2026-04-05

Fantasy NPC: Forever Graveyard Keeper

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Forever Graveyard Keeper

A tall, but stooping figure wrapped in darkness, followed by numerous eerie blue candle flames.

CR 12; 19,200 XP
LE Medium Undead (incorporeal)
Init +12Senses darkvision 60 ft., sense corpsesPerception +22

Defense
AC 25, touch 25, flat-footed 25 (+6 deflection, +6 Dex, +1 dodge, +2 insight)
hp 168 (16d8+96); fast healing 10
Fort +11, Ref +11, Will +15
Defensive Abilities channel resistance +4, graveyard-bound, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee preserving touch +18 touch (16d6, Fort. DC 24 partial)
Special Attacks preserving touch

Statistics
Str –, Dex 22, Con –, Int 15, Wis 17, Cha 22
Base Atk +12; CMB +12; CMD 40
Feats Combat Reflexes, Defensive Combat Training, Dodge, Hover, Improved Initiative, Iron Will, Skill Focus (Profession [embalmer]), Skill Focus (Profession [gravedigger])
Skills Fly +33, Knowledge (religion) +21, Perception +22, Profession (embalmer) +28, Profession (gravedigger) +28, Stealth +25
Language Common, Celestial, Infernal
SQ premise caretaker

Graveyard-Bound (Su) The Graveyard Keeper can't be banished or forced out of the boundaries of his graveyard. If he is teleported away, he reappears in the graveyard 1d4 rounds later. He shrugs off any attempts to control him after 1d4 rounds of confusion. The Graveyard Keeper has a general awareness of his graveyard, having a virtual blindsense extending to the boundaries of the zone, can't be ambushed, surprised, or flanked, and gains +2 insight bonus to AC and initiative. This sense becomes fully accurate when it comes to corpses and undead creatures within the graveyard.

Premise Caretaker (Su) The Graveyard Keeper can extend his power through the graveyard, animating shovels and picks to dig graves, opening and closing lids and stone slabs that act as crypt doors, and moving around biers as needed with shadowy silhouettes. The Keeper can and will use those actions to interfere with intruders.

Preserving Touch (Su) Living creatures struck with the Graveyard Keeper's touch suffer 16d6 points of damage or half on a successful Fortitude saving throw (DC 24). A living creature reduced to 0 or less hit points immediately dies while its body becomes preserved from decay for years, as if successfully embalmed. The Graveyard Keeper can use his touch on already dead corpse to preserve it. The saving throw DC is Charisma-based.


The Graveyard Keeper tends to and protects his graveyard, and is willing to do that forever. He has little patience for intruders, unruly guests, and those who would disturb the peace of his ward. He gives a pass to a little shambling and moaning, as long as the guests don't try to leave the premise, don't interfere with the burials and well-behaving visitors.

He is frustrated by his inability to interact directly with the most problematic undead guests – and occasionally does reach for external help, sometimes even paying with possessions left behind by graverobbers and necromancers he dealt with.


2026-03-29

Fantasy Monster: Blasphemore Gremlin

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Gremlin, Blasphemore

A monkeyish imp with colorful fur covered in patterns that look like twisted holy and unholy symbols.

CR 4; XP 1,200

CN Small Fey
Init +9; Senses low-light vision, smell divine; Perception +13

Defense

AC 17, touch 17, flat-footed 11 (+5 Dex, +1 dodge, +1 size)
hp 45 (10d6+10)
Fort +4, Ref +8, Will +7
Defensive Abilities divine parasite, evasion; DR 5/cold iron

Offense
Speed 30 ft., climb 30 ft.
Melee 2 claws +6 (1d4)
Special Attacks divine mockery, snatch, sneak attack (2d6)

Statistics
Str 10, Dex 20, Con 12, Int 7, Wis 11, Cha 13
Base Atk +5; CMB +4 (+8 steal maneuvers); CMD 25
Feats Combat Reflexes, Defensive Combat Training, Dirty Fighting, Dodge, Improved Initiative
Skills Climb +8, Knowledge (religion) +8, Perception +13, Sleight Of Hand +18, Stealth +22
Languages Celestial, Infernal, Sylvan

Ecology
Environment urban, rural, or underground
Organization solitary, pair or congregation (3–6)
Treasure standard

Divine Mockery (Su) As a swift action, a blasphemore gremlin can create a duplicate of itself on an empty square within 30 feet, with the same AC, saving throws, single hit point, and evasion ability. This duplicate mocks, distracts, and actually threaten adjacent creatures. A blasphemore gremlin and its duplicate can flank together, and the gremlin can make its attacks of opportunity from its position (though only a single attack of opportunity can be made per provoking action, even if the target is threatened by both the gremlin and its duplicate). Each divine spellcaster present suffers a cumulative –1 penalty to concentration checks for each duplicate within range of their sight or hearing. A blasphemore gremlin can have multiple duplicates in existence at the same time, up to its Dexterity bonus, though they vanish when there are no opponents present to mock and heckle.

