2025-10-26

Fantasy Monster: Blood Red Riding Hood

You can now support Shaper Of Worlds on Patreon.


Blood Red Riding Hood

A fair maid wrapped in a red hooded cloak, with intense gaze and hungry smile.

CR 11; XP 12,800
CE Medium Fey
Init +11; Senses low-light vision, scent; Perception +32

Defense
AC 25, touch 23, flat-footed 17 (+5 deflection, +7 Dex, +1 dodge, +2 natural)
hp 156 (24d6+72); regeneration 10 (cold iron)
Fort +10; Ref +19; Will +15
DR 10/cold iron; Immune lycanthropy, polymorph effects

Offense
Speed 30 ft.
Melee 4 spectral jaws +19 (3d6 force)
Space 5 ft.; Reach 5 ft. (30 ft. spectral jaws)
Special Attacks charm wolves (DC 22), inspire wolves

Statistics
Str 14, Dex 24, Con 16, Int 15, Wis 13, Cha 19
Base Atk +12; CMB +14; CMD 43
Feats Acrobatic Step, Alertness, Combat Reflexes, Defensive Combat Training, Dirty Fighting, Dodge, Improved Initiative, Nimble Moves, Outflank, Shake It Off, Toughness, Weapon Finesse
Skills Bluff +31, Disguise +31, Knowledge (local) +29, Knowledge (nature) +29, Perception +32, Sense Motive +32, Stealth +34, Survival +28
Languages Common, Sylvan; speak with animals (wolves and wolf-like beings only)
SQ gift of wolf, wolf-riding

Ecology
Environment forest, hills
Organization solitary, accompanied by wolves, wolf-like monster, and werewolves
Treasure standard

Special Abilities

Charm Wolves (Sp) Blood Red Riding Hood can sway the hearts of natural and supernatural wolves alike, including werewolves, wolf-like fey, magical beasts, monstrous humanoids, outsiders, and even other creatures polymorphed into wolves (though the latter only for as long as the polymorph effect lasts). This works like charm monster but affects any number of suitable targets within the line of sight at once and has permanent duration. Blood Red Riding Hood can sway up to ten times her HD of mundane wolves (including dire wolves), but is limited to having up to twice her HD of werewolves and other wolf-like monsters, and she can't charm creatures with HD higher than half her HD. The saving throw DC is Charisma-based.

Gift Of Wolf (Su) Blood Red Riding Hood can bestow lycanthropy on a willing humanoid in an act of intimacy during the full moon.

Inspire Wolves (Su) Wolves and wolf-like beings are energized and agitated in her presence, gaining +2 morale bonus to attack rolls, damage rolls, saving throws, and skill checks while they are within 60 ft. Creatures affected by her charm wolves ability gain +4 morale bonus, regeneration 5 (cold iron), and share her teamwork feats (normally Outflank and Shake It Off) regardless of their distance from her. Mundane wolves affected by this ability show increased ability to understand human behavior and human language, at least on par with the best trained dogs.

Spectral Jaws (Su) Blood Red Riding Hood might seem harmless, but in combat she can conjure spectral jaws that tear her enemies apart. She can make a single spectral jaw attack as an attack action, up to four spectral jaws as a full attack action, and she can conjure them to make attacks of opportunity within a whopping reach of 30 feet. Spectral jaws always strike from her direction, but they can easily flank opponents with any wolves fighting on Blood Red Riding Hood behalf. Attacking with spectral jaws leaves blood stains on her fingers, which she happily licks off. Spectral jaws are force effect but they also count as cold iron and silver against regeneration and vulnerabilities.

Wolf-Riding (Ex) Blood Red Riding Hood can ride any of her charmed wolves or wolf-like beings as long as they are Medium or larger, always succeeding required Ride checks.


Blood Red Riding Hood might be born out of human fears of wilds and wolves in particular, a personification of ferocity and savagery ascribed to them by ignorant mortals.

She enjoys pain and fear, seeking to turn wolves, werewolves, and other wolf-like beings into cruel and cunning monsters that will stalk and hunt civilized being, keeping them afraid of wilderness.

She occasionally falls for mortals though, particularly hardened survivors, hunters and shepherds, but also brooding loners, cast-offs, and those with spark of resentment or anger in their hearths, justified or not. She might become a sultry seductress, an innocent maid, a dominating mistress, a submissive waif—she is ready to switch her role to fit what her lovers need to be pulled deeper and deeper into cruel savagery and darkness of their hearts. In her mind, she is freeing them from chains of humanity and domestication by civilization.


