2025-09-07

Fantasy Monster: Sniffer

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Sniffer

A ball of fluffy fur with a visible snout rolls across the ground.

CR 2; XP 600
N Tiny Aberration
Init +2; Senses exceptional scent; Perception +10

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 19 (3d8+6)
Fort +3; Ref +3; Will +5

Offense
Speed 20 ft., climb 20 ft.
Melee bite +4 (2d5)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 10, Dex 14, Con 14, Int 7, Wis 15, Cha 13
Base Atk +2; CMB +0; CMD 12
Feats Alertness, Nimble Moves
Skills Climb +8, Perception +10, Sense Motive +10, Stealth +10
Language none; olfactory telepathy.

Ecology
Environment any
Organization solitary or pair
Treasure none

Special Abilities

Exceptional Scent (Ex) A sniffer sense of smell is so acute, it can detect creatures from 120 feet, and pinpoint their location from 20 feet, doubled upwind, halved downwind, and doubled again with intense smells. A sniffer can also make Perception checks to track by scent (DC 10 for a fresh trail, +2 per hour).

Olfactory Telepathy (Ex) A sniffer can sense and project feeling of base needs, wants, emotions, and experiences (e.g., "Hungry", "Play!", "Bored", "Wet!") through scents within 30 feet (or double that for sudden and extreme feelings like fear and pain).


Sniffers are strangely cute balls of fur with prominent snouts and an attitude that could only be described as aggressively friendly. They are curious, playful, and obsessed with new smells, as scent seems to be their main long-range sense. There are no bad smells for them, only exciting and boring, familiar and new. They lack sight or hearing, though their touch and taste seem to be quite acute as well.

A sniffer can become a familiar (Improved Familiar feat and 5th caster level required).

2025-08-31

Fantasy Monster: Ouroboozes

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Ouroboozes

A titanic serpent slithers in an unpredictable, nauseating ways. It is surrounded by overwhelming smell of liquor.

CR 15; XP 51,200
N Colossal Magical Beast
Init +9; Senses darkvision 60 ft., low-light vision; Perception +28
Aura overwhelming spirits (300 ft.)

Defense
AC 30, touch 8, flat-footed 24 (+5 Dex, +1 dodge, +22 natural, –8 size)
hp 230 (20d10+120)
Fort +19; Ref +19; Will +13
Immune disease, poison

Offense
Speed 60 ft.; burrow 30 ft., swim 60 ft.
Melee bite +22 (6d6+10), tail slap +22 (6d6+10)
Space 30 ft.; Reach 20 ft.
Special Attacks alcoholic poisoning, intoxicating breath, ouroboozes's curse

Statistics
Str 30, Dex 20, Con 20, Int 13, Wis 21, Cha 17
Base Atk +20; CMB +38; CMD 46 (can't be tripped)
Feats Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Lightning Stance, Toughness, Wind Stance
Skills Craft (alchemy) +21, Perception +28, Profession (brewer) +25
Language Aklo

Ecology
Environment any
Organization solitary
Treasure standard (alchemical, brewing components, and rare liquor that can be harvested from its body)

Special Abilities

Alcoholic Poisoning (Su) As a swift action, an ouroboozes can cause single creature within 60 feet that is affected by sickened condition caused by alcohol (including especially creatures affected by intoxicating breath ability) to suffer intense but short alcoholic poisoning, becoming blinded, confused, exhausted, or nauseated (ouroboozes choice) for 1d4+1 rounds. A successful Fortitude saving throw (DC 23) reduces duration of this effect to 1 round. The creature is purged of all consumed alcohol afterwards, and, incidentally, of any ingestion-delivered disease or poison. The saving throw DC is Charisma-based.

Intoxicating Breath (Su) As a standard action, an ouroboozes can breathe a cloud of essential liquor that makes everyone within 60 ft.-long cone-shaped burst intoxicated as if they drank a serving of alcohol, and, on failed Fortitude saving throw (DC 23), sickened for 1d4+1 rounds. Ouroboozes can use this breath once every 1d4+1 rounds. The saving throw DC is Charisma-based.

