2026-09-27

Fantasy Monster: Mosquito Hag

You can now support Shaper Of Worlds on Patreon


Hag, Mosquito

A little hag with a crooked nose resembling a proboscis without mouth underneath, surrounded by a cloud of mosquitos that mimic her movements.

CR 1; XP 400
CE Tiny Monstrous Humanoid
Init +1; Senses darkvision 60 ft., low-light vision; Perception +7
Aura mosquito swarm (10 ft.)

Defense
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 16 (3d10)
Fort +1; Ref +4; Will +4
Defensive Abilities mosquito swarm; Immune swarm damage, insect-transmitted diseases
Weakness mosquito swarm

Offense
Speed 30 ft.
Melee 2 claws +5 (1d3)
Special Attacks mosquito swarm (2d4 bleed), spreading swarm
Spell-Like Abilities (CL 3rd, concentration +4)
1/day—obnoxious messenger (summons a Tiny swarm of mosquitos that acts as animal messenger), obnoxious spy (summons a Tiny swarm of mosquitos that acts as a visible arcane eye)
At Will—dancing lights, open/close, unseen servant (1 active at a time)

Statistics
Str 10, Dex 13, Con 10, Int 12, Wis 13, Cha 13
Base Atk +3; CMB +1; CMD 12
Feats Nimble Moves, Run
Skills Climb +6, Knowledge (nature) +4, Perception +7, Stealth +15, Swim +6
Languages Aklo, Common, Giant
SQ hold breath (1 hour)

Ecology
Environment forests, jungles, and marshes, coasts of lakes and pools of standing water
Organization solitary or coven (3 hags of any kind)
Treasure standard

Special Abilities

Mosquito Swarm (Ex) A mosquito hag constantly spawns and reabsorbs her own mosquitos, forming a swarm that surrounds her whenever she goes. It inflicts 2d4 points of bleed damage at the start of the hag's turn to all creatures within 10 feet and grants the hag a concealment, but it also makes her vulnerable to area damage like a regular swarm. All effects that repel, kill, or control insects and swarms, deal 2d4 points of damage to the hag per turn of exposure. Additionally, a mosquito hag can pinpoint location of any corporeal creature within her swarm range as if using blindsight. A mosquito hag can suppress and release her swarm as a free action.

Spreading Swarm (Ex) A mosquito hag can take a full-round action to extend her swarm to 30-ft. radius spread for 1 round. It returns to its normal size at the end of turn in which the mosquito hag hadn't used this ability.


Mosquito hags are terribly annoying pests that live in places where mosquitos can thrive. Noticeable, they have no mouth – they feed on blood sucked by their mosquito swarms, and speak by modulated buzzing of the thousands of insect wings.

Mosquito hag grants its coven an ability to cast summon swarm and insect plague.


2026-09-20

Fantasy Monster: Clockwork Poisoner

 You can now support Shaper Of Worlds on Patreon


Clockwork Poisoner

A four-armed mechanical figure, wearing a mask and elegant courtly attire.

CR 4; XP 
N Medium Construct (clockwork)
Init +6; Senses darkvision 60 ft., low-light vision, detect poison; Perception +12

Defense
AC 17, touch 14, flat-footed 13 (+2 Dex, +2 dodge, +3 natural)
hp 42 (4d10+20)
Fort +1; Ref +5; Will +3
DR 5/adamantine; Immune construct traits
Weakness vulnerability to acid

Offense
Speed 30 ft.
Melee 2 daggers +6 (1d4+2 plus variable poison)
Ranged 2 darts +6 (1d4+2 plus variable poison)
Special Attacks poisonous infusion, variable poison
Spell-Like Abilities (CL 4th, concentration +4)
At Will—detect poison

Statistics
Str 14, Dex 14, Con —, Int —, Wis 15, Cha 11
Base Atk +4; CMB +6; CMD 20
Feats Combat ReflexesB, Improved InitiativeB, Lightning ReflexesB
Skills Acrobatics +12, Perception +12, Profession (poisoner) +12, Stealth +12; Racial Modifiers +10 Acrobatics, +10 Perception, +10 Profession (poisoner), +10 Stealth
SQ swift reactions, winding

Ecology
Environment any
Organization solitary or team (2–4)
Treasure none

Special Abilities

Poisonous Infusion (Ex) A clockwork poisoner can take a full-round action to infuse an object with long-term version of its variable poison, giving it delivery method of ingested (for food and drinks) or contact for other items, with save DC of 16, delay of 1 hour and frequency of 1/hour for 12 hours, dealing 1d3 points of damage to selected ability score each hour. A clockwork poisoner can use poison infusion three times per day.