2025-10-19

Fantasy Monster: Bother-Goose

You can now support Shaper Of Worlds on Patreon.


Bother-goose

A thick goose, with a serrated beak, and patches of scales visible here and there through the feathers.

CR 4; XP 1,200
N Medium Magical Beast
Init +9; Senses darkvision 60 ft., low-light vision; Perception +10
Aura screeching (60 ft.)

Defense
AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 39 (6d10+6)
Fort +6; Ref +10; Will +3

Offense
Speed 30 ft., swim 15 ft.; wing leaps
Melee beak +8 (1d6+2) and 2 wing slaps +8 (1d6+2)
Special Attacks wing pounce

Statistics
Str 14, Dex 20, Con 12, Int 2, Wis 13, Cha 13
Base Atk +6; CMB +8; CMD 23
Feats Combat Reflexes, DisruptiveB, Improved Initiative, Run
Skills Acrobatics +5, Perception +10, Swim +10

Ecology
Environment urban, rural
Organization solitary, pair, or a gaggle (5—12)
Treasure standard

Special Abilities

Screeching (Ex) When agitated or engaged in violence (which is often), bother-geese produce a constant screeching, honking noise that bestows –2 penalty to concentration checks and skill checks that require focus and patience made within 60 feet of a conscious bother-geese. This penalty increases to –4 if there are at least 4 bother-geese present, and –6 if there are nine or more. The screeching gets modulated in particularly annoying way when there are invisible creatures present or magic is used within 60 feet. All bother-geese gain Disruptive as a bonus feat.

Wing Leaps (Ex) While bother-geese are (thankfully) incapable of actual flight, they can still use their wings to help them move around – a bother-goose can intermix short, 10-ft. jumps into their movement, charging, or running, allowing them to clear small patches of difficult terrain or low obstacles with ease. They can also glide when jumping from high, moving up to 15 feet horizontally per 5 feet of fall, falling 20 feet per round, without harm. Bother-geese can always take 10 on Acrobatics check.

Wing Pounce (Ex) Bother-geese can jump while charging, either combining multiple short, 10-ft. leaps intermixed with a minimum 10 ft. of movement between leaps, or make a single large leap at any point of the movement. A charging bother-goose can make two wing slap attacks at the end of charge against its target.


Bother-geese were originally breed as watch-beasts and guardians, capable of detecting intruders and alerting everyone. It might went too well, though. While bother-geese are perfectly capable of rousing the slowest and most drunk soldiers from stupor, they are easily agitated and alarmed by slightest disturbances, unexpected movement, unknown guests, or even misplaced everyday objects. They are also quite aggressive and prone to violence against anyone they don't know well, dislike, or who did something out of ordinary. Even a wrong piece of clothing or known voice distorted by a stuffed nose can trigger their incessant clamor.

A number of flocks apparently run feral, though they might have been simply abandoned by overwhelmed owners.


2025-10-12

Fantasy Monster: Boatswine

 You can now support Shaper Of Worlds on Patreon.


Boatswine

A thick-boned, big bellied, boar-headed sailor.

CR 8; XP 4,800
LE Medium Fey
Init +1; Senses low-light vision, scent, weather sense; Perception +22
Aura customs of the sea (whole ship)

Defense
AC 21, touch 11, flat-footed 20 (+2 armor, +1 Dex, +8 natural)
hp 99 (18d6+36); regeneration 10 (cold iron)
Fort +8; Ref +12; Will +12
DR 10/cold iron; Immune nausea, sickness, any foodborne afflictions

Offense
Speed 30 ft., climb 15 ft., swim 15 ft.; sea legs
Melee cleaver +15/+10 (1d6+5, ×3) or two cleavers +13/+8 (1d6+5, ×3)
Spell-Like Abilities (CL 18th, concentration +20)
At Will–dancing lights, mending, purify food and water

Statistics
Str 20, Dex 13, Con 14, Int 15, Wis 13, Cha 15
Base Atk +9; CMB +14; CMD 34
Feats Blind-Fighting, Defensive Combat Training, Diehard, Double Slice, Endurance, Improved Initiative, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (cleaver)
Skills Bluff +23, Climb +13, Intimidate +20, Knowledge (geography) +23, Knowledge (nature) +23, Knowledge (religion) +20, Perception +22, Profession (cook) +19, Profession (sailor) +19, Swim +13
SQ change shape (porpoise; beast shape II)

Ecology
Environment ships, ports
Organization solitary, pair, or crew (5—20)
Treasure standard

Special Abilities

Customs Of The Sea (Su) Any vessel on which a boatswine serves is covered in a magical aura that enforces marine taboos and superstitions. Whenever anyone breaks one of them, all the boatswines present feel a stab of pain, and the whole ship and its crew pays the price, getting a cumulative –1 penalty to all skill checks made to operate the vessel and to the ship's saving throws. Additionally, each day there is a 1% chance per –1 accumulated that the ship suffers from some kind of marine misfortune. The penalty can be prevented from accumulating by throwing the offender aboard as quickly as possible. The whole accumulated penalty can be removed by the boatswine performing cleansing rites, which unfortunately require a feast made from at least one of the crew, passengers, or stowaways. This is a curse effect that can be reset with (limited) wish or break enchantment (DC 28).

