except they might be grazing on old spider webs across the walls and chambers of an abandoned castle or in dark tunnels deep underground, often standing in hard to reach places like balconies, on chandeliers, and locked dungeon cells.

With enough skill, and some undead-controlling abilities, spidersilk strands can be harvested from cobweb sheep without destroying the latter, though unlike cutting wool of still living sheep, the process must be much more delicate to avoid disturbing the spiders, or breaking the brittle dried bones.


2025-07-06

Fantasy Monster: Grand Bookworm

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Grand Bookworm

An enormous amalgamate of books, parchments, and shelves, its outer shell made of thick hide and metal fittings.

CR 17; XP 102,400
N Colossal Construct (animate)
Init +6; Senses darkvision 60 ft., low-light vision, blindsense 120 ft.; Perception +28

Defense
AC 32, touch 10, flat-footed 30 (+11 armor, +6 deflection, +2 Dex, +11 natural, –8 size)
hp 270 (20d10+160); fast healing 30
Fort +18; Ref +18; Will +18
Defensive Abilities enhanced durability 4, enhanced protection 6, hardness 15; Immune construct traits; SR 28

Offense
Speed 40 ft., burrow 40 ft.
Melee headbutt +27 (10d6+15, 19–20/×2), tail slap +27 (10d6+15, 19–20/×2)
Space 30 ft.; Reach 20 ft.
Special Attacks absorb knowledge, roll over (20d6, DC 24 Ref negates)

Statistics
Str 40, Dex 15, Con —, Int 11, Wis 15, Cha 11
Base Atk +20; CMB +43; CMD 60 (can't be tripped)
Feats Combat Reflexes, Critical Focus, Great Fortitude, Improved Critical (headbutt), Improved Critical (tail slap), Improved Initiative, Nimble Moves, Run, Skill Focus (Perception), Staggering Critical
Skills Perception +28, Stealth +6 (+26 in libraries); Racial Modifiers +20 Stealth in libraries
SQ compression

Ecology
Environment ruins
Organization solitary
Treasure standard (books, scrolls, and valuable notes that were part of its body)

Special Abilities

Absorb Knowledge (Su) Anyone hitting a grand bookworm with a magical melee touch attack has to make a Reflex saving throw (DC 24) or become sucked within the glyphs and text contained within the bookworm innards. This works similarly to maze spell, with the victim having to navigate through an endless labyrinth of shelves with a successful Intelligence (DC 20) check made as a full-round action. On each failed navigation check, however, the victim receives a negative level as their memories and knowledge is drained away and stored away as notes and biographies in that endless library, and a cumulative +1 bonus to Intelligence check to navigate the library, as they understand the labyrinth better (balancing the negative level penalty on that specific check). Once the negative energy levels exceed the victim's level, the subject completely ceases to exist, except as a footnote within the endless archive, and can only be revived with wish effect). Each creature has to find their way out, or become absorbed, there is no 10 minute time limit as in case of regular maze spell. The saving throw DC of this teleportation effect is Dexterity-based and includes +2 racial bonus.

Enhanced Durability 4 (Ex) A grand bookworm has +4 racial bonus to its saving throws and 4 additional hit points per HD.

Enhanced Protection 6 (Ex) A grand bookworm has +6 deflection bonus to AC and +6 resistance bonus to saving throw.

Roll Over (Ex) As a full-round action, a gran bookworm can roll over a group of creatures and objects, up to the distance of twice its speed, dealing 20d6 points of bludgeoning damage to each creature (books, times, scrolls, and such are absorbed inside instead). Creatures aware of the attack can either make an attack of opportunity or attempt a Reflex saving throw (DC 24) to move out of the area. The saving throw DC is Dexterity-based and includes +2 racial modifier.


Grand bookworm is an animate manifestation of power of libraries, an amalgamate of parchment pages, leather covers, brass fittings, and less recognizable parts of ancient tomes. While it does seem to be intelligent, its mind seems to be alien and incomprehensible, never responding to communication.

It roams crumbling libraries devouring remnants of shelves and books, incorporating them into its body, preserving what was left of them, until it excretes amended tomes and repaired scrolls, though not without mix-ups and unexpected replacements...

It also attacks any perceived threats to its territories, though it often ignores entities that it considers native to the library it currently roams, such as waxen scholars, or miscriber gremlins. Except when it shows to destroy and devour a library, which has happened a few times—though it is not certain if it done so to preserve the contents of library damned to destruction any way, or in response of presence of some sort of forbidden knowledge, hidden within the tomes present in the condemned facilities.