Variable Poison (Ex) Dagger or dart—injury; save DC 12, frequency 1/round for 6 rounds, effect 1d3 points of damage to Str, Dex, Con, Int, Wis, or Cha, as chosen when the poison was created, cure 2 consecutive saves. Daggers and darts used by clockwork poisoner are constantly coated with poison pouring from tiny pipes in hidden the hands. The clockwork poisoner can switch the type of poison used with a swift action.


Clockwork poisoners are tools of courtly warfare, delivering gift of poison through violence or stealth.


2026-09-13

Fantasy Monster: Eternal Bomber

You can now support Shaper Of Worlds on Patreon


Eternal Bomber

A slightly misshapen man, with oddly attached limbs, discolorations, burns, and pinkish pustules dripping with sulphur-smelling puss.

CR 9; XP 6,400
CN Medium Monstrous Humanoid
Init +8; Senses darkvision 60 ft.; Perception +17

Defense
AC 23, touch 15, flat-footed 18 (+4 armor, +4 Dex, +1 dodge, +4 natural)
hp 114 (12d10+48); regeneration 10 (cold, disintegration)
Fort +8; Ref +12; Will +10
Defensive Abilities frantic panic, unfinal blast; Resist acid 10, fire 10

Offense
Speed 30 ft.
Melee 2 slams +16 (1d6+4 plus 2d6 acid plus 2d6 fire)
Special Attacks grown bomb (60 ft. range, 30 ft. radius burst, 6d6 acid and 6d6 fire, DC 20 Reflex for half)

Statistics
Str 18, Dex 18, Con 18, Int 13, Wis 15, Cha 7
Base Atk +12; CMB +16; CMD 30
Feats Dodge, Improved Initiative, Iron Will, Mobility, Nimble Moves, Run
Skills Acrobatics +16, Climb +19, Perception +17, Profession (demolitions) +14, Stealth +19
Languages Common, Ignan

Ecology
Environment ruins, battlefields
Organization solitary, pair, or squad (3–8)
Treasure standard

Special Abilities

Frantic Panic (Ex) An eternal bomber suffering from cowering, frightened, or panicking conditions, or any intense emotional effect, be it rage, despair, but also love or charm-induced friendship and trust, moves in a random direction, and then either throws its grown bomb at the nearest noticeable target – a threatening creature, friend or foe, an obstacle, or a noteworthy landmark or part of scenery, or makes a second move in a random direction.

Grown Bomb (Ex) Once every 1d4 rounds, an eternal bomber can pull out a a pustule out of his flesh and lob it at a point within 60 feet. as a standard action. The grown bomb explodes dealing 6d6 acid and 6d6 fire damage (or half on a successful DC 20 Reflex saving throw) within a 30-ft. radius burst. The saving throw DC is Constitution-based.

Unfinal Blast (Ex) When dropped to 0 or less hit points, eternal bomber whole body explodes in a shower of fiery, corrosive guts and shards. And then all that splatter starts to regrow back, forming a big, fleshy sack with 8 hardness and 100 temporary hit points in 1d4 rounds. Once the eternal bomber regenerated to full hit points, or the temporary hit points are depleted, the sack opens, releasing the eternal bomber fully capable of acting again. The unfinal blast doesn't  trigger if the eternal bomber is disintegrated or killed with cold damage.


Eternal bombers are a mad result of a mad experiment, an attempt to create the perfect sappers – ones for whom a mistake doesn't mean an end of career or life – by infusing a number of volunteers, and no-so volunteers, with alchemical tinctures, troll blood, and other arcane ingredients. The initial results were quite promising, allowing the first squad to quickly shrug off any casualties, leading to creation of a more and more units.

It could not last, though, for the pain and trauma of blowing up and regrowing new bodies, again and again, invariably pushed the eternal bombers into emotional instability and madness. Each regeneration introduced minute, but cumulating imperfections, to bodies and minds alike, turning eternal bombers into as much threat to their own forces as the enemies, especially superiors who condemned them to this terrible fate.