Sea Legs (Ex) A boatswine easily moves across unsteady and slick decks, without need for 
Acrobatics checks to avoid slipping and falling.

Weather Sense (Ex) A boatswine can sense incoming changes of weather over sea, ocean, large lakes, and coasts, up to 24 hours ahead, and general weather patterns for up to seven days ahead. They also always know when weather change is caused by supernatural means.


Boatswines are piggish fey that push their way onto sailing ships and similar vessels with skill, cunning, and occasional threats, and worm they way into positions of relative power: ship's cooks, navigators, or bosuns, or a combination thereof, though never seeking the role of ship's captain.

While their very presence turns sailors' superstitions into a real threat to the ship, they are also highly skilled sailors, tough combatants, and superb cooks – if definitely too eager to turn insolent sailors, problematic passengers, and stowaways they find into the next batch of stew. If the food supply grows really low, but the crew showed the proper respect to the boatswine and their advice, and reverence to the customs, the boatswines can even resort to cooking pieces of their own flesh, which regrows quickly enough, to keep the crew alive for a time.

Occasionally, multiple boatswines might act together as petty officers on otherworldly vessels, under fey lordlings playing sea captains.


2025-10-05

Fantasy NPC: Enner Liesth, Tangler Of Lineages

You can now support Shaper Of Worlds on Patreon.

Enner Liesth, Tangler Of Lineages

While impeccably dressed according to the current fashion, this man isn't much to look upon himself, even if his voice does capture the listeners' attention.

CR 4; 1,200 XP
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +5Senses see in darknessPerception +14

Defense
AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
hp 45 (7d10+7)
Fort +3, Ref +10, Will +7
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 15

Offense
Speed 30 ft.
Melee +1 sword cane +10/+5 (1d6+3)
Special Attacks wondrous perfumes (DC 15)
Spell-Like Abilities (CL 12th, concentration +15)
Constant—undetectable alignment

Statistics
Str 14, Dex 20, Con 12, Int 15, Wis 15, Cha 17
Base Atk +7; CMB +7; CMD 22
Feats Alertness, Combat Reflexes, Nimble Moves, Skill Focus (Perform [comedy])
Skills Bluff +13, Diplomacy +13, Knowledge (nobility) +12, Perception +14, Perform (comedy) +16, Sense Motive +14, Sleight Of Hand +15, Stealth +15
Language Abyssal, Common, Draconic, Infernal; telepathy 100 ft.

Know Desires (Su) After Enner Liesth has spent at least 1 minute conversing with a person, he can learn that person conscious preferences when it comes to romantic and/or intimate partners. Effects that block divination or telepathy thwart this ability. 

Wondrous Perfumes (Sp) Enner Liesth has a limitless supply of miraculous perfumes stored in little glass vials. A single splash can produce effects of alter selfeagle splendor, infernal healinginvisibility, silence, or sleep (heightened to 2nd level) on the user or an adjacent target that will last for up to 10 minutes. Alternatively, it can inflict 4d6 points of acid damage on a failed Reflex saving throw (using this form of perfumes on yourself automatically fails your Reflex saving throw) or cast arcane lock or knock on a door, window, or secret passage. He can lease up to three of such vials to others at any one time, with each vial containing a predetermined effect that can be used once within the next 24 hours. Splashing the perfumes from a vial doesn't provoke attacks of opportunity. And yes, he can lie about the contents of the vial.


Enner Liesth is tasked with tampering with noble lineages, undermining inconvenient succession, turning legitimacy questionable, and making sure there are ambitious royal bastards available for intrigues...

Not siring them himself, mind you, that would be preposterous. No, he operates as an advisor, arranger, and enabler, often in a guise of a courtly poet. He makes sure there are plenty of opportunities and the right mood. He might praise potential paramours to his intended target and turn off the legitimate partners, he might distract guards, chaperones, and spouses. He might arrange for potential witnesses to be elsewhere, or just at right time and place to be later able to give their testimony...