Divine Parasite (Su) Whenever a blasphemore gremlin is targeted by or caught within an area of a divine spell (or a divine sourced spell-like ability), it heals an amount of damage equal to the level of the spell.

Snatch (Ex) A blasphemore gremlin doesn't provoke attacks of opportunity when using a steal combat maneuver to catch a small object held in a single hand or worn by an adjacent person, and gains +4 racial bonus to CMB when doing so.


Blasphemore gremlins are a plague harassing clerics, paladins, and other holy (and unholy) men as well as sacred sites. Their presence is one of the things that can even unite priests of both good and evil powers – those pesky creatures are dedicated to stealing, hiding, and throwing away holy (and unholy) symbols, tearing pages out of scriptures, trashing shrines and temples, and peeing on a consecrated, hallowed, desecrated, and unhallowed grounds. They show remarkably little interest in springs of holly, and sacred places of druids, though.

Every now and then, an enterprising blasphemore gremlin tries to keep and breed a nest of blasphemice as pets, trackers, and destroyers of holy things, though invariably, they get annoyed by the resulting zone of desecration and get rid of them.


2026-03-22

Fantasy Monster: Buzzing Saw

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Buzzing Saw

A terrible buzzing is issued by whirling blades keeping a small clockwork core afloat in the air.

CR 1/2; XP 400
N Tiny Construct (clockwork)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 12, touch 12, flat-footed 12 (+2 size)
hp 11 (2d10)
Fort +0; Ref +2; Will +0
Immune construct traits
Weakness vulnerable to acid

Offense
Speed fly 40 ft. (good)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks flying saw (2d4, DC 11 Reflex negates)

Statistics
Str 10, Dex 10, Con —Int —, Wis 11, Cha 1
Base Atk +2; CMB +2; CMD 10
Feats HoverB, Improved InitiativeB, Lightning ReflexesB
Skills Fly +8, Perception +0, Stealth +4 (–6 to be detected via hearing); Racial Modifiers –10 to sound-based Stealth checks
SQ winding

Ecology
Environment urban, ruins
Organization solitary, pair
Treasure standard

Special Abilities

Flying Saw (Ex) A buzzing saw can fly through spaces occupied by Small or larger creatures without provoking attacks of opportunity. Each creature that had their space violated in such way suffers 2d4 points of slashing damage on a failed Reflex saving throw (DC 11). The saving throw DC is Dexterity-based.


These loud, annoying, and dangerous mechanisms are little more than clockwork-powered flying saws, originally designed as tools for lumberjacks and foresters, helping trim the trees, and cut off inconveniently located branches without climbing. Later, they were repurposed to serve as weapons and traps, denying passage through narrow corridors, arranging "lumbering accidents", and bringing terror of lost fingers to careless thieves.

Buzzing Swarm (CR 5) is a 12 HD swarm of those, with 66 hit points, Fort +4, Ref +6, Will +4, that deals 3d6 points of swarm damage. It suffers half damage from weapons, and has distraction (DC 16) special quality.


2026-03-15

Fantasy Monster: Giant Clockwork Rooster

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Giant Clockwork Rooster

An oversized replica of a rooster, made of brass, iron, and tarnished copper, with cogs and other mechanisms visible through the crevices in the outer shell.

CR 5; XP 1,600
N Medium Construct (clockwork)
Init +8; Senses darkvision 60 ft., low-light vision, sense dead 60 ft.; Perception +12

Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 53 (6d10+20)
Fort +2; Ref +8; Will +4
DR 5/piercing; Immune construct traits
Weakness vulnerable to acid

Offense
Speed 50 ft.
Melee bite +10 (2d6+6)
Special Attacks clockwork call (60 ft., DC 15)

Statistics
Str 18, Dex 18, Con —Int —, Wis 15, Cha 1
Base Atk +6; CMB +10; CMD 24
Feats Combat ReflexesB, Improved InitiativeB, Lightning ReflexesB, Vital StrikeB
Skills Acrobatics +14, Perception +12, Stealth +4; Racial Modifiers +10 Acrobatics, +10 Perception
SQ winding

