2026-05-17

Fantasy Monster: Rumbling Rubble

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Rumbling Rubble

A pile of stone fragments, pieces of statues, grit, and brick shards keeping somehow anthropomorphic figure.

CR 6; XP 2,400
N Medium Construct (animate)
Init +6; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +9

Defense
AC 19, touch 14, flat-footed 17 (+2 deflection, +2 Dex, +5 natural)
hp 65 (6d10+32)
Fort +6; Ref +8; Will +9
Defensive Abilities enhanced durability 2, enhanced protection 2, hardness 8; Immune construct traits

Offense
Speed 30 ft.
Melee 2 slam +11 (2d6+5)
Ranged 2 rocks +8 (1d6+5)
Special Attacks stone wave

Statistics
Str 20, Dex 14, Con —, Int 1, Wis 17, Cha 1
Base Atk +6; CMB +11; CMD 23
Feats Combat Reflexes, Improved Initiative, Nimble Moves
Skills Perception +9, Stealth +12; Racial Modifier +10 Stealth

Ecology
Environment settlements, ruins, underground
Organization solitary, pair, mob (3–10)
Treasure standard

Special Abilities

Enhanced Durability 2 (Ex) A rumbling rubble has +2 racial bonus to saving throws and 2 additional hit points per HD.

Enhanced Protection 2 (Ex) A rumbling rubble has +2 deflection bonus to AC and +2 resistance bonus to its saving throws.

Stone Wave (Su) A rumbling rubble can strike the ground as a full-round action, dealing 6d6 points of bludgeoning damage (or half on a successful DC 18 Reflex save) to all corporeal creatures and constructions touching the hard ground (including stone or brick surfaces) within 30 ft. radius. Standing on a softer ground, such as clay or sand, halves the damage. The saving throw DC is Strength-based.


It's a common occurrence, that abandoned stone constructions are slowly disassembled by locals for already-worked stone that can be reused in new buildings.

Sometimes, however, the abandoned stones fight back when harvested... Or awaken at a later time, in the middle of the new construction, during a festival to celebrate new buildings, or when some unexpected event disturbs the very stones.


2026-05-10

Fantasy NPC: Backdoor To Hell

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Backdoor To Hell

Fragments of six shattered pillars float around a blacker-than-black rift, surrounded by a pulsing crimson glow.

CR 10; 9,600 XP
LE Gargantuan Outsider (devil, evil, extraplanar, lawful)
Init +10Senses blindsight 120 ft.Perception +22

Defense
AC 24, touch 16, flat-footed 18 (+4 deflection, +6 Dex, +8 natural, –4 size)
hp 137 (13d10+6); regeneration 20
Fort +13, Ref +10, Will +13
Defensive Abilities eternal exile; DR 10/good and silver; Immune fire, poison; Resist acid 20, cold 20, electricity 20

Offense
Speed fly 40 ft. (average)
Special Attacks hellgate
Space 20 ft.; Reach 0 ft.
Spell-Like Abilities (CL 13th, concentration +14)
Constant–shield of faith

Statistics
Str 22, Dex 22, Con 20, Int 15, Wis 17, Cha 17
Base Atk +13; CMB +23; CMD 43 (can't be tripped)
Feats Alertness, Diehard, Endurance, Flyby Attack, Hover, Improved Initiative, Iron Will
Skills Bluff +19, Diplomacy +19, Fly +0, Knowledge (arcana) +18, Knowledge (planes) +18, Knowledge (religion) +18, Perception +23, Sense Motive +23, Spellcraft +18
Language Abyssal, Celestial, Draconic, Infernal; telepathy 100 ft.

Eternal Exile (Ex) Backdoor To Hell is a living rift from anywhere it currently is to the hell itself. This makes it incapable of ever returning to hell, because it already partially is in hell – not in the way it desires or experience, though. Dismissal only staggers Backdoor To Hell for a round if Backdoor fails a Will saving throw. A successful banishment exiles Backdoor To Hell to another mortal plane or dimension but it can never return it to hell that way. Even a wish can only let Backdoor experience the hell for 1d4+1 rounds before it snaps back to another mortal plane. The same connection also powers Backdoor To Hell's infinite regeneration, preventing it from being suppressed in any known way (a direct reprieve from one of the most powerful devils might suffice). If Backdoor To Hell's hit points drop to a negative number exceeding twice its Constitution score, it is banished to another mortal plane after 1d4+1 rounds.

Hellgate (Su) Backdoor To Hell can open the rift in its center as a standard action, affecting everyone within its space, and everyone above or below it in a 100 ft. column. The hellgate can either expel or devour. While expelling, the hellgate releases a column of profane flames that deal 10d6 points of unholy damage to everyone exposed. It does not damage inanimate objects, but it does corrupts and desecrates the ground itself, causing it to slowly mutate and reshape into a semblance of hellish landscapes over the next few days. When Backdoor To Hell chooses to devour instead, all creatures in the column above or below that fail a Will saving throw (DC 19) are staggered for 1d4+1 rounds. Creatures that fail a saving throw while already staggered are sucked into the rift and transported to one of a the spots in hell where Backdoor To Hell originally led to. Dimensional anchor or dimensional lock prevent creatures from being pulled into hell, except those which are directly in the Backdoor space, which thwarts either form of magic. Backdoor To Hell can voluntarily open the rift and allow a creature passage into hell in controlled manner, but that costs. The saving throw DC is Charisma-based.