2026-09-06

Fantasy NPC: Ghost-Hunter Of Overgrown Dale

You can now support Shaper Of Worlds on Patreon.

Ghost-Hunter Of Overgrown Dale

A man in pale brown and yellow jacket moves through the forests outgrowths, without jostling even a single leaf.

CR 6; 19,200 XP
CN Medium Undead (incorporeal)
Init +5; Senses darkvision 60 ft., scent; Perception +10

Defense
AC 19, touch 19, flat-footed 14 (+4 deflection, +5 Dex)
hp 51 (6d8+24)
Fort +6, Ref +7, Will +6
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Ranged ghostly arrows +10 touch (6d6)
Special Attacks annoying arrows

Statistics
Str –, Dex 20, Con –, Int 13, Wis 13, Cha 19
Base Atk +4; CMB +4; CMD 23
Feats Point-Blank Shot, Precise Shot, Weapon Focus (ghostly arrows)
Skills Fly +22, Knowledge (nature) +10, Perception +10, Stealth +14, Survival +10
Language Common, Sylvan

Annoying Arrows (Su) Any animal hurt by Ghost-Hunter's arrows becomes aggressive and violent, gaining +2 morale bonus to attack rolls, damage rolls, and saving throws until the ghostly shaft is removed, its emotions are calmed, or magical healing is applied.

Ghostly Arrows (Su) Ghost-Hunter fires spectral arrows out of his spectral bow, with a range increment of 100 feet, passing through natural vegetation.


Ghost-Hunter Of Overgrown Dale was arrogant and boastful young man in life, and remains obsessed with his hunting skills in death. He doesn't remember – and doesn't want to – that he was gored by wounded boar because of his carelessness.

Now he appears to stalk the forests of his home dale (he never flies above the line of shorter trees), interfering with hunters, mocking their skills, challenging them to duels, or even kill-stealing their prey. He never directly tries to harm his competitors bodily, aiming only at their pride.


2026-08-30

Fantasy Monster: Wheel Of Damnation

You can now support Shaper Of Worlds on Patreon


Wheel Of Damnation

A upper half of a tattered skeleton mantled in a wreath of blue flame is interwoven into iron spokes of a crude wheel. And yet, though the wheel whirls madly, seemingly in both directions at once, shredding the ground with spikes, the body in its center remains eerily motionless.

CR 7; XP 3,200
LE Medium Undead
Init +10; Senses darkvision 60 ft., smell damned; Perception +16

Defense
AC 20, touch 20, flat-footed 14 (+4 deflection, +6 Dex)
hp 85 (10d8+40)
Fort +7; Ref +9; Will +10
Immune undead traits; Resist cold 20, fire 20

Offense
Speed 40 ft.
Melee slam +13 (2d4+4 plus 3d6 cold and 3d6 fire)
Special Attacks blast leap, buzz through

Statistics
Str 16, Dex 22, Con —, Int 11, Wis 17, Cha 19
Base Atk +7; CMB +10; CMD 30
Feats Acrobatic Step, Improved Initiative, Nimble Moves, Run, Weapon Finesse
Skills Acrobatics +26, Knowledge (planes) +10, Knowledge (religion) +13, Perception +16; Racial Modifier +10 Acrobatics 
Languages understands Common and Infernal, cries and babbles incoherently

Ecology
Environment urban, roads
Organization solitary, pair, or crowd (3–6)
Treasure standard

Special Abilities

Blast Leap (Su) When a wheel of damnation jumps, lands, falls down, or is subject to channel energy, it creates a 10-ft.-radius burst of blue flames that deals 3d6 cold and 3d6 fire damage. A successful Reflex saving throw (DC 19) halves the damage. The saving throw DC is Charisma-based.

Buzz Through (Su) A wheel of damnation deals 3d6 cold and 3d6 fire damage when it moves through space of other creatures. A successful Reflex saving throw (DC 19) negates this damage). A wheel of damnation still needs to make normal Acrobatics check to move through space of other creatures. The saving throw DC is Charisma-based.

Smell Damned (Su) A wheel of damnation can smell creatures that are under curse effect, lost their soul, or sold their soul through a pact, as if it had scent ability.


What terrible deeds damn those souls to suffer such wretched state after their death, is unclear, though it often looks like kytons are somehow involved, or at least present to watch...