Ecology
Environment urban, ruins
Organization solitary
Treasure standard

Special Abilities

Clockwork Call (Su) A giant clockwork rooster can crow as a standard action, issuing a metallic, though still rooster-like sound, easily heard within half a mile. Within 60 feet, the clockwork call awakens sleeping creatures, and disrupts vampires, wraiths, and other entities that are susceptible to sunlight making them cower for 1d4+1 rounds on a failed Will saving throw (DC 15) or staggering for 1 round if the save is successful. Creatures that succeed their Will saving throw become immune to clockwork call for the next 24 hours. The saving throw DC of this sonic effect is Wisdom-based.

Sense Dead (Su) A giant clockwork rooster passively detects presence of undead and dead within 60 feet. It tends to issue the clockwork call when someone dies within 60 feet.


Giant clockwork roosters were one of many attempts to create a weapon against the vampires (and other things that hide in the night and flee when sun rises), with mixed results. Their clockwork crowing does stop vampires in their tracks for a short time at least. They do make decent lookouts against undead threats, though.


2026-03-08

Fantasy Monster: Ghostly Muncher

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Ghostly Muncher

A blurry form of a moderately sized ghostly dog.

CR 3; XP 800
CG Small Undead (incorporeal)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +15

Defense
AC 15, touch 15, flat-footed 13 (+2 deflection, +2 Dex, +1 size)
hp 19 (3d8+6)
Fort +3; Ref +3; Will +6
Defensive Abilities channel resistance +4, incorporeal, still a good boy; Immune undead traits

Offense
Speed fly 50 ft. (perfect)
Melee incorporeal bite +5 (3d6)
Special Attacks snatch and chow

Statistics
Str –, Dex 14, Con —Int 2, Wis 17, Cha 15
Base Atk +2 CMB +2 (+6 steal); CMD 16
Feats Hover, Improved Initiative
Skills Fly +16, Perception +15, Sense Motive +15, Stealth +6; Racial Modifiers +8 Perception, +8 Sense Motive
Languages understands some worlds related to food and play in Common

Ecology
Environment urban, ruins
Organization solitary, pair, or kennel (3–10)
Treasure incidental

Special Abilities

Snatch And Chow (Su) A ghostly muncher can hold a single object of no more than ten pounds in their incorporeal jaw and carry it around as long as it is entertaining, nibbling and gnaw on it. The object remains fully physical, which can cause problems when the ghostly muncher invariably tries to pass through walls with it, likely while running away from someone wishing to recover the snatched object. A ghostly muncher can also initiate a steal combat maneuver without triggering attacks of opportunity and gets +4 racial modifier to its CMB when doing so.

Still A Good Boy (Ex) A ghostly muncher can be influenced with Handle Animal or wild empathy as if it was still a living dog. While under necromantic control, such as Command Undead feat, command undead spell, or control undead spell, it ignores commands to attack targets it considers friendly or harmless, such as children or small animals, trying to play with them instead.


Some dogs are so full of joy, happiness and sheer energy, that they remain so after death, leaving cheerful ghosts that keep bring merry turmoil around them. They are very playful, cunning, and now unbound by constraints of physical form that hold them back for so long.

They can be a bit mischievous, and love finding new toys and stealing food.


2026-03-01

Fantasy Monster: Bookwyrm

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Bookwyrm

A disproportionate draconic figure stands on its hind legs, hunched forward. It head has bulging eyes with multiple weirdly shaped irises, and its forelimbs end with a very human-like hands.

CR 9; XP 6,400
LE Large Dragon
Init +8; Senses darkvision 120 ft., blindsight 30 ft.; Perception +18

Defense
AC 23, touch 18, flat-footed 19 (+5 deflection, +4 Dex, +5 natural, –1 size)
hp 114 (12d12+36)
Fort +13; Ref +14; Will +13
Defensive Abilities scale-glyphs; Immune paralysis, sleep; SR 20 against language-dependent effects

Offense
Speed 30 ft., fly 40 ft. (average)
Melee bite +15 (2d6+4), tail slash +15 (2d6+4), and 2 wings +15 (1d4+4)
Space 10 ft.; Reach 5 ft. (10 ft. with tail slash)
Special Attacks fumigating breath (30-ft. cone, 10d6 and choking, DC 19 Fort partial)
Spell-Like Abilities (CL 12th, concentration +13)
Constant–comprehend languages, read magic
At Will–arcane mark, erase, explosive runes (DC 14), illusory script, make whole, quench (DC 14)