Backdoor To Hell is a living gate to hell, a devil punished for its secret misdeeds by being stripped of its name, its rank, and its form, inverted inside out and bound to a serve the hell as a portal for eternity of punishment... But then the portal it had been made into was shattered and the world where it had been placed was destroyed in a failed infernal invasion. It was neither an end to its existence, nor the end of the punishment, though. It still exists as a portal, of sorts, but now it is unanchored, roaming the multiverse, half mad, fully hateful.

On good days, it sells secret access to hell for sacrifices, bits of power, and even souls. On bad days, it lashes against mortals or seeks a way to creep back into the good graces of hell. On worst days, it just tries to throw whatever it can devour against hell, or destroy the world upon which currently is, hoping to be released from its torments.


2026-05-03

Fantasy Monster: Angry Wall

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Angry Wall

A rather weathered wall with spots of lichen and moss... Lashes at you!

CR 5; XP 1,600
N Medium Ooze
Init +8; Senses blindsight 60 ft.; Perception +12

Defense
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 52 (7d8+21)
Fort +8; Ref +6; Will +4
Defensive Abilities all-around vision, flat and wide; Immune ooze traits

Offense
Speed 20 ft., climb 20 ft.
Melee 2 slams +10 (2d4+4)
Special Attacks digest (6d6), envelop

Statistics
Str 18, Dex 18, Con —Int 1, Wis 15, Cha 1
Base Atk +5; CMB +9 (+13 grapple); CMD 25 (35 vs. trip)
Feats Combat Reflexes, Defensive Combat Training, Improved Initiative, Weapon Focus (slam)
Skills Climb +12, Perception +12, Stealth +14; Racial Modifiers +10 Perception

Ecology
Environment urban, ruins
Organization solitary, pair, hallway (3–12)
Treasure standard

Special Abilities

Digest (Ex) An angry wall deals 6d6 points of acid damage on a successful grapple check to initiate or maintain a grapple.

Envelop (Ex) An angry wall makes a combat maneuver check to initiate or maintain grapple without provoking attacks of opportunity as a full-round action (or a standard action on a surprise round). Any humanoid creature (or at least humanoid-shaped) grappled by angry that fails a Reflex saving throw (DC 17) has its mouth covered enough to be muffled and can't speak. An angry wall has +4 racial modifier to its grapple checks. The saving throw DC is Dexterity-based.

Flat And Wide (Ex) Despite being a Medium creature, an angry wall doesn't have to occupy a 5-ft. square. Instead it can spread itself along a wall, on an edge of a 5-ft. square. An angry wall that remains motionless can take 20 on Stealth checks regardless of circumstances. It can also hide when out of sight by spreading along a wall, and remain hidden in plain sight. An angry wall takes on texture and color of nearby walls.


Walls are often considered safe, separating secure zones from outer wilds, protecting humanoids from monsters, and providing adventurers with cover...

Except when the wall itself becomes a threat.

Angry walls are surprisingly mobile, cunning, and aggressive oozes that developed ability to stretch itself along the walls and capture passersby.


2026-04-26

Fantasy Monster: Giant Stone Head

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Giant Stone Head

A enormous head carved in stone rolling on the ground on small rolling logs.

CR 11; XP 12,800
N Large Construct
Init +4; Senses darkvision 60 ft., low-light vision, true sightPerception +18

Defense
AC 25, touch 15, flat-footed 25 (+6 deflection, +10 natural, –1 size)
hp 150 (11d10+85)
Fort +14; Ref +14; Will +15
Defensive Abilities enhanced durability 5, enhanced protection 6, half energy damage, hardness 8; Immune construct traits

Offense
Speed 20 ft.
Melee slam +20 (3d6+15)
Space 10 ft.; Reach 5 ft.
Special Attacks press forward
Spell-Like Abilities (CL 11th, concentration +12)
Constant—true sight
At Will–make whole

Statistics
Str 30, Dex 10, Con —Int 11, Wis 13, Cha 13
Base Atk +11; CMB +22; CMD 37 (can't be overrun or forcibly moved)
Feats Improved Initiative, Improved Vital Strike, Run, Skill Focus (Knowledge), Skill Focus (Perception), Vital Strike
Skills Knowledge (any one) +17, Perception +18
Language an ancient language of its creators

Ecology
Environment urban, ruins
Organization solitary, pair, council (3–9)
Treasure standard

Special Abilities

Block Of Stone (Ex) A giant stone head is a bulky block of stone that wholly fills a 10-ft. cube of its space. It is is immune to overrun attempts and forced move attempts that would not be able to budge a multi-ton block of stone. Creatures two or more size categories smaller can't freely pass through its space, and all Acrobatics checks made to move through over its space have its difficulty increased by 10.