Ouroboozes's Curse (Su) As a full-round action, or as an immediate action when dropped to 0 or less hit points, ouroboozes can curse one creature within 60 feet with its curse. The affected creature can't ever again be intoxicated by alcohol, or it becomes forever intoxicated suffering from permanent sickened condition. Ouroboozes does not use this curse lightly, only invoking this power in extreme conditions, when deeply offended by the target's action—even attacking ouroboozes isn't enough of provocation.

Overwhelming Spirits (Su) The very presence of ouroboozes fortifies all manifestations of alcohol within 300 feet. All alcoholic beverages created or consumed within the aura are extremally potent and count as 1d4+1 servings. Delay poison, neutralize poison, heal, or any other effect that suppresses or removes poison used within the aura has 50% chance of failing to affect alcohol effects (all other effects work normally).


Ouroboozes is an enormous, serpentine patron of very particular aspect of alchemical workings, the creation and use (internal, external, and as further alchemical component) of distilled spirits.

Through the ages, ouroboozes offered both valuable insights and taught dangerous techniques, occasionally leading to death, disability, or madness of a careless or too hasty student.

There are records of alleged killings of ouroboozes, making it unclear if it is a singular entity that is reborn from time to time, or a whole species of alchemically-alligned serpents.


2025-08-24

Fantasy Monster: Skinneroid

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Skinneroid

Somethings seems slightly off with that person, as if they skin was not quite fitting...

CR 8; XP 4,800
CE Medium Construct
Init +8; Senses darkvision 120 ft., low-light vision, scan meatbag 120 ft.; Perception +12

Defense
AC 21, touch 17, flat-footed 17 (+3 deflection, +4 Dex, +4 natural)
hp 96 (9d10+47); fast healing 10
Fort +9; Ref +13; Will +12
Defensive Abilities enhanced durability 3, enhanced protection 3; DR 5/slashing; Immune construct traits

Offense
Speed 30 ft.
Melee 2 slams +13 (2d6+4 plus humanoid bane)
Special Attacks humanoid bane (+2 enhancement bonus to attack and damage and +2d6 bonus damage against one subtype of humanoids examined with scan meatbag)

Statistics
Str 18, Dex 18, Con —, Int 19, Wis 17, Cha 13
Base Atk +9; CMB +13; CMD 30
Feats Acrobatic Steps, Combat Reflexes, Dirty Fighting, Improved Initiative, Nimble Moves
Skills Bluff +10, Disguise +10, Perception +12, Profession (tanner) +12, Sense Motive +12, Stealth +13
Language Common

Ecology
Environment any
Organization solitary, pair, or community (3–12)
Treasure standard

Special Abilities

Enhanced Durability 3 (Ex) A skinneroid has +3 racial bonus to its saving throws and 3 additional hit points per HD.

Enhanced Protection 3 (Ex) A skinneroid has +3 deflection bonus to AC and +3 resistance bonus to saving throw.

Scan Meatbag (Ex) A skinneroid can scan single creature within 120 feet that it can see. If the target is humanoid, a skinneroid recognizes that, identifies target's subtype, resistances, and weaknesses, and adds humanoid bane property to its attacks suitable against the target's humanoid subtype(s).

Skin Suit (Ex) A skinneroid can sew pieces of humanoid skin into a fleshy coat and pretend to be a humanoid being itself. A skinneroid in a skin suit ignores Disguise penalties for wrong type, race, gender, or age category, and gains a competence bonus to Disguise checks equal to half the result of its Profession (tanner) check for making the skin suit in the first place. This bonus deteriorates by 1 each day or whenever skinneroid wearing a skin suit is damaged, potentially turning its modifier into penalty if the skin suits is worn for too long.


Skinneroids are ruthless, cruel machines obsessed with desire to thoroughly experience humanoid existence, and yet, completely devoid of any empathy, compassion, or remorse regarding their victims. They bludgeons suitable humanoids to death and turn their skins into disguises for themselves. They infiltrate humanoid communities, trying to engage in various pleasures and pains of mortal lives, and almost invariably become frustrated by their inability to truly feel and truly connect with anyone else, either going on a bloody rampage, or killing more humanoids to renew their failing disguise.



2025-08-17

Fantasy Monster: Father Quill-Legs

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Father Quill-Legs

An enormous spidery machine composed mainly of impossibly long legs made of countless pistons and tubes filled with glowing inks.