Statistics
Str 18, Dex 18, Con 16, Int 17, Wis 17, Cha 13
Base Atk +12; CMB +17; CMD 36
Feats Combat Reflexes, Flyby Attack, Hover, Improved Initiative, Nimble Moves, Vital Strike
Skills Appraise +18, Fly +19, Knowledge (arcana) +18, Knowledge (nature) +15, Knowledge (religion) +15, Linguistics +18, Perception +18, Profession (librarian) +18, Stealth +15
Languages knows dozens of languages, but doesn't speak, responding in writing

Ecology
Environment ruins, urban, underground
Organization solitary
Treasure standard (mostly books and other written works)

Special Abilities

Fumigating Breath (Su) Once every 1d4 rounds, bookwyrms can exhale a cloud of toxic vapors that harm living creatures and vegetation, including fungi, molds, and similar problematic growths, dealing 10d6 points of damage and causing choking (staggered for 1d4 rounds). A successful Fortitude saving throw (DC 19) halves the damage and prevents choking. Creatures that don't breathe don't choke but still suffer damage from the contact toxin. This is a poison effect. The saving throw DC is Constitution-based. A bookwyrm is immune to its own fumigating breath but not to breath of other bookwyrms.

Scale-Glyphs (Su) Each scale and plate of a bookwyrm's hide is covered in minute glyphs that grant +5 deflection bonus to AC and +2 bonus to saving throws (already included in the stat block), and provide them with SR of 20 against language-dependent effects.


Bookwyrms are draconic beings obsessed with writing. They hoard whatever is written upon – books, scrolls, letters, clay tablets, and so on. They often come into possession of written knowledge that they are rather unwilling to part with, unless paid with even more written works, though the way they assign value to written works can be quite perplexing.


2026-02-22

Fantasy Monster: Digger-Wight

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Digger-Wight

A hunched withered figure in tattered leather apron, wielding a crocked pickaxe.

CR 5; XP 6,400
NE Medium Undead
Init +3; Senses darkvision 60 ft.; Perception +14

Defense
AC 18, touch 13, flat-footed 15 (+2 armor, +3 Dex, +3 natural)
hp 55 (10d8+10); fast healing 5
Fort +4; Ref +6; Will +8
Defensive Abilities channel resistance +4; DR 10/gold; Immune undead traits
Weakness attracted to gold

Offense
Speed 30 ft., burrow 10 ft.
Melee pickaxe +10/+5 (2d4+4, 20/×4) or 2 slams +10 (1d4+3)
Special Attacks spew sludge

Statistics
Str 16, Dex 16, Con —Int 11, Wis 13, Cha 13
Base Atk +7; CMB +14; CMD 27
Feats Blind-Fight, Combat Reflexes, Skill Focus (Profession [miner]), Power Attack, Vital Strike
Skills Appraise +10, Knowledge (engineering) +10, Perception +14, Profession (miner) +17
Languages understands Common, occasionally mutters single words, such as "Gold-gold..."
SQ excavating swing

Ecology
Environment mines, gold-bearing hills
Organization solitary, pair, or camp (3–5)
Treasure standard

Special Abilities

Attracted To Gold Digger-wights will spend at least one move action to approach closest visible gold item that came within their line of sight since the end of their previous turn. Objects that stay within the digger-wights' line of sight longer lose its appeal, and no longer attract them.

Excavating Swing (Su) A digger-wight can use its pickaxe to break a 5-ft. block of soft stone, clay, mud, or earth as a full-round action, and can burrow through ground as long as it has its pickaxe. A digger-wight left to itself will always find, construct or repair a pickaxe in short time.

Spew Sludge (Su) A digger-wight can vomit a spray of watery sludge as a standard action, in a 15-ft. long cone-shaped burst, dazzling all creatures within for 1d4+1 rounds, and pushing away 5 feet and knocking down Medium or smaller creatures that fail a Reflex saving throw (DC 16). It also quenches nonmagical fires within area.


Gold-fever led many to their deaths... And brought some of them beyond their doom, leaving them a hollow shells obsessing sorely over digging more and more gold until their desire is satiated allowing them to pass on. Often in places where gold was depleted, or never as plentiful as they initially thought in the first place.



2026-02-15

Fantasy Monster: Martyr's Heart

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Martyr's Heart

A beating heart floats in the air, still dripping blood.

