2026-07-12

Fantasy Monster: Sliming Desert

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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 termorsense 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
Defensive Abilities ; 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

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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.