2026-07-05

Fantasy Monster: Scullrab

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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

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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.


2026-06-21

Fantasy Monster: Alchembulk

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Alchembulk

A fused mass of bottles, racks, pipes, and alembics, twisted wire, and wooden splinters walking on crocked table legs.

CR 9; XP 6,400
N Large Construct (animate)
Init +2; Senses darkvision 60 ft., low-light vision, sense vulnerability; Perception +24

Defense
AC 23, touch 14, flat-footed 17 (+3 deflection, +2 Dex, +8 natural, ‒1 size)
hp 112 (15d10+30); fast healing 10
Fort +8; Ref +10; Will +12
Defensive Abilities enhanced protection 3, hardness 10; Immune construct traits; Resist acid 20, cold 20, electricity 20, fire 20
Weakness vulnerability to impact

Offense
Speed 30 ft.
Melee 4 slam +16 (2d4+4)
Ranged 4 alchemical splashes +16 touch (3d6 points of acid, cold, electricity, or fire damage)
Space 10 ft.; Reach 5 ft.
Special Attacks critical reaction

Statistics
Str 14, Dex 14, Con —, Int —, Wis 19, Cha 1
Base Atk +15; CMB +18; CMD 33 (41 vs. trip)
Skills Perception +24; Racial Modifier +20 Perception

Ecology
Environment settlements, ruins
Organization solitary, pair, lab (3–5)
Treasure standard

Special Abilities

Alchemical Splashes (Ex) Alchembulks are filled with constantly churning volatile chemicals and active ingredients, allowing them to spew endless streams of noxious substances. Alchembulks can squirt a splash of burning, corrosive, shocking, or freezing substance as an attack action, or up to four with a full attack action. They can also freely mix slam attacks and alchemical splashes during the full attack action. Each alchemical splash has range of 60 feet with no increment and deals 3d6 points of acid, cold, electricity, or fire damage on a successful touch attack and 3 points of splash damage within 10 feet of the point struck.

Critical Reaction (Ex) Any alchembulk reduced to 0 hit points falls apart and then, after 1d4 rounds, explodes in a spectacular 60-ft. radius explosion inflicting 3d6 acid, 3d6 cold, 3d6 electricity, and 3d6 points of fire damage. A successful Reflex saving throw (DC 19) halves the damage. The saving throw DC is Dexterity-based. The explosion doesn't occur if the alchembulk is disintegrated or the alchemical reaction is otherwise suppressed from occurring (be creative).

Enhanced Protection 3 (Ex) Alchembulks have +3 deflection bonus to AC and +3 resistance bonus to their saving throws.

Sense Vulnerability (Ex) Alchembulks have an innate sense of immunities, resistances, and vulnerabilities of creatures and objects within 60 feet, using the most efficient alchemical splashes against those who would harass them and interfere with their actions.

Vulnerability To Impact Alchembulk suffer +50% of damage from falls and sonic damage. They also suffers 1d6 points of damage whenever they are knocked prone or fall from 5 feet.


Alchembulks might form when a catastrophic incident destroys an alchemical lab, the bigger the event, the larger amount of alchemical tools are broken, and the more components are mixed together, the greater are the chances of one or more forming out of the fused remains.

While rarely directly hostile, alchembulks are dangerous nevertheless, due to volatile nature of the fluids and gases they leak, and their irresistible push to consume more and more alchemical components, and break more and more glassware, seemingly trying to recreate circumstances of their own formation.


2026-06-14

Fantasy Monster: Plagued Doctor

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Plagued Doctor

A tall figure in black coat, top hat, and a mask that resembles a beak of a carrion bird.

CR 7; XP 00
LE Medium Undead
Init +8; Senses darkvision 60 ft., smell illness; Perception +14

Defense
AC 20, touch 14, flat-footed 16 (+3 armor, +4 Dex, +3 natural)
hp 85 (10d8+40); fast healing X
Fort +6; Ref +7; Will +10
Defensive Abilities channel resistance +4; Immune blindness, dazzled, undead traits

Offense
Speed 30 ft.
Melee scalpel +11/+11/+6 (1d4+4 plus 1 Con, 19‒20/×2)
Special Attacks skillful bloodletting

Statistics
Str 10, Dex 18, Con —Int 19, Wis 13, Cha 17
Base Atk +7; CMB +7; CMD 21
Feats Combat Reflexes, Improved Initiative, Iron Will, Nimble Moves, Toughness
Skills Bluff +16, Diplomacy +16, Heal +14, Intimidate +16, Knowledge (nature) +17, Perception +14, Profession (apothecary) +14, Stealth +17
Languages Aklo, Common, Infernal
SQ experimental treatment, medical diploma

Ecology
Environment urban, rural
Organization solitary or pair
Treasure standard (medical supplies and research notes, with notable worth to other physicians)

Special Abilities

Experimental Treatment (Su) Plagued doctors can take approximately half an hour treating a willing or incapacitated patient with various weird and disturbing method, such as leeching, bloodletting, drawing other humors, enemas of noxious medicines, and so. This targets one particular disease afflicting the patient chosen by the plagued doctor, suppressing its effects for 1d4+1 days, but also causing 1 point of Constitution damage, and preventing natural healing for the same time. There is 10% chance that the disease is passed to another person in close proximity, and another 10% chance the disease is suppressed for 1d4+1 years, instead. Experimental treatment can even affect supernatural diseases. Effects of this experimental treatment can be broken with restoration or by removing a curse. This is a curse effect.