CR 9; XP 6,400
LE Diminutive Undead
Init +9; Senses lifesight 120 ft.; Perception +25
Aura stigmatic (120 ft.)

Defense
AC 23, touch 23, flat-footed 18 (+4 deflection, +5 Dex, +4 size)
hp 114 (12d8+60)
Fort +9; Ref +9; Will +12
Defensive Abilities channel resistance +4, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Special Attacks crimson arcs (60 ft., up to three targets, 4d6 +1 Con bleed, DC 21 Fort negates)
Spell-Like Abilities (CL 12th, concentration +17)
Constant–shield of faith

Statistics
Str 1, Dex 20, Con —Int 2, Wis 15, Cha 21
Base Atk +9; CMB +14; CMD 27
Feats Defensive Combat Training, Flyby Attack, Hover, Improved Initiative, Improved Iron Will, Iron Will
Skills Fly +21, Perception +25, Stealth +25; Racial Modifiers +8 Fly, +8 Perception, +8 Stealth

Ecology
Environment any
Organization solitary
Treasure standard

Special Abilities

Crimson Arcs (Su) As a standard action, a martyr's heart can lash at up to three different living targets with arcs of crimson energy. Each target that fails a Fortitude saving throw (DC 21) starts to bleed (4d6 hit point damage and 1 Con damage). The saving throw DC is Charisma-based.

Lifesight (Su) A martyr's heart senses its general surroundings within 120 feet as if using blindsight, and it can accurately discern living creatures from objects and non-living beings.

Stigmatic Aura (Su) A martyr's heart projects its pain, suffering and religious ecstasy. No bleeding effect can be stopped within 120 feet of a martyr's heart. At the beginning of its turn, a martyr's heart gains temporary hit points equal to total amount of bleed damage suffered by living creatures with the boundaries of this aura since the heart's last turn. Those who bleed while within the aura feel a sort-of religious euphoria along with the pain.


Martyr's heart form out of hearts ripped from the chests of still-living, would-be saints, absorbing both the pain and the desire for suffering, sharing the martyr's stigmata with those nearby.

Certain powerful martyr's hearts are minor relics in their own, requiring special measures to either destroy or purify them.


2026-02-08

Fantasy NPC: Eternal Tenants, An Eremite Extraordinary

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The Eternal Tenants, An Eremite Extraordinary

A vaporous image of a robed ascetic walks slowly across a labyrinthine gardens.

CR 7; 3,200 XP
LG Medium Undead (incorporeal)
Init +10Senses darkvision 60 ft.Perception +25

Defense
AC 20, touch 20, flat-footed 14 (+4 deflection, +2 Dex, +4 insight)
hp 85 (10d8+40)
Fort +7, Ref +7, Will +11
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee pacifying touch +20 (7d6 plus calm emotions, DC 19 Will save partial)
Special Attacks confounding words (DC 19)

Statistics
Str –, Dex 15, Con –, Int 15, Wis 18, Cha 18
Base Atk +7; CMB +7; CMD 30
Feats Defensive Combat Training, Flyby Attack, Hover, Improved Initiative, Lightning Reflexes
Skills Bluff +17, Fly +10, Heal +14, Knowledge (religion) +14, Perception +25, Profession (garden philosopher) +14, Sense Motive +17, Stealth +10
Language Common, Celestial

Confounding Words (Su) The Eremite can utter a statement, often but not always in a riddle form that surprises and confounds listeners. All sapient creatures within 30 feet that can hear the Eremite speaking have to make a Will saving throw (DC 19) or become fascinated by his statement for at least 1d10 minutes. In combat or other violent altercations, those who fail the saving throw are affected by calm emotion effect for 1 round and staggered for 1d4+1 rounds instead. A successful saving throw renders the listeners immune to this effect for the next 24 hours. This is mind-affecting language-dependent divination effect. The saving throw DC is Charisma-based.

Pacifying Touch (Su) An incorporeal touch from the Eremite deals 7d6 points of damage and overwhelms the target with a sense of calm serenity, affecting them with calm emotions for 1d4+1 rounds. A successful Will saving throw (DC 19) halves the damage and negates calming effect. The Eremite can choose to use the calming effect of his touch without dealing damage. The saving throw DC is Charisma-based.


Some aristocrats keep their own pet hermits – holy people, monks, ascetics, philosophers,  or madmen (and often some form of combination of any of those traits). They don't require that much space and maintenance, though their presence on noble estates comes and goes out of fashion in unpredictable patterns.

