2025-09-07

Fantasy Monster: Sniffer

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Sniffer

A ball of fluffy fur with a visible snout rolls across the ground.

CR 2; XP 600
N Tiny Aberration
Init +2; Senses exceptional scent; Perception +10

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 19 (3d8+6)
Fort +3; Ref +3; Will +5

Offense
Speed 20 ft., climb 20 ft.
Melee bite +4 (2d5)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 10, Dex 14, Con 14, Int 7, Wis 15, Cha 13
Base Atk +2; CMB +0; CMD 12
Feats Alertness, Nimble Moves
Skills Climb +8, Perception +10, Sense Motive +10, Stealth +10
Language none; olfactory telepathy.

Ecology
Environment any
Organization solitary or pair
Treasure none

Special Abilities

Exceptional Scent (Ex) A sniffer sense of smell is so acute, it can detect creatures from 120 feet, and pinpoint their location from 20 feet, doubled upwind, halved downwind, and doubled again with intense smells. A sniffer can also make Perception checks to track by scent (DC 10 for a fresh trail, +2 per hour).

Olfactory Telepathy (Ex) A sniffer can sense and project feeling of base needs, wants, emotions, and experiences (e.g., "Hungry", "Play!", "Bored", "Wet!") through scents within 30 feet (or double that for sudden and extreme feelings like fear and pain).


Sniffers are strangely cute balls of fur with prominent snouts and an attitude that could only be described as aggressively friendly. They are curious, playful, and obsessed with new smells, as scent seems to be their main long-range sense. There are no bad smells for them, only exciting and boring, familiar and new. They lack sight or hearing, though their touch and taste seem to be quite acute as well.

A sniffer can become a familiar (Improved Familiar feat and 5th caster level required).

2025-08-31

Fantasy Monster: Ouroboozes

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Ouroboozes

A titanic serpent slithers in an unpredictable, nauseating ways. It is surrounded by overwhelming smell of liquor.

CR 15; XP 51,200
N Colossal Magical Beast
Init +9; Senses darkvision 60 ft., low-light vision; Perception +28
Aura overwhelming spirits (300 ft.)

Defense
AC 30, touch 8, flat-footed 24 (+5 Dex, +1 dodge, +22 natural, –8 size)
hp 230 (20d10+120)
Fort +19; Ref +19; Will +13
Immune disease, poison

Offense
Speed 60 ft.; burrow 30 ft., swim 60 ft.
Melee bite +22 (6d6+10), tail slap +22 (6d6+10)
Space 30 ft.; Reach 20 ft.
Special Attacks alcoholic poisoning, intoxicating breath, ouroboozes's curse

Statistics
Str 30, Dex 20, Con 20, Int 13, Wis 21, Cha 17
Base Atk +20; CMB +38; CMD 46 (can't be tripped)
Feats Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Lightning Stance, Toughness, Wind Stance
Skills Craft (alchemy) +21, Perception +28, Profession (brewer) +25
Language Aklo

Ecology
Environment any
Organization solitary
Treasure standard (alchemical, brewing components, and rare liquor that can be harvested from its body)

Special Abilities

Alcoholic Poisoning (Su) As a swift action, an ouroboozes can cause single creature within 60 feet that is affected by sickened condition caused by alcohol (including especially creatures affected by intoxicating breath ability) to suffer intense but short alcoholic poisoning, becoming blinded, confused, exhausted, or nauseated (ouroboozes choice) for 1d4+1 rounds. A successful Fortitude saving throw (DC 23) reduces duration of this effect to 1 round. The creature is purged of all consumed alcohol afterwards, and, incidentally, of any ingestion-delivered disease or poison. The saving throw DC is Charisma-based.

Intoxicating Breath (Su) As a standard action, an ouroboozes can breathe a cloud of essential liquor that makes everyone within 60 ft.-long cone-shaped burst intoxicated as if they drank a serving of alcohol, and, on failed Fortitude saving throw (DC 23), sickened for 1d4+1 rounds. Ouroboozes can use this breath once every 1d4+1 rounds. The saving throw DC is Charisma-based.