Wheels of damnation are tormented and hateful beings seeking to inflict pain and suffering on other damned beings, though any mortal will do if they get desperate enough.


2026-08-23

Fantasy Monster: Squiddog

You can now support Shaper Of Worlds on Patreon


Squiddog


A squid-shaped head on a vaguely canine, albeit six legged body.

CR 5; XP 1,600
N Medium Aberration (aquatic)
Init +10; Senses darkvision 60 ft.; Perception +14

Defense
AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural)
hp 55 (10d8+10)
Fort +4; Ref +9; Will +8

Offense
Speed 50 ft., swim 50 ft.
Melee 4 tentacles +8 (1d6+1)
Space 5 ft.; Reach 10 ft.
Special Attacks ink spray (30-ft. cone, 1d4+1 rounds blindness, DC 16 Reflex negates)

Statistics
Str 12, Dex 22, Con 12, Int 2, Wis 13, Cha 11
Base Atk +7; CMB +8; CMD 24 (28 vs trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Nimble Moves, Weapon Focus (tentacle)
Skills Perception +14, Stealth +14, Swim +9; Racial Modifier +8 Stealth
SQ amphibious

Ecology
Environment warm aquatic, coasts, underground
Organization solitary or pack (2–6)
Treasure standard

Special Abilities

Ink Spray (Ex) A squiddog can spray ink in a 30-ft. long cone-shaped burst once every 1d4+1 rounds as a standard action, blinding exposed creatures that fail their Reflex saving throw (DC 16) for 1d4+1 rounds. The saving throw DC is Wisdom-based.


Squiddogs are strange cephalopods that occasionally emerge from warm coastal waters and underground lakes in search of food and entertainment.

2026-08-16

Fantasy Monster: Smoke Hag

You can now support Shaper Of Worlds on Patreon


Hag, Smoke

A short, wrinkled woman with hairs that resemble smoldering dried leaves.

CR 8; XP 4,800
CE Small Monstrous Humanoid
Init +10; Senses darkvision 60 ft., low-light vision, scent, smoke vision; Perception +18

Defense
AC 15, touch 15, flat-footed 13 (+6 Dex, +4 natural, +1 size)
hp 102 (12d10+36)
Fort +7; Ref +14; Will +11

Offense
Speed 30 ft.
Melee 2 claws +19 (1d6+1)
Special Attacks smoke breath (DC 19)
Spell-Like Abilities (CL 12th, concentration +13)
At Will—ignite, pyrotechnics (DC 13), quench (DC 14)

Statistics
Str 12, Dex 22, Con 16, Int 13, Wis 17, Cha 13
Base Atk +12; CMB +13; CMD 28
Feats Improved Initiative, Nimble Moves, Power Attack, Skill Focus (Knowledge [nature]), Skill Focus (Profession [herbalism]), Weapon Finesse
Skills Bluff +13, Heal +15, Knowledge (nature) +19, Perception +18, Profession (herbalist) +21, Stealth +10
Languages Aklo, Common, Giant

Ecology
Environment urban, rural
Organization solitary or coven (3 hags of any kind)
Treasure standard

Special Abilities

Smoke Breath (Su) A smoke hag can exhale a noxious smoke in a 30-ft. cone-shaped spread that dazzles any creatures within for 1 round and produces up to two of the following effects, chosen by the hag: inflicts 10d6 points of acid and fire damage from acrid heat, blinds for 1d4+1 rounds, staggers for 1d4+1 rounds, or causes coughing, preventing speaking for 1d4+1 rounds. A successful Fortitude saving throw (DC 19) halves the damage and negates any other effects. A smoke hag can use this ability once every 1d4+1 rounds but can reset the recovery time by taking a full-round action inhaling from an adjacent censer or bonfire in which herbs are being burned. Smoke hag is immune to effects of her own smoke breath, but breath of another smoke hag makes her confused (but quite happy) for 1 round, with no save.

Smoke Vision (Su) A smoke hag sees through smoke, fog, and mist as if it was merely a faint tint.


Smoke hags know secrets of noxious herbs and volatile incenses, they are also a bit of pyromaniacs, loving to gaze into fire and smoke. They are also careless enough to accidentally start fires and expose others to psychedelic substances.