CR 19; XP 204,800
N Colossal Construct
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 120 ft.; Perception +27

Defense
AC 34, touch 12, flat-footed 29 (+5 deflection, +5 Dex, +22 natural, –8 size)
hp 332 (24d10+200); fast healing 30
Fort +20; Ref +23; Will +21
Defensive Abilities enhanced durability 5, enhanced protection 5, hardness 20; Immune construct traits; SR 30

Offense
Speed 60 ft.; long step
Melee 4 leg claws +27 (4d6+10, 19–20/×2 plus stagger)
Space 30 ft.; Reach 40 ft.
Special Attacks etch symbol, trigger symbol

Statistics
Str 30, Dex 20, Con —, Int 11, Wis 21, Cha 11
Base Atk +24; CMB +42; CMD 54 (62 vs. trip)
Feats Blind-Fight, Combat Reflexes, Critical Focus, Great Fortitude, Greater Vital Strike, Improved Critical (leg claw), Improved Initiative, Improved Vital Strike, Run, Staggering Critical, Weapon Focus (leg claw), Vital Strike
Skills Knowledge (arcana) +24, Perception +27
Language none known
SQ grand symbol

Ecology
Environment any
Organization solitary
Treasure standard (rare metals and magical inks)

Special Abilities

Enhanced Durability 5 (Ex) A father quill-legs has +5 racial bonus to its saving throws and 5 additional hit points per HD.

Enhanced Protection 5 (Ex) A father quill-legs has +5 deflection bonus to AC and +5 resistance bonus to saving throw.

Etch Symbol (Sp) When a father quill-legs starts a turn without an enemy within its tremorsense range, it takes a long step in a random direction and then takes a full-round action to etch a random magical symbol somewhere in its space (1d10): 1–4 5th level, 5–7 6th level, 8–9 7th level, 10 8th level. Father quill-legs needs no costly components for those symbols, but they fade within 1d4 years after being etched if not triggered earlier.

Grand Symbol (Sp) Trail of symbols left behind by father quill-legs is clearly some sort of grand magical working, forming mystical lines of some unfathomable arcane sigil, though it is near impossible to determine its potential effects until it is finished. The continental magnitude of this sign makes any imperfections and even removal of some of the constituent symbols irrelevant. Only changes and erasure on geographic scale could possibly interfere with such effect.

Long Step (Ex) Father quill-legs have legs far longer than the height of most giant creatures. When it takes a 5-ft. step, it can move up to half its speed (30 ft. normally). It can walk over most obstacles and difficult terrain without being hindered.

Trigger Symbol (Sp) Father quill-legs can take a swift action to trigger any symbol, glyph, or rune within 120 feet. It is never affected by its own symbols. This is an equivalent of a 4th level spell.


Father quill-legs is an enormous warmachine, a siege weapon that leaves a trail of dangerous magical symbols, creating an arcane border of sorts, following obtuse, and possibly corrupted instructions.



2025-08-10

Fantasy Monster: Glyph-Eater

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Glyph-Eater
A weird amalgamation of a big squid and a snail, bearing a shell of scintillating, yet translucent plates of force.

CR 10; XP 9,600
N Large Aberration
Init +8; Senses darkvision 60 ft., glyph-finding 60 ft.; Perception +22

Defense
AC 24, touch 14, flat-footed 19 (+4 Dex, +1 dodge, +6 natural, +4 shield, –1 size)
hp 127 (15d8+60)
Fort +9, Ref +9, Will +13
SR 21 vs glyphs, runes, symbols, and magical traps

Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee 4 tentacles +15 (2d6+4)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 15th; concentration +17)
Constant—shield

Statistics
Str 18, Dex 18, Con 18, Int 13, Wis 19, Cha 15
Base Atk +11; CMB +16; CMD 34 (can't be tripped)
Feats Acrobatic Steps, Blind-Fight, Combat Reflexes, Defensive Combat Training, Improved Initiative, Nimble Moves, Run, Weapon Focus (tentacle)
Skills Climb +12, Escape Artist +22, Knowledge (arcana) +19, Perception +22, Spellcraft +19, Stealth +18, Swim +12
Languages understand Aklo, can't read

Ecology
Environment ruins
Organization solitary, or pair
Treasure standard (inks and mother-of-pearl that are suitable for inscribing spells, creating scrolls, glyphs, runes, symbols, and similar magical writings


Glyph-Eating (Su) A glyph-eater can consume a single glyph, rune, sigils, symbol, scroll, or a page from a spellbook as a full-round action that provokes attacks of opportunity. If the consumed effect is a glyph, rune, sigil, symbol, or similar magical effect, glyph-eater makes a caster level check using its HD as if a targeted greater dispel magic was cast on the glyph, destroying the glyph in the process. Scrolls and spellbook pages are simply consumed without need for a check.