Ouroboozes's Curse (Su) As a full-round action, or as an immediate action when dropped to 0 or less hit points, ouroboozes can curse one creature within 60 feet with its curse. The affected creature can't ever again be intoxicated by alcohol, or it becomes forever intoxicated suffering from permanent sickened condition. Ouroboozes does not use this curse lightly, only invoking this power in extreme conditions, when deeply offended by the target's action—even attacking ouroboozes isn't enough of provocation.

Overwhelming Spirits (Su) The very presence of ouroboozes fortifies all manifestations of alcohol within 300 feet. All alcoholic beverages created or consumed within the aura are extremally potent and count as 1d4+1 servings. Delay poison, neutralize poison, heal, or any other effect that suppresses or removes poison used within the aura has 50% chance of failing to affect alcohol effects (all other effects work normally).


Ouroboozes is an enormous, serpentine patron of very particular aspect of alchemical workings, the creation and use (internal, external, and as further alchemical component) of distilled spirits.

Through the ages, ouroboozes offered both valuable insights and taught dangerous techniques, occasionally leading to death, disability, or madness of a careless or too hasty student.

There are records of alleged killings of ouroboozes, making it unclear if it is a singular entity that is reborn from time to time, or a whole species of alchemically-alligned serpents.


2025-08-24

Fantasy Monster: Skinneroid

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Skinneroid

Somethings seems slightly off with that person, as if they skin was not quite fitting...

CR 8; XP 4,800
CE Medium Construct
Init +8; Senses darkvision 120 ft., low-light vision, scan meatbag 120 ft.; Perception +12

Defense
AC 21, touch 17, flat-footed 17 (+3 deflection, +4 Dex, +4 natural)
hp 96 (9d10+47); fast healing 10
Fort +9; Ref +13; Will +12
Defensive Abilities enhanced durability 3, enhanced protection 3; DR 5/slashing; Immune construct traits

Offense
Speed 30 ft.
Melee 2 slams +13 (2d6+4 plus humanoid bane)
Special Attacks humanoid bane (+2 enhancement bonus to attack and damage and +2d6 bonus damage against one subtype of humanoids examined with scan meatbag)

Statistics
Str 18, Dex 18, Con —, Int 19, Wis 17, Cha 13
Base Atk +9; CMB +13; CMD 30
Feats Acrobatic Steps, Combat Reflexes, Dirty Fighting, Improved Initiative, Nimble Moves
Skills Bluff +10, Disguise +10, Perception +12, Profession (tanner) +12, Sense Motive +12, Stealth +13
Language Common

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

Special Abilities

Enhanced Durability 3 (Ex) A skinneroid has +3 racial bonus to its saving throws and 3 additional hit points per HD.

Enhanced Protection 3 (Ex) A skinneroid has +3 deflection bonus to AC and +3 resistance bonus to saving throw.

Scan Meatbag (Ex) A skinneroid can scan single creature within 120 feet that it can see. If the target is humanoid, a skinneroid recognizes that, identifies target's subtype, resistances, and weaknesses, and adds humanoid bane property to its attacks suitable against the target's humanoid subtype(s).

Skin Suit (Ex) A skinneroid can sew pieces of humanoid skin into a fleshy coat and pretend to be a humanoid being itself. A skinneroid in a skin suit ignores Disguise penalties for wrong type, race, gender, or age category, and gains a competence bonus to Disguise checks equal to half the result of its Profession (tanner) check for making the skin suit in the first place. This bonus deteriorates by 1 each day or whenever skinneroid wearing a skin suit is damaged, potentially turning its modifier into penalty if the skin suits is worn for too long.


Skinneroids are ruthless, cruel machines obsessed with desire to thoroughly experience humanoid existence, and yet, completely devoid of any empathy, compassion, or remorse regarding their victims. They bludgeons suitable humanoids to death and turn their skins into disguises for themselves. They infiltrate humanoid communities, trying to engage in various pleasures and pains of mortal lives, and almost invariably become frustrated by their inability to truly feel and truly connect with anyone else, either going on a bloody rampage, or killing more humanoids to renew their failing disguise.