Their mood often switches between creepy friendliness, borderline paranoid, and contemplative indifference. They can share their herbs at one moment, and accuse you of stealing their stash the next minute, while others merely watch spouting inane commentary.

Smoke hags hate being wet, and avoid water, but contrary to occasional claims do not dissolve in water, they just get angry or panic, as they are poor swimmers.

They always keep multiple open fire and piles of flammables in their dens. As a part of a hag coven, smoke hags enable it to use incendiary cloud (DC 21) and planar binding (belkers or smoke elementals) spell-like abilities, and share their smoke vision with all members of the coven within 1 mile.


2026-08-09

Fantasy Monster: Invisible Burden

You can now support Shaper Of Worlds on Patreon


Invisible Burden

An eerie feeling of intense burden keeps you low...

CR 3; XP 800
NE Small Undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +7

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 Traits incorporeal; Immune undead traits

Offense
Speed 5 ft. (crawling on ground only as a full-round action)
Special Attacks crushing weight (3d6, Will DC 15 negates), pass the burden, share the burden

Statistics
Str —, Dex 14, Con —, Int 11, Wis 13, Cha 15
Base Atk +2; CMB +2; CMD 16
Feats Ability Focus (Crushing Weight), Iron Will
Skills Bluff +8, Perception +7, Sense Motive +7, Stealth +8
Languages Common

Ecology
Environment urban, rural
Organization solitary, pair, or a load (3–10)
Treasure none

Special Abilities

Crushing Weight (Su) As a standard action, an invisible burden can laugh at a creature carrying or dragging a heavy or heavier load, or simply carrying a large, heavy object in their hands on their back within 30 feet. The target falls and suffers 3d6 points of crushing damage, dropping the carried objects, and possibly damaging or destroying it in the process. A successful Will saving throw (DC 15) prevents the incident and makes the target immune to crushing weight for the next 24 hours. The saving throw DC is Charisma-based.

Pass The Burden (Su) When an invisible burden witnesses a corporeal creature voluntarily agreeing to carrying a burden or helping with a strenuous physical work within 30 feet, it can attach to that creature as a standard action, seating itself on the victim's back. For as long as the invisible burden is attached, the target remains exhausted, and also suffers any positive energy damage that would be dealt to the invisible burden in its place.

Share The Burden (Su) An invisible burden can point to a single creature as a standard action, making the victim feel tired and overwhelmed by whatever they carry, suffering fatigued condition for as long as they remain in invisible burden's line of sight. An invisible burden can only share the burden with a single creature at a time.

Unseen Form (Su) An invisible burden is supernaturally invisible at all times. Effects that end invisibility, such as invisibility purge or antimagic field reveal small figure holding to the victim's back or curled on the ground.


An invisible burden is a hateful spirit of a person that was worked to death carrying weights, or crushed by one. Now they share their pain by burdening others with their massive, if immaterial, presence.

They sometimes call for help, pretending to be old or injured people, or children lying in bushes, asking passersby to carry them elsewhere, though the agreeing to carry burden doesn't have to be directed at an invisible burden to suffice.

While an invisible burden will never voluntarily attach to a creature immune to exhaustion, they can be tricked to do so with deception, misdirection, or even some illusions.


2026-08-02

Fantasy Monster: Magma Bloom

You can now support Shaper Of Worlds on Patreon.


Magma Bloom

An ovoid bulb, covered in a thick, basalt-like rind, surrounded by scorching and melting ground.

CR 4; XP 1,200
N Medium plant
Init +0; Senses tremorsense 60 ft.; Perception +2
Aura ground is lava (10 ft.)

Defense
AC 17, touch 10, flat-footed 17 (+7 natural)
hp 39 (6d8+12)
Fort +7; Ref +2; Will +4
Immune plant traits, poison; Resist acid 20, cold 20, fire 20

Offense
Speed 20 ft.
Special Attacks noxious breath (30 ft. cone, 3d6 acid)

Statistics
Str 20, Dex 10, Con 14, Int –, Wis 15, Cha 1
Base Atk +4; CMB +9; CMD 19 (29 vs trip)
Skills Perception +2

Ecology
Environment volcanic
Organization solitary, pair, grove (3–12)
Treasure standard

Special Abilities

Ground Is Lava (Su) Ground surrounding magma bloom heats and melts, creating a zone of difficult terrain. Anyone starting their turn standing on the melting rocks suffers 2d6 points of fire damage. If a magma bloom stays in one point for extended time, the ground might remain molten for hours or even days even after the plant moves elsewhere. After a magma bloom is killed, it opens, looking like an exotic fiery flower surrounded by burning ground for 1d4 days, after which it withers and the ground cools, leaving 1d4+1 sprouts buried underneath.