This particular hermit stays on, with little regard for changing fashion. It's hard to say what exactly binds this ghost to a garden-maze where he was originally hosted – unfinished business? Sense of duty? Quirky humor? Some lost trinket buried in the garden when his abode was torn down?

He shows and vanishes at random times, often inappropriate (he seems to have a penchant to interrupt couples seeking intimate discretion in the depths of gardens), delivering enigmatic, but deeply sounding riddles, statements, and even some occasional piece of actual advice.


2026-02-01

Fantasy Monster: Snowling Ball

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Snowling Ball

An oversized snowball rolls around on its own.

CR 5; XP 1,600
N Medium Construct (cold)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +2

Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 53 (6d10+20); cold healing 10
Fort +4; Ref +8; Will +4
DR 10/bludgeoning; Immune cold, construct traits
Weakness susceptible to fire

Offense
Speed 40 ft.; ignores difficult terrain caused by snow and ice
Melee slam +8 (3d6+3 plus 3d6 cold)
Special Attacks roll through (DC 15)

Statistics
Str 14, Dex 18, Con —Int —, Wis 15, Cha 1
Base Atk +6; CMB +8; CMD 22 (can't be tripped)
Feats Great FortitudeB, Improved InitiativeB, Lightning ReflexesB
Skills Acrobatics +4, Perception +2

Ecology
Environment any cold
Organization solitary, pair, or snowfight (3–6)
Treasure standard

Special Abilities

Cold Healing (Ex) A snowling ball gains fast healing 10 in cold or colder environment.

Roll Through (Ex) A snowling ball can roll with great speed and force as a full-round action, moving up to twice it speed in a straight line. Each corporeal creature in the line that fails a Reflex saving throw (DC 15) suffers snowling ball's slam damage and is knocked prone. Creatures that are already prone, get no saving throw suffering slam damage and are staggered for 1d4 rounds. Snowling ball stops in its tracks if it hits Large or larger corporeal creature or obstacle.

Susceptible To Fire A snowling ball is vulnerable to fire (+50% damage). If it suffers fire damage it loses its cold healing ability, halves its speed, and doesn't deal cold damage for 1 round.


Snowling balls are animate orbs of snow (with occasional chunks of ice inside) that are made by frost giants and ice dragons as toys for their young. And like all toys, they get lost, misplaced, or thrown out once they are no longer needed or wanted. Unlike most toys, though, they don't don't stay discarded for long, driven by their programming to keep playing with moving targets, often to the detriment of lesser, less sturdier creatures.

Some of them might respond to certain commands in Draconic or Giant, others, not so much.


2026-01-25

Fantasy NPC: Eternal Tenants, A Ghost of A Struggling Artist

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The Eternal Tenants, A Ghost Of A Struggling Artist

A translucent shape of pastel colors woven into an image of a young, somewhat scrawny man in worn cloths that used to be popular among artists a generation or two ago.

CR 5; 1,600 XP
CN Medium Undead (incorporeal)
Init +4Senses darkvision 60 ft.Perception +18

Defense
AC 18, touch 18, flat-footed 13 (+4 deflection, +4 Dex)
hp 59 (7d8+28)
Fort +6, Ref +6, Will +7
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee blinding touch +20 (5d6 plus blindness, Fortitude DC 17 partial)
Special Attacks conditional possession (DC 17)

Statistics
Str –, Dex 18, Con –, Int 13, Wis 11, Cha 19
Base Atk +5; CMB +5; CMD 23
Feats Ability Focus (Possession), Flyby Attack, Hover, Iron Will
Skills Fly +12, Knowledge (history) +11, Knowledge (local) +11, Perception +18, Profession (painter) +10, Sense Motive +10, Stealth +12
Language Common

Blinding Touch (Su) This attack deals 5d6 points of damage and blinds the touched target for 1d4+1 rounds. A successful Fortitude saving throw (DC 17) halves the damage and renders the target dazzled for 1 round instead. Creatures blinded by this ability see the surrounding world as an incomprehensible collage of colors and shapes, as if looking at an unfinished painting. The saving throw DC is Charisma-based.

Possession (Su) While within the boundaries of his lodging house, the Ghost Of Struggling Artist can attempt to posses a tenant or a lodger who is late with their rent as a standard action. A successful Will saving throw (DC 19) negates the attempt and makes the target immune to further attempts for the next 24 hours. The possession lasts until the next sunrise when the Ghost snaps back to his attic room, and the Ghost often uses the opportunity to leave the house and seek places to paint (and is often disrupted by sunrise when he tries to paint rising sun). The saving throw DC is Charisma-based.