Medical Diploma (Ex) Plagued doctors treats Diplomacy, Heal, Knowledge (nature), and Profession (apothecary) as class skills.

Skillful Bloodletting (Ex) Plagued doctors can wield their scalpel using Dexterity to calculate attack bonus and damage, and may make one additional attack at the highest attack bonus during a full-attack. Each successful strike of the plagued doctor's scalpel inflicts 1 point of Constitution damage on creatures not immune to bleeding.

Smell Illness (Ex) Plague doctors can smell diseased affliction, and both nauseated and sickened conditions. This allows them to detect afflicted individuals as if using scent, and helps with finding infected people hiding their conditions. Plagued doctors are energized by presence of ill people, gaining fast healing equal to number of people suffering from diseased, nauseated, or sickened condition within 30 feet.


Plague is a terrible disease that can strike in already bad times, overwhelming physicians and healers alike. Some doctors get so obsessed by the challenge it presents that they become willing to do anything to defeat it, attempting any treatment, no matter how ruthless, and paying any price, no matter how high. Some go even further and stay among the living past their own inevitable death.

Plagued doctors are obsessed with treating the plague (or some other highly infamous and thoroughly deadly disease), finding their way into cities and villages where it spreads, sometimes even showing up before the public becomes aware of the outbreak.

Plagued doctors might merely observe situation or a specific individual and take notes, or might experiment. They often react angrily, or outright violently when others interfere with the observed situation without consulting them first, the patient, or the treatment.


2026-06-07

Fantasy Monster: Pebblebulb

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Pebblebulb

A pile of pebbles hides a bulbous plant, half-buried in the ground.

CR 8; XP 4,800

N Medium Plant
Init +3; Senses low-light vision, tremorsense 120 ft.; Perception +23

Defense

AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 102 (12d8+48)
Fort +12, Ref +7, Will +7
Defensive Abilities all-around vision; Immune plant traits

Offense
Speed 20 ft., burrow 10 ft.; stone walk
Melee 3 vine slam +14 (2d4+5)
Ranged 3 thrown pebble +12 (2d4+5)
Space 5 ft.; Reach 10 ft.
Special Attacks expel dust

Statistics
Str 20, Dex 16, Con 18, Int –, Wis 17, Cha 7
Base Atk +9; CMB +14; CMD 27 (can't be tripped)
Skills Perception +23, Stealth +23; Racial Modifiers +20 Perception, +20 Stealth
SQ compression, stone-boring

Ecology
Environment hills, mountains, ruins, underground
Organization solitary, pair or a patch (3–6)
Treasure standard

Expel Dust (Ex) After burrowing through stone, a pebblebulb stores some mineral dust in its bladders, that it can expel as a swift action, creating a 20-ft. radius, 10-ft. high cloud that lasts for 1d4+1 rounds. The irritating dust provides concealment, dazzles anyone with unprotected eyes, and induces cough in  breathing creatures that inhale it (holding breath or having some sort of mask that can filter dust protects against that effect). A failed Fortitude saving throw (DC 20) interrupts any standard or full action taken while breathing within the cloud. A pebblebulb can store enough dust for single expulsion. The saving throw DC is Constitution-based.

Stone-Boring (Ex) A pebblebulb borrowing through packed earth and stone leaves narrow tunnels behind.

Stone Walk (Ex) A pebblebulb can easily move through stony or sandy difficult terrain, such as unstable rubble.


A pebblebulb is a sturdy, stone-boring plant that thrives in rocky terrain, feeding on mineral dust occasionally fertilized by a rotting carcass.


2026-05-31

Fantasy Monster: Clock-Not-Work Gremlin

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Gremlin, Clock-Not-Work

A completely bald imp with weirdly long, multi-jointed arms. It wears a harness with a lot of tools and spare parts attached to it.

CR 2; XP 600

CN Tiny Fey
Init +6; Senses low-light vision; Perception +9

Defense

AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
hp 21 (6d6)
Fort +2, Ref +7, Will +5
DR 5/cold iron

Offense
Speed 30 ft., climb 30 ft.
Melee tool strike +5 or +3/+3/+3/+3 (1d4)
Ranged thrown tool +7 or +5/+5/+5/+5 (1d4)
Space 2-1/2 ft.; Reach 5 ft.
Special Attacks clock-killer, frantic frenzy
Spell-Like Abilities (CL 6th, concentration +7)
1/day–make whole

Statistics
Str 10, Dex 14, Con 10, Int 13, Wis 11, Cha 13
Base Atk +3; CMB +3; CMD 13
Feats Dodge, Improved Initiative, Nimble Moves
Skills Climb +8, Craft (clockworks) +10, Disable Device +11, Knowledge (arcane) +10, Knowledge (engineering) +10, Perception +9, Sleight Of Hands +11, Stealth +19
Languages Common, Gnome, Sylvan
SQ compression, know their stuff

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

Clock-Killer (Ex) Clock-not-work gremlins have uncanny ability to destroy constructs and complex mechanical devices. Their attacks benefit from bane quality (+2 enhancement to attack and damage rolls, 2d6 points of bonus damage) and ignore up to 5 points of DR or hardness against constructs with clockwork or robot subtype, and against complex mechanical objects.