Noxious Breath (Su) When threatened, magma bloom responds by exhaling a corrosive mist  from its upper slit that deals 3d6 points of acid damage within a 30-ft. long cone-shaped spread.


Magma blooms are weird volcanic growths that heat the earth and stone around them to the point of cracking and melting. They slowly migrate from volcanic lands, sometimes forming small colonies in weirdest places, like in a crack of glacier, on sandy island in the middle of an ocean, or deep in toxic swamps.

Immature magma blooms are Small immobile plants surrounded by 5-ft. zone of scorching and melting ground.


2026-07-26

Fantasy NPC: Ceramic Medium

You can now support Shaper Of Worlds on Patreon.

Ceramic Medium

An androgynous porcelain figure with featureless face, clad in simple robes of a funerary attendant.

CR 8; 4,800 XP
LN Medium Construct
Init +6; Senses darkvision 60 ft., low-light vision, deathwatch; Perception +17

Defense
AC 21, touch 17, flat-footed 19 (+5 deflection, +2 Dex, +4 natural)
hp 98 (12d10+32)
Fort +9, Ref +8, Will +11
DR 10/bludgeoning; Immune construct traits

Offense
Speed 30 ft.
Melee 2 slams +15 (2d6+3)
Special Attacks spirit killer
Spell-Like Abilities (CL 12th, concentration +17)
Constant—deathwatch
At Will—call spirit (DC 22), calm spirit (DC 17), make whole

Statistics
Str 14, Dex 14, Con —, Int 15, Wis 21, Cha 21
Base Atk +12; CMB +14; CMD 31
Feats Ability Focus (call spirit), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Diplomacy +17, Knowledge (religion) +14, Perception +17, Sense Motive +17
Language Celestial, Common, Infernal
SQ spirit vessel

Spirit Killer (Su) Ceramic Medium slam attacks count as +1 ghost touch incorporeal bane weapon. Ceramic Medium may also grapple and pin an incorporeal beings.

Spirit Vessel (Su) When the Ceramic Medium calls spirit, it doesn't manifest as an intangible presence as is typical for that spell, instead inhabiting the ceramic medium's hollow body. When this happens, an illusory semblance of the spirit's self-perceived visage veils the ceramic medium as if a disguise self spell was used. The spirit can use Bluff in place of Disguise to adjust its appearance or outright pretend to be as someone else. The spirit responds to questions issued by witnesses through the ceramic medium's mouth. If the called spirit is an actual incorporeal undead, it will be transported to Ceramic Medium's location on a failed save (though it might deliberately fail the saving throw to come, having a vague idea that it is being called by a medium and aware of identities of people present). Ceramic Medium can also serve as a voluntary host for a ghost or another incorporeal undead capable of possession. Such possession doesn't give the entity control over the body, though it can communicate with Ceramic Medium and speak through its mouth.


Ceramic Medium is a mercenary conjurer of deceased spirits, an animate figure offering its service as speaker for the dead, and an occasional banisher of restless souls. It does fight back when attacked by wrathful entities and will defend clients if there is such need, but won't accept contracts where fighting or destroying spirits – instead of putting them to rest – is the goal.

Interestingly, Ceramic Medium is very strict and inflexible when it comes to payments for its  service, both pre-contracted and those that came up spontaneously. What happens with the money after the Ceramic Medium deposits them in the bank accounts remains a mystery, though.

2026-07-19

Fantasy Monster: Blobdog

You can now support Shaper Of Worlds on Patreon.


Blobdog

A blubbery pile with an extended canine-looking snout.