Glyph-Finding (Su) A glyph-eater can instinctively sense magical glyphs, runes, symbols and similar magical traps from 60 feet, making a Perception check to detect them when approaching them. Additionally, whenever glyph-eater would trigger such magical trap, but the effect fails to penetrate glyph-eater's specialized Spell Resistance, the effect doesn't trigger at all.


Relentless, if not particularly fast moving devourers of magical glyphs, runes, sigils, and symbols, glyph-eater are sapient though weirdly alien entities that feed on magic bound in signs and letters. While they strongly prefer to eat active magical effects, they can sustain themselves by eating scrolls or tearing pages from spellbooks—each effect, scrolls, or page feeds glyph-eater for a day, but they will gorge for weeks, months, or even years of available nutrition, given a chance.


2025-08-03

Fantasy Monster: Extinguishinator

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Extinguishinator

The conical, red-painted body of this human-sized machine is covered with brass knobs and occasional angular ridge. A single clawed arm extends from its side.

CR 7; XP 3,200
LN Medium Construct
Init +6; Senses darkvision 60 ft., low-light vision, fire warning; Perception +12

Defense
AC 20, touch 14, flat-footed 18 (+2 deflection, +2 Dex, +6 natural)
hp 85 (10d10+30)
Fort +6; Ref +10; Will +10
Defensive Abilities enhanced durability 1, enhanced protection 2; DR 5/—; Immune construct traits; Resist cold 30, fire 30
Weakness vulnerable to acid

Offense
Speed 30 ft., float
Melee clawed arm +12 (2d6+3)
Special Attacks snow spray (30-ft. cone, 10d4 cold and blindness, DC 17 partial)

Statistics
Str 14, Dex 14, Con —, Int 11, Wis 15, Cha 11
Base Atk +10; CMB +12; CMD 26
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Run
Skills Perception +12, Profession (firefighting) +12

Ecology
Environment any
Organization solitary, pair, or squad (3–12)
Treasure standard

Special Abilities

Enhanced Durability 1 (Ex) Extinguishinators have +1 racial bonus to their saving throws and 1 additional hit point per HD.

Enhanced Protection 2 (Ex) Extinguishinators have +2 deflection bonus to AC and +2 resistance bonus to saving throw.

Fire Warning (Ex) Extinguishinators can sense presence of fire magic and intense mundane fires from up to a mile away. They can pin-point fire-based magic effects and items, as well as creatures with fire subtype from up to 60 feet as if they were using blindsense. They can always make untrained Knowledge and Spellcraft checks to identify fire-based magic effects and items, hazards, and creatures with fire subtype. They get a racial bonus equal to half their HD to all such checks.

Float (Ex) Extinguishinators float a few inches over the ground or water while moving, ignoring difficult terrain and moving over water or other surface that should not support their considerable weight. Extinguishinator that is knocked prone requires a full-round action to spring back to vertical position, but does not provoke attacks of opportunity while doing so.

Snow Spray (Ex) Extinguishinators main firefighting tool and weapon is a spray of intensely cold white mist that suppresses fire and drains heat within 30-ft. cone-shaped spread, dealing 10d4 points of cold damage and blinding for 1 round. A successful Reflex saving throw (DC 17) halves the damage and prevents blindness. The saving throw DC is Dexterity-based.


Extinguishinators are machines on an universal crusade against fire itself. They travel the worlds extinguishing all the fires they come across, destroying fire-based items, and eliminating creatures of fire. While they don't bear actual ill will toward living beings, they also show little understanding for necessary use of fire, such as warming houses in colder climates, cooking food, or metalworking–if fire burns, it must be extinguished.