Frantic Frenzy (Ex) An agitated clock-not-work gremlin can perform up to four attacks with a ‒2 penalty to attack rolls when it takes full attack action, moving 5 feet between each attack without provoking attacks of opportunity. When working on an interesting project, a clock-not-work gremlin takes a quarter of normal time it would take.

Know Their Stuff (Ex) A clock-not-work gremlins treat Craft (clockworks), Disable Device, Knowledge (arcane), and Knowledge (engineering) as class skills. They also seem to have near infinite supply of subpar tools and mediocre parts attached to their harnesses and across their pockets that they can use to repair, modify, and use as weapons and thrown projectiles as needed. They can wield such improvised weapons, both in melee and as thrown projectiles without penalties, dealing 1d4 points of damage on hit.


Clock-not-work gremlins love clocks, locks, and similar mechanisms. They love to watch them operate (though their definition of watching is very hands on, and tongue on‒those gremlins seem to love taste of stale oil), they love disassembling them (though they are nowhere near as good at reassembling them afterwards), and they love making improvements (which usually cause more problems).

Among their many issues, clock-not-work gremlins have clearly distorted sense of time, which pushes them to attempt to tweak clocks that do not adhere to their skewed perceptions, and they also seem to easily delude themselves that they actually deeply orderly beings, when they are anything but that.

A clock-not-work gremlin can become a familiar for a mechanically-inclined (or otherwise capable of providing the gremlin with easy access to complex devices) caster of 7th of higher level with Improved Familiar feat.


2026-05-24

Fantasy Monster: Truth Eater

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Truth Eater

A translucent jelly floats through the air. It's dome disturbingly resembles an exposed brain.

CR 4; XP 1,200
CN Tiny Aberration (incorporeal)
Init +6; Senses greater thoughtsense 120 ft.; Perception +12
Aura consume truth (60 ft.)

Defense
AC 17, touch 17, flat-footed 15 (+3 deflection, +2 Dex, +2 size)
hp 39 (7d8+7)
Fort +3; Ref +4; Will +7
Defensive Abilities incorporeal; Immune non-magical damage
Weakness vulnerable to mind-affecting damage

Offense
Speed fly 30 ft. (perfect)
Melee 3 psychokinetic lashes +9 touch (2d4)
Space 2-1/2 ft.; Reach 30 ft.

Statistics
Str Dex 14, Con 12Int 11, Wis 15, Cha 17
Base Atk +5; CMB +5; CMD 15
Feats Alertness, Combat Reflexes, Hover, Improved Initiative
Skills Bluff +10, Fly +14, Perception +14, Sense Motive +11, Stealth +20
Language don't communicate with others, but seem to have telepathy with 120 ft. range they use between themselves
SQ incorporeal

Ecology
Environment show near settlements of sapient beings that communicate through language
Organization solitary, pair, judgement (3–12)
Treasure standard

Special Abilities

Consume Truth (Su) When a sapient creature starts to speak while within the aura, it feels growing tension over speaking the truth ‒ if they choose to tell the truth, they suffer a jolt of pain that deals 2d4 points of damage. If they choose to lie or otherwise avoid telling a truth, the truth eater gains 2d4 temporary hit points. This hit points stack, and when they reach truth eater's max hit point, the creature splits into two identical specimens over 1d4 rounds, remaining dazed during the process. This is a mind-affecting effect that has no effect on creatures whose minds are shielded from effects that would read them or discern lies. Damage from multiple overlapping consume truth auras stack, turning speaking truth while surrounded by a group of truth eaters into a lethal gamble.

Greater Thoughtsense (Su) A truth eater can sense, locate, and recognize creatures that have Intelligence score and are not immune to or hidden from mind-affecting effects as if it had blindsight. It can also recognize the creature's type, and detect presence of psychic powers or telepathy. Additionally, it can sense general presence, direction and distance toward large groupings of sapient minds from miles away.

Vulnerability To Mind-Affecting Damage (Su) Mind-affecting effects that deal damage (such as mind thrust spells) inflict one and half damage to truth eaters.


Truth eaters are strange psychic beings that are attracted to settlements of mundane sapient beings, hovering around. They seem to punish speaking the truth and bloat themselves on lies spoken in their neighborhood.

Their ability to prevent people from speaking the truth and multiply quickly around lies makes even a arrival of even a single one of them a serious threat to a fair, a court, or an assembly.

While they are passive most of the time, they lash violently against attacks, attempts to remove them. If local community manages to maintain silence and avoid communicating altogether for weeks or months, they might move on, seeking another spot to feed.


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.