2025-08-17

Fantasy Monster: Father Quill-Legs

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Father Quill-Legs

An enormous spidery machine composed mainly of impossibly long legs made of countless pistons and tubes filled with glowing inks.

CR 19; XP 204,800
N Colossal Construct
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 120 ft.; Perception +27

Defense
AC 34, touch 12, flat-footed 29 (+5 deflection, +5 Dex, +22 natural, –8 size)
hp 332 (24d10+200); fast healing 30
Fort +20; Ref +23; Will +21
Defensive Abilities enhanced durability 5, enhanced protection 5, hardness 20; Immune construct traits; SR 30

Offense
Speed 60 ft.; long step
Melee 4 leg claws +27 (4d6+10, 19–20/×2 plus stagger)
Space 30 ft.; Reach 40 ft.
Special Attacks etch symbol, trigger symbol

Statistics
Str 30, Dex 20, Con —, Int 11, Wis 21, Cha 11
Base Atk +24; CMB +42; CMD 54 (62 vs. trip)
Feats Blind-Fight, Combat Reflexes, Critical Focus, Great Fortitude, Greater Vital Strike, Improved Critical (leg claw), Improved Initiative, Improved Vital Strike, Run, Staggering Critical, Weapon Focus (leg claw), Vital Strike
Skills Knowledge (arcana) +24, Perception +27
Language none known
SQ grand symbol

Ecology
Environment any
Organization solitary
Treasure standard (rare metals and magical inks)

Special Abilities

Enhanced Durability 5 (Ex) A father quill-legs has +5 racial bonus to its saving throws and 5 additional hit points per HD.

Enhanced Protection 5 (Ex) A father quill-legs has +5 deflection bonus to AC and +5 resistance bonus to saving throw.

Etch Symbol (Sp) When a father quill-legs starts a turn without an enemy within its tremorsense range, it takes a long step in a random direction and then takes a full-round action to etch a random magical symbol somewhere in its space (1d10): 1–4 5th level, 5–7 6th level, 8–9 7th level, 10 8th level. Father quill-legs needs no costly components for those symbols, but they fade within 1d4 years after being etched if not triggered earlier.

Grand Symbol (Sp) Trail of symbols left behind by father quill-legs is clearly some sort of grand magical working, forming mystical lines of some unfathomable arcane sigil, though it is near impossible to determine its potential effects until it is finished. The continental magnitude of this sign makes any imperfections and even removal of some of the constituent symbols irrelevant. Only changes and erasure on geographic scale could possibly interfere with such effect.

Long Step (Ex) Father quill-legs have legs far longer than the height of most giant creatures. When it takes a 5-ft. step, it can move up to half its speed (30 ft. normally). It can walk over most obstacles and difficult terrain without being hindered.

Trigger Symbol (Sp) Father quill-legs can take a swift action to trigger any symbol, glyph, or rune within 120 feet. It is never affected by its own symbols. This is an equivalent of a 4th level spell.


Father quill-legs is an enormous warmachine, a siege weapon that leaves a trail of dangerous magical symbols, creating an arcane border of sorts, following obtuse, and possibly corrupted instructions.



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.




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.


2025-06-29

Fantasy NPC: Old Man Heat

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Old Man Heat

A tall, gnarly man clad in tatters weaves of dried straws, with a wide-brimmed straw hat.

CR 11; 12,800 XP
CN Medium Fey
Init +5Senses low-light visionPerception +38
Aura oppressive heat (100 ft.)