Scorchinators (CR 7) are a splinter faction of extinguishinators, which seek to to fight fire with fire–literally. They are waging an aggressive campaign of defeating fire by controlled burning of anything that could possibly burn, leaving behind only ashes. They have a flame spray instead of snow spray, having replaced cooling foam with quick-burning gas, which deals 10d6 points of fire damage, but causing no blindness, and their melee attacks have fire-bane property, receiving +2 enhancement bonus to attack and damage, and dealing 2d6 points of bonus damage against all creatures with fire subtype.




2025-07-27

Fantasy Monster: Susinal Agathion

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Agathion, Susinal
A massive anthropomorphic pig, with thick bristles, spotted hide, and surprisingly expressive snout.

CR 11; XP 12,800
NG Large Outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision, smell corruption; Perception +21

Defense
AC 25, touch 11, flat-footed 24 (+4 deflection, +2 Dex, +10 natural, –1 size)
hp 150 (12d10+84); regeneration 5 (evil)
Fort +11, Ref +10, Will +14
Defensive Abilities corruption eater; DR 10/cold iron and evil; Immune curses, death, disease, electricity, petrification, poison; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10

Offense
Speed 40 ft.
Melee bite +18 (2d8+10, 20/×3), 2 slams +18 (2d4+7)
Space 10 ft.; Reach 10 ft.
Special Attacks odious exhalation (DC 20)
Spell-Like Abilities (CL 12th; concentration +15)
Constant—shield of faith
At will—greater teleport (self and 50 lbs of equipment only)

Statistics
Str 24, Dex 15, Con 24, Int 13, Wis 23, Cha 18
Base Atk +12; CMB +20; CMD 36
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Extra Lay On Hands, Nimble Moves, Skill Focus (Heal)
Skills Heal +24, Knowledge (arcana) +17, Knowledge (nature) +17, Knowledge (planes) +17, Knowledge (religion) +17, Profession (gravedigger) +21, Perception +21, Sense Motive +21
Languages Celestial, Draconic, Infernal, Sylvan; speak with animals, true speech
SQ lasting mercy, lay on hands (12/day, 6d6), rejuvenating mercy

Ecology
Environment any (Nirvana)
Organization solitary, or pair
Treasure standard

Corruption Eater (Su) Susinals can eat trash, volatile alchemical and magical ingredients, corpses, as well immobilized corporeal undead and evil outsiders without suffering any ill effects, taking at most 1 minute to consume a Medium-sized creature, 10 minutes to eat Large one, an hour for Huge one, and multiple hours for bigger ones. This prevents spread of necromantic energies, disease, and other forms of corruption that might be left over by bodies of such vile entities.

Lasting Mercy (Su) After a susinal removes a condition through the use of rejuvenating mercy ability, the subject becomes immune to the next application of that condition within 24 hours.

Odious Exhalation (Su) Susinals can release a cloud of noxious vapors (from either side)  as a standard action, causing eyes to fill with tears, churn stomachs, and lungs to burn with yearning for fresh air. Breathing creatures within a 20-ft. long cone become blinded, fatigued, or staggered (as chosen by the susinal) for 1d4+1 rounds. Good outsiders and creatures that make a successful Fortitude saving throw (DC 20) they are merely dazzled for 1 round. The saving throw DC is Charisma-based. This is not a poison effect, making it effective against fiends.

Smell Corruption (Su) A susinal can detect curses, disease, and poison within 30 feet, and identify an object containing any of those by smelling the item, though not which exactly of those threats is present – for that the susinal has to rely on deduction, knowledge, or other warning signs.

Rejuvenating Mercy (Su) When using their lay on hands ability, susinals can also remove on of the following conditions of their choice: blinded, confused, dazed, dazzled, deafened, diseased, fatigued or exhausted, feebleminded, insanity, nauseated, paralyzed, poisoned, shaken or frightened, sickened, staggered or stunned. The removed condition takes form of a small ball of slime or tar which the susinal physically consumes.


While they might not seem like champions of purity at the first glance, susinals are piggish agathion who seek out and contain corruption of all kinds by devouring it. They often also resort to devouring remains of destroyed (or not quite destroyed) undead and corpses that can't be given proper burial, are threatened with being turned into undead, or are otherwise dangerous to mortals and the environment.

Susinals are very jovial and gregarious, though majority of them seem to be unable to comprehend why their eating habits are considered reprehensible by mortals – or at least they pretend so, because some of them seem to take a perverse amusement in invoking disgust in others.