Having a ghost in a lodging house is usually a problem. They are unruly, unresponsive to requests from the landlord and the tenants alike, they scare potential lodgers, and they don't pay for the space they haunt.

This expired lodger is all of that, and yet, his presence is not as unwelcome as it could be imagined, for his landlords found a use for him – always struggling, he died of sickness when he could not afford care and food because he paid his dues on time, and now he can possess those who are late with their rent – which is an excellent way of scaring the tenants into paying on time.

Well, aside of some enterprising art students, who deliberately get late with their rent to pass the paintings the Ghost makes in their bodies as their own at the academy...



2026-01-18

Fantasy Monster: Cheese Gremlin

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Gremlin, Cheese

This creature looks like pale, slender, hairless monkey with a tail that splits into horny hooks.

CR 2; XP 600

CE Tiny Fey
Init +6; Senses low-light vision, scent; Perception +10

Defense

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 21 (6d6)
Fort +2, Ref +7, Will +6
DR 5/cold iron; Immune scent-based conditions; Resist fire 5

Offense
Speed 30 ft.
Melee hooked tail +7 (2d4+2, 19–20/×3))
Space 2-1/2 ft.; Reach 0 ft. (10 ft. with hooked tail)

Statistics
Str 10, Dex 14, Con 10, Int 7, Wis 13, Cha 13
Base Atk +3; CMB +3 (+7 dirty tricks and steal maneuvers); CMD 16
Feats Combat Reflexes, Defensive Combat Training, Improved Initiative
Skills Acrobatics +8, Climb +6, Perception +10, Sleight Of Hand +11, Stealth +19
Languages Sylvan
SQ hooked tail

Ecology
Environment urban, rural, or underground
Organization solitary, pair or commune (3–10)
Treasure standard

Hooked Tail (Ex) Cheese gremlins have a long, prehensile tail that splits into sharp hooks at the end. It can be used to perform dirty trick or steal maneuvers with +4 circumstance bonus without provoking attacks of opportunity, uses Dexterity instead of Strength when calculating attack rolls, damage rolls, and CMB, and Climb checks, and also acts as an equivalent of a masterwork grappling hook with 10 feet rope, granting +4 circumstance bonus to Climb checks.


Sometimes you come home with your groceries, ready to sink your teeth into tasty (if occasionally smelly) piece of ripe, pungent cheese that you just bought – only to discover it's missing with no trace of it ever being in your possession, not even slightest shred...

You might have fallen victim to the predation of the cruelest gremlins of them all which stalk kitchens, pantries, ladders, cellars, and warehouses, taking any piece of cheese they can find, unattended or not. They show peculiar cunning and boldness when stealing their bounty, sometimes even going so far as to snatch pieces of cheese from a chefs hands or pull it from a boiling pot before it melts into fondue.

They almost always devour whatever cheese they can get their dirty little hands on as soon as possible, occasionally rendering themselves too gorged to move away from the scene of their perfidy. They love scorching or melting cheese on an flame, and they are very careless while doing it, often spiling melted cheese all over the place, sometimes even starting accidental fires.

A kitchen visited by both cheese and kitchen gremlins can easily turn into a nightmare for any chef and kitchen staff.


2026-01-11

Fantasy NPC: The Eternal Tenants, A Ghost of A Peasant

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The Eternal Tenants, A Ghost Of A Peasant

A spectral silhouette in plain work clothes of a serf, carrying a hoe.

CR 10; 9,600 XP
LN Medium Undead (incorporeal)
Init +9Senses darkvision 60 ft.Perception +9

Defense
AC 19, touch 19, flat-footed 13 (+3 deflection, +5 Dex, +1 dodge)
hp 150 (20d8+60)
Fort +9, Ref +11, Will +15
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee corrupting touch +20 (10d6 plus wild growth, Reflex DC 23 partial)
Special Attacks wild growth

Statistics
Str –, Dex 20, Con –, Int 13, Wis 13, Cha 17
Base Atk +15; CMB +15; CMD 38
Feats Defensive Combat Training, Dodge, Flyby Attack, Hover, Improved Initiative, Iron Will, Lunge, Mobility, Skill Focus (Handle Animals), Skill Focus (Profession [farmer])
Skills Fly +13, Handle Animals +26, Knowledge (nature) +21, Perception +9, Profession (farmer) +30, Stealth +13
Language Common
SQ dead man herding

Dead Man Herding (Su) Dead herd animals tended to be the Ghost Of A Peasant every day remains animate as zombies or skeletons. The Ghost Of A Peasant can tend up to 40 HD of dead animals at any one time.

