2025-08-10

Fantasy Monster: Glyph-Eater

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Glyph-Eater
A weird amalgamation of a big squid and a snail, bearing a shell of scintillating, yet translucent plates of force.

CR 10; XP 9,600
N Large Aberration
Init +8; Senses darkvision 60 ft., glyph-finding 60 ft.; Perception +22

Defense
AC 24, touch 14, flat-footed 19 (+4 Dex, +1 dodge, +6 natural, +4 shield, –1 size)
hp 127 (15d8+60)
Fort +9, Ref +9, Will +13
SR 21 vs glyphs, runes, symbols, and magical traps

Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee 4 tentacles +15 (2d6+4)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 15th; concentration +17)
Constant—shield

Statistics
Str 18, Dex 18, Con 18, Int 13, Wis 19, Cha 15
Base Atk +11; CMB +16; CMD 34 (can't be tripped)
Feats Acrobatic Steps, Blind-Fight, Combat Reflexes, Defensive Combat Training, Improved Initiative, Nimble Moves, Run, Weapon Focus (tentacle)
Skills Climb +12, Escape Artist +22, Knowledge (arcana) +19, Perception +22, Spellcraft +19, Stealth +18, Swim +12
Languages understand Aklo, can't read

Ecology
Environment ruins
Organization solitary, or pair
Treasure standard (inks and mother-of-pearl that are suitable for inscribing spells, creating scrolls, glyphs, runes, symbols, and similar magical writings


Glyph-Eating (Su) A glyph-eater can consume a single glyph, rune, sigils, symbol, scroll, or a page from a spellbook as a full-round action that provokes attacks of opportunity. If the consumed effect is a glyph, rune, sigil, symbol, or similar magical effect, glyph-eater makes a caster level check using its HD as if a targeted greater dispel magic was cast on the glyph, destroying the glyph in the process. Scrolls and spellbook pages are simply consumed without need for a check.

Glyph-Finding (Su) A glyph-eater can instinctively sense magical glyphs, runes, symbols and similar magical traps from 60 feet, making a Perception check to detect them when approaching them. Additionally, whenever glyph-eater would trigger such magical trap, but the effect fails to penetrate glyph-eater's specialized Spell Resistance, the effect doesn't trigger at all.


Relentless, if not particularly fast moving devourers of magical glyphs, runes, sigils, and symbols, glyph-eater are sapient though weirdly alien entities that feed on magic bound in signs and letters. While they strongly prefer to eat active magical effects, they can sustain themselves by eating scrolls or tearing pages from spellbooks—each effect, scrolls, or page feeds glyph-eater for a day, but they will gorge for weeks, months, or even years of available nutrition, given a chance.


2025-08-03

Fantasy Monster: Extinguishinator

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Extinguishinator

The conical, red-painted body of this human-sized machine is covered with brass knobs and occasional angular ridge. A single clawed arm extends from its side.

CR 7; XP 3,200
LN Medium Construct
Init +6; Senses darkvision 60 ft., low-light vision, fire warning; Perception +12

Defense
AC 20, touch 14, flat-footed 18 (+2 deflection, +2 Dex, +6 natural)
hp 85 (10d10+30)
Fort +6; Ref +10; Will +10
Defensive Abilities enhanced durability 1, enhanced protection 2; DR 5/—; Immune construct traits; Resist cold 30, fire 30
Weakness vulnerable to acid

Offense
Speed 30 ft., float
Melee clawed arm +12 (2d6+3)
Special Attacks snow spray (30-ft. cone, 10d4 cold and blindness, DC 17 partial)

Statistics
Str 14, Dex 14, Con —, Int 11, Wis 15, Cha 11
Base Atk +10; CMB +12; CMD 26
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Run
Skills Perception +12, Profession (firefighting) +12

Ecology
Environment any
Organization solitary, pair, or squad (3–12)
Treasure standard

Special Abilities

Enhanced Durability 1 (Ex) Extinguishinators have +1 racial bonus to their saving throws and 1 additional hit point per HD.

Enhanced Protection 2 (Ex) Extinguishinators have +2 deflection bonus to AC and +2 resistance bonus to saving throw.

Fire Warning (Ex) Extinguishinators can sense presence of fire magic and intense mundane fires from up to a mile away. They can pin-point fire-based magic effects and items, as well as creatures with fire subtype from up to 60 feet as if they were using blindsense. They can always make untrained Knowledge and Spellcraft checks to identify fire-based magic effects and items, hazards, and creatures with fire subtype. They get a racial bonus equal to half their HD to all such checks.

Float (Ex) Extinguishinators float a few inches over the ground or water while moving, ignoring difficult terrain and moving over water or other surface that should not support their considerable weight. Extinguishinator that is knocked prone requires a full-round action to spring back to vertical position, but does not provoke attacks of opportunity while doing so.

Snow Spray (Ex) Extinguishinators main firefighting tool and weapon is a spray of intensely cold white mist that suppresses fire and drains heat within 30-ft. cone-shaped spread, dealing 10d4 points of cold damage and blinding for 1 round. A successful Reflex saving throw (DC 17) halves the damage and prevents blindness. The saving throw DC is Dexterity-based.


Extinguishinators are machines on an universal crusade against fire itself. They travel the worlds extinguishing all the fires they come across, destroying fire-based items, and eliminating creatures of fire. While they don't bear actual ill will toward living beings, they also show little understanding for necessary use of fire, such as warming houses in colder climates, cooking food, or metalworking–if fire burns, it must be extinguished.

Scorchinators (CR 7) are a splinter faction of extinguishinators, which seek to to fight fire with fire–literally. They are waging an aggressive campaign of defeating fire by controlled burning of anything that could possibly burn, leaving behind only ashes. They have a flame spray instead of snow spray, having replaced cooling foam with quick-burning gas, which deals 10d6 points of fire damage, but causing no blindness, and their melee attacks have fire-bane property, receiving +2 enhancement bonus to attack and damage, and dealing 2d6 points of bonus damage against all creatures with fire subtype.