Defense
AC 25, touch 25, flat-footed 20 (+5 deflection, +5 Dex, +5 insight)
hp 132 (24d6+72); regeneration 10 (cold)
Fort +11, Ref +19, Will +15
Defensive Abilities eternal summer; DR 10/cold iron and magic; Immune fire
Weakness hatred of cold

Offense
Speed 30 ft.
Melee staff +17 touch (10d6 nonlethal plus heatstroke)
Special Attacks heatstroke (DC 22)

Statistics
Str 10, Dex 20, Con 16, Int 11, Wis 13, Cha 11
Base Atk +12; CMB +12; CMD 
Feats Acrobatic Steps, Alertness, Combat Reflexes, Defensive Combat Training, Diehard, Endurance, Improved Initiative, Nimble Moves, Skill Focus (Knowledge [nature]), Skill Focus (Perception), Skill Focus (Sense Motive), Weapon Finesse 
Skills Knowledge (nature) +33, Perception +38, Profession (agriculture) +28, Sense Motive +38, Stealth +32, Survival +28
Language Auran, Common, Sylvan

Eternal Summer (Ex) As long as Old Man Heat has a piece of summer itself, he will return, just like summer does every year.

Hatred Of Cold Old Man Heat hates being chilly. While he went far to shield himself from natural cold, he can still be forcibly exposed to magical coldness. When he fails a saving throw against cold effect he becomes staggered for 1d3 rounds. If the effect already causes staggered condition he becomes dazed for 1 round instead.

Heatstroke (Su) When Old Man Heat strikes anyone with his staff, he deals 10d6 points of nonlethal damage and the target becomes fatigued on a failed Fortitude saving throw (DC 22).

Oppressive Heat (Su) Old Man Heat is surrounded by a mantle of summer that fills the air with cloying, thick, humid heat, banishing fog and rain wherever he goes. All living creatures within area that lack protection against hot environment or 20 or more of fire resistance become fatigued until they leave the aura. All magical cold effects used within the area have to overcome spell resistance of 29.


Old Man Heat hates being cold, so he carries a piece of the hottest summer he ever experienced with him everywhere he goes. This way his aching joints don't have to experience the unbearable chill of winter, or fall, or spring.

While not outrightly malicious, Old Man Heat has little regard for wellbeing of others, either unwilling or incapable to understand that the heat he brings everywhere is too much for most people. He might lash angrily against anyone who would try to cool the area where he is as a reprieve — it might take a gentle touch and a bit of trickery to get him moving to liberate the local denizens from his presence.


2025-06-22

Fantasy Monster: Hedge Dog

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Hedge Dog

A massive canine-looking beast with a mane of sharp spines

CR 4; XP 1,200
N Medium Animal
Init +3; Senses low-light vision, scent; Perception +9

Defense
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 45 (6d8+18)
Fort +8; Ref +5; Will +5
Defensive Ability mane of spines (2d4)

Offense
Speed 50 ft.
Melee bite and slam +8 (2d4+4 plus 2d4)

Statistics
Str 16, Dex 16, Con 16, Int 2, Wis 17, Cha 11
Base Atk +4; CMB +7; CMD 20 (24 vs. trip)
Feats Combat Reflexes, Nimble Move, Weapon Focus (bite and slam)
Skills Perception +9, Stealth +9

Ecology
Environment plains, forests
Organization pair or pack (3–7)
Treasure none

Special Abilities

Mane Of Spines (Ex) A hedge dog has a mane of surprisingly strong and sharp spines. Any creature attacking a hedge dog with a natural or unarmed attack, attempting a bull-rush, grapple, or overrun check, or struck by hedge dog's bite and slam attack suffers 2d4 points of piercing damage. When a hedge dog takes total defense action, its mane of spines damage is doubled until the start of its following turn. Any creature that swallows a hedge dog whole suffers mane of spines damage on the start of the swallower's turn, and on the start of the swallowed hedge dog's turn. Mane of spines damage dice scale with the size of the hedge dog, like a natural attack.


Hedge dogs are canine-looking beasts that live in small packs competing with much larger and much more dangerous monsters over living space and prey. While they might not be exactly able to take down big monsters easily, the spines that grow over their heads, necks, and backs can be efficient deterrent, tilting their chances a bit. Many monsters sooner or later learn that hunting hedge dogs is not worth the injured snouts, paws, and gizzard.

Hedge dogs tend to be rather aggressive and even seemingly overconfident, but they can be, with difficulty and with a lot of shed blood, tamed and trained.

There is a degree of confusion is hedge dogs are actual dogs, a stray branch of hyaenas, or maybe even more exotic lineage.