Enhanced Durability 5 (Ex) A giant stone head has +5 racial bonus to saving throws and 5 additional hit points per HD.

Enhanced Protection 6 (Ex) A giant stone head has +6 deflection bonus to AC and +6 resistance bonus to its saving throws.

Press Forward (Ex) As a full-round action, a giant stone head can move 5 feet, ignoring any difficult terrain, crushing Medium or small obstacles with less than 10 hardness, and pushing Large or smaller creatures 5 feet back. Only creatures and effects that could block movement of a multi-ton block of stone – such as stone or iron golems – can prevent this movement.


Giant stone heads adorn ancient temples, block tight passages in ancient tombs, ask riddles or offer advice in long forgotten languages, and are a heavy nuisance for adventurers.

Giant Floating Heads (CR 12) have advanced template, fly speed of 20 feet with good maneuverability, enhanced durability 6, and Flyby Attack and Hover as bonus feat.


2026-04-19

Fantasy Monster: Crackling Lasher

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Crackling Lasher

An anthropomorphic figure made of twisted copper wires crackling with static charge.

CR 7; XP 3,200
CN Medium Construct (animate)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10

Defense
AC 20, touch 16, flat-footed 17 (+3 deflection, +2 Dex, +1 dodge, +4 natural)
hp 85 (10d10+30)
Fort +6; Ref +10; Will +6
Defensive Abilities absorb electricity, enhanced protection 2; DR 5/adamantine; Immune construct traits, electricity

Offense
Speed 30 ft.
Melee 2 lashes +12 touch (2d6 electric and 2d6 sonic) or slam +12 (2d6+3 plus 2d6 electricity plus 2d6 sonic)
Space 5 ft.; Reach 5 ft. (10–30 ft. with lashes)
Special Attacks shifting power

Statistics
Str 14, Dex 14, Con —Int 11, Wis 11, Cha 1
Base Atk +10; CMB +12; CMD 28
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Knowledge (nature) +10, Perception +10
Language do not communicate with others but seem to understand Auran

Ecology
Environment urban, ruins, underground
Organization solitary, pair, gang (3–6)
Treasure standard

Special Abilities

Absorb Electricity (Su) A crackling lasher absorbs electricity, gaining temporary hit points instead of suffering damage.

Enhanced Protection 3 (Ex) A crackling lasher has +3 deflection bonus to AC and +3 resistance bonus to its saving throws.

Shifting Power (Su) When a crackling lasher inflicts damage with a successful strike, it can choose to shift balance of power between electric and sonic, inflicting 3d6 points of damage with one energy type and 1d6 points with the other or vice versa, instead of the default 2d6 and 2d6.


Crackling lashers are bundles of copper wires animated by power of thunder and lightning – and equally destructive and unpredictable as the storms that awaken them. A small number of them is known to serve voluntarily, if wordlessly, as overseers in copper or silver mines.

A story of them taking over one of such mines to create more of their kind is a mere gossip, though, surely...


2026-04-12

Fantasy Monster: Clockwork Plower

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Clockwork Plower

A construction of twisted metal parts resembling a crude approximation of a hunched elk, with its antlers held low above the ground and bulging rear ending with a boom sprayer.

CR 6; XP 2,400
N Large Construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision, soil-sense; Perception +2

Defense
AC 19, touch 13, flat-footed 15 (+2 Dex, +2 dodge, +6 natural, –1 size)
hp 75 (10d10+20)
Fort +3; Ref +7; Will +5
DR 5/adamantine; Immune construct traits
Weakness vulnerable to acid

Offense
Speed 40 ft.
Melee gore +11 (2d8+2), 2 kicks +9 (1d8+1)
Space 10 ft.; Reach 5 ft.

Statistics
Str 14, Dex 14, Con —Int —, Wis 15, Cha 1
Base Atk +10; CMB +13; CMD 26 (30 vs trip)
Feats Combat ReflexesB, Improved InitiativeB, Lightning ReflexesB, MultiattackB
Skills Perception +2, Profession (farmer) +22; Racial Modifier +20 Profession (farming)
SQ winding

Ecology
Environment rural
Organization solitary, pair, or herd (3–6)
Treasure standard

Special Abilities

Soil-Sense (Su) A clockwork plower identifies quality of soil it walks over. Some models automatically selects the most appropriate seed while others simply leave the poor soil unplowed, saving the seeds for better ground. They also tend to freak out and tear apart any ground that was corrupted or magically rendered sterile.


Clockwork plowers are complex farming machines, using their deer-like antlers to break the ground and turn the soil, dropping seeds from their belly dispenser, followed by adding fertilizers from their rear-end tank.

While not really intended for combat, they are heavy and sturdy enough to provide quite an effective defense to fields they tend, which is a nice bonus.

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 14, touch 14, flat-footed 12 (+2 dodge, +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 12
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 16, flat-footed 12 (+4 Dex, +2 dodge, +2 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 26
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.