Wild Growth (Su) When the Ghost of A Peasant touches someone, thorny vines and other plants sprout immediately from the ground, dealing 10d6 points of damage and entangle the victim for 1d4+1 rounds. A successful Reflex saving throw halves the damage and prevents becoming entangled. Where the Ghost passes over the soil (fertile or not), light vegetation sprouts, withering into dried remnants after 1d4+1 rounds.


It is a well known fact that landlords want their tenants to dutifully work their land and pay their rents without complaint... Usually.

Not this time, though. This tenant overstayed their tenancy by lifetime or two, dying while working the fields assigned to them, only to show up on the very next day to continue going through the motions of tending to the crops and the animals on the farm.

The first replacement tenant fled in terror, another stayed for some time before vanishing quietly without trace, another probably interfered with the Ghost's work and was found dead and strangled by the withered vines. The local priest tried to put the Ghost to the rest, unsuccessfully, a hired magician failed to destroy it either.

The lands passed between the owners and yet, the Eternal Tenant stays, tending the soil and the animals forever on unfazed by the changing world around.


2026-01-04

Fantasy Monster: Blasphemouse

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Blasphemouse

A coal-black mouse with tiny golden horns and burning red eyes.

CR 2; XP 600

NE Diminutive Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision, scent, smell holiness; Perception +5
Aura profane (5 ft. square)

Defense
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 19 (3d10+3)
Fort +4, Ref +4, Will +4
DR 5/cold iron or silver; Resist fire 5

Offense
Speed 30 ft., climb 15 ft.
Melee bite +7 (1d2–3)
Ranged belch flame +8 touch (2d6 fire)
Space 1 ft.; Reach 0 ft.

Statistics
Str 5, Dex 13, Con 12, Int 10, Wis 13, Cha 13
Base Atk +3; CMB +0; CMD 7
Feats Iron Will, Run
Skills Climb +5, Knowledge (religion) +1, Perception +5, Stealth +17
Languages Understands Abyssal and Infernal

Ecology
Environment temples, monasteries, ruins, desecrated tombs
Organization solitary, pair, or infestation (3–hundreds)
Treasure standard

Belch Flame (Su) A blasphemouse main way of defending itself is belching orbs of unholy fire which are treated as thrown weapon with range increment of 10 ft., and deal 2d6 points of fire damage on a successful ranged touch attack.

Profane Aura (Su) A blasphemouse is a focal point of a miniature zone of desecration that moves with it. Any nest occupied by blasphemice for at least 24 hours becomes desecrated zone as well, though this effects fades if blasphemice leave the nest unattended for more than 24 hours.

Smell Holiness (Su) A blasphemouse's scent can discern magical auras of divine nature, attracting them to things that are holy or unholy, sacred and profane. They usually seem to avoid objects and places that are druidical or shamanic in nature, though.


Most of the time, when a stray mouse finds and nibbles on holy relics, the durability of those items is more than a match for the little pest's jaws. Occasionally, though, the little beast is stubborn enough to gnaw and gnaw, and gnaw, and the item might be already worn out by time or malice, that the mouse somehow manages to damage, or even more rarely destroy the sacred item. Such blasphemy is what turns regular mice into blasphemice.

Blasphemice infest temples, monasteries, tombs and ruins, where they love to nibble on and slowly destroy consecrated objects, holy tomes, play with the remains of peaceful dead, and make nests of pieces of sacred texts. Some monks even claim that blasphemice sing perverted holy hymns while hiding in walls, but that is certainly exaggeration of disturbed old folks.

Individually, a single blasphemous doesn't do much damage, but can live for a very long time, nibble sacred texts and holy relics here and there, with the damage accumulating over the years. It is uncertain if blashemice breed true among themselves, though some monks suspect that their progeny needs to be feed shreds of holy items to grow into a proper blasphemice themselves.

Some monasteries retain monastic cats to keep blasphemice away, but there are stories of particularly cunning monastic cats taming a blasphemouse or two. There is even a tale, surely fictional, of a monastery where monastic cats and blasphemice living along side each other...

A blasphemouse can be taken as an Improved Familiar (caster level 7th).