CR 6; XP 2,400
N Medium Ooze
Init +7; Senses blindsight 60 ft., scent; Perception +13

Defense
AC 19, touch 17, flat-footed 12 (+3 Dex, +4 dodge, +2 natural)
hp 75 (10d8+30)
Fort +10; Ref +10; Will +6
Immune ooze traits; Resist acid 10, cold 10, electricity 10, 

Offense
Speed 30 ft.
Melee corrosive bite +10 touch (6d6 acid)
Space 5 ft.; Reach 10 ft.
Special Attacks bouncing snappiness

Statistics
Str 16, Dex 16, Con 16, Int –, Wis 17, Cha 1
Base Atk +7; CMB +10; CMD 27 (can't be tripped)
Skills Perception +13, Stealth +13; Racial Modifier +10 Perception, +10 Stealth

Ecology
Environment warm ruins
Organization solitary, pair, kennel (3–10)
Treasure standard

Special Abilities

Bouncing Snappiness (Ex) A blobdog's movement is highly unpredictable and unrestrained by limitations of solid bodies. A blobdog gets +4 dodge bonus to AC, and +4 racial bonus to initiative and Reflex saving throws. It can also make unlimited number of attacks of opportunity and has longer reach than it would seem possible.


Blobdogs look like a half-melted gelatinous sculptures of canines, and are as active, unpredictable, and potentially aggressive as poorly-trained, hyperactive dog, except that their lick-bite can erode flesh and bones with a quick-acting corrosive.

Blobdogs are not cognizant enough to discern between being petted and being given snacks.


2026-07-12

Fantasy Monster: Sliming Desert

You can now support Shaper Of Worlds on Patreon.


Sliming Desert

A mound of sand slowly slithers leaving behind only dried ground and dust.

CR 12; XP 19,200
N Colossal Ooze
Init –5; Senses tremorsense 300 ft.; Perception +0

Defense
AC 17, touch –3, flat-footed 17 (–5 Dex, +20 natural, –8 size)
hp 304 (32d8+160); fast healing 10
Fort +23; Ref +5; Will +10
Immune ooze traits

Offense
Speed 15 ft., burrow 10 ft.
Melee 4 slams +21 (2d6+5 plus suck-in)
Space 30 ft.; Reach 10 ft.
Special Attacks boundless sands, crushing desiccation (6d6 plus 6d6), suck-in

Statistics
Str 20, Dex 1, Con 20, Int –, Wis 11, Cha 1
Base Atk +24; CMB +37; CMD 42 (can't be tripped or forcibly moved)
Skills Perception +0, Stealth +4; Racial Modifier +20 Stealth
SQ trail of dust

Ecology
Environment borders of deserts
Organization solitary
Treasure standard

Special Abilities

Boundless Sands (Ex) A sliming desert can make an unlimited number of attacks of opportunity each round, one per triggering event.

Crushing Desiccation (Ex) A corporeal creature underneath the sliming desert suffers 6d6 points of damage from desiccation and 6d6 points from crushing at the start of its turn until it escapes.

Suck-In (Ex) Any Large or smaller corporeal creature hit by sliming desert's slam attack has to make a Reflex saving throw (DC 21) or becomes pulled underneath the sliming desert, and pinned by its mass. The saving throw DC is Dexterity-based.

Trail Of Dust (Ex) A sliming desert leaves only dried ground, sand, and dead, desiccated vegetation in its wake, destroying any vegetation and minor life forms that aren't magically protected.


A sliming desert is  a massive living dune, composed of uncountable number of minute spores,  made of slime-covered sand grains. It moves around drawing any traces of moisture from plants, animals, and the ground itself.


2026-07-05

Fantasy Monster: Scullrab

You can now support Shaper Of Worlds on Patreon.


Scullrab

A blackened skull with faintly glowing ghostly flames in its eye sockets is being rolled with an utmost finesse by a black-and-blueish scarab, almost as large as the skull itself.

CR 2; XP 600
N Tiny Vermin
Init +2; Senses darkvision 60 ft.; Perception +1

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 22 (5d8)
Fort +4; Ref +3; Will +2
Defensive Abilities all-around vision; Immune vermin traits

Offense
Speed 30 ft., burrow 20 ft.
Melee skull-bump +3 touch (3d6 negative energy) or bite +3 (2d4–2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with skull-bump)
Special Attacks channel negative energy 4/day (DC 13, 3d6)
Spell-Like Abilities (CL 5th, concentration +6)
Constant—hide from undead

Statistics
Str 6, Dex 14, Con 12, Int –, Wis 13, Cha 13
Base Atk +3; CMB +5; CMD 11 (21 to trip it or disarm it of its skull)
Skills Perception +1, Stealth +10
SQ unholy skull

