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.