Ecology
Environment warm deserts and ruins
Organization solitary
Treasure standard

Special Abilities

Unholy Skull (Su) A scullrab is bonded to an animate skull that contains lingering power of an evil (or corrupted after their death) cleric, and the main source of a danger that scullrab presents. When threatened, the critter can channel the lingering negative energy as if it was a 5th level cleric (always instinctively excluding itself from the effect), or simply bump the skull it into individual enemies dealing 3d6 points of negative energy damage on a successful melee touch attack roll. If the skull is taken away with a successful disarm maneuver, it loses its channel negative energy power, and immediately scurries away, seeking shelter, and then looking for a new skull to roll around.


A scullrab is a overgrown scarab that feed on bones until it dug up a skull of an evil priest and now somehow draws on its power. Does the lingering spirit controls this vermin, or is the vermin somehow tapping into blasphemous powers on its own?

A scullrab can make a fine familiar for a necromancer, requiring Improved Familiar feat and 7th caster level.


2026-06-28

Fantasy Monster: Trail Of Thought

You can now support Shaper Of Worlds on Patreon


Trail Of Thought

A translucent strand of scintillating colors, floating in the air, circling over heads of others.

CR 2; XP 600
N Tiny Construct (animate, incorporeal)
Init +5; Senses darkvision 60 ft., low-light vision, detect thoughts; Perception +6
Aura implant idea (10 ft.)

Defense
AC 14, touch 14, flat-footed 13 (+1 deflection, +1 Dex, +2 size)
hp 22 (4d10)
Fort +1; Ref +2; Will +3
Defensive Abilities hold the thought, incorporeal; Immune construct traits
Weakness susceptible to damage and conditions caused by mind-affecting effects

Offense
Speed fly 20 ft. (perfect)
Melee incorporeal touch +6 (3d6 nonlethal)
Space 2-1/2 ft.; Reach 5 ft.
Special Attacks implant idea
Spell-Like Abilities (CL 4th, concentration +5)
Constant—detect thoughts (DC 13)

Statistics
Str —, Dex 12, Con —, Int 13, Wis 14, Cha 13
Base Atk +4; CMB +3; CMD 13
Feats Hover, Improved Initiative
Skills Fly +17, Perception +6, Stealth +13
Language none; passively and constantly read thoughts of nearby creatures with detect thoughts

Ecology
Environment settlements, ruins
Organization solitary, pair, stream (3–10)
Treasure incidental

Special Abilities

Hold The Thought (Su) While trail of thought can't actually possess other beings, it can attach itself to a non-mindless being, usually while the creature is fascinated, sleeping, or otherwise unaware of its surroundings. Being incorporeal and weightless it doesn't disturb the host, and can take 10 on Stealth checks  to avoid being noticed. Whenever the host takes an action that matches the trail of thought's nature, the trail heals 5 hit points.

Implant Idea (Su) A trail of thought projects its essential concept into the minds of nearby sapient beings, which lingers at the edge of their consciousness as long as they remain in range. Any saving throw against a mind-affecting effect that would compel to act or behave in accordance with the core idea of the trail of thought suffers ‒4 penalty, as does Charisma check made to avoid following similarly resonant appeal while under effects of a charm. Any actions taken in direct accordance with the particular trail of thoughts gain +2 morale bonus to attack rolls, saving throws, and skill checks. This is a mind-affecting effect.

Shocking Thought (Su) A trail of thought can lash at a nearby creature delivering a mental shock, inflicting 3d6 points of nonlethal damage on a successful incorporeal touch attack. This is a mind-affecting effect.


When a powerful entity forcibly sheds an unwanted idea, an inconvenient memory, an annoying desire, or an intrusive thought, the discarded concept can coalesce into one or more of self-sustaining mindforms, bodiless presences that wander around, seeking sapient beings that will enact the trail of thought's underlying nature more often than not.

While they don't actively compel people do anything, trail of thoughts subtly empower anyone who chooses to follow through, which might convince them to do so again in the future. With enough reinforcement, a sapient being might lock itself into a cycle of repetition, over and over again.

A trail of thought can be bound as an improved familiar (requires caster level 7th), though finding one fitting would-be master's personality might be challenge in itself... Skilled casters could in theory create one themselves, but by very definition, a trail of thoughts are made from parts of their minds they cast away forever.