2025-05-11

Fantasy Monster: Kiln-Baked Men

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Kiln-Baked Men

Pieces of skull and bones show through the burnt clay shell of this anthropomorphic figure.

CR 6; XP 1,200
LE Medium Undead
Init +6; Senses darkvision 60 ft.; Perception +14

Defense
AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
hp 75 (10d8+30)
Fort +6; Ref +5; Will +8
Defensive Abilities clay shell; DR 10/bludgeoning; Resist acid 20, electricity 20, fire 20

Offense
Speed 30 ft.
Melee longspear +12/+7 (1d8+7, ×3) or slam +12 (1d6+5)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks push (kick, 5 ft.)

Statistics
Str 20, Dex 14, Con —, Int 7, Wis 13, Cha 17
Base Atk +7; CMB +12; CMD 28
Feats Combat Reflexes, Defensive Combat Training, Dodge, Improved Initiative, Nimble Moves
Skills Perception +14, Stealth +15 (+25 among buildings made of kiln-baked bricks)
Language kiln-baked men understand one ancient language of their native city
SQ shift walls

Ecology
Environment ruins
Organization squad (1–12)
Treasure standard

Special Abilities

Clay Shell (Ex) Make whole spell restores the shell of baked clay, healing kiln-baked men as if they were constructs. Stone shape can be used to either heal or inflicts 5d6 points of damage on the touched kiln-baked man.

Shift Walls (Sp) As a standard action, a kiln-baked man can cause a part of brick, plaster, or mud wall, up to 10-ft. tall, 10-ft. wide, and no thicker than 5 ft. to relocate between two spots within 30 feet. The relocated piece is always placed in a way that anchors it to an existing wall. Kiln-baked men usually use this ability to create opening they can move through, to block paths to their enemies, and occasionally to make walkways between higher floors. They will instinctively avoid toppling buildings unless explicitly commanded so by greater powers.


Kiln-baked men were made by covering bodies of warriors with finest clay and fired in sacred flame, while the priests chanted the prayers to their harsh deities.

Now they are elite guardians of long dead cities, their kiln-baked shells easily melding with the surrounding bricks made of the same kiln-baked clay.


2025-05-04

Fantasy NPC: The Four Ghosts Of The Stormfield Manor

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(slightly) less stat blocks and more (implied) story today. All of the listed NPCs are ghosts—Medium Undead with incorporeal subtype, channel resistance +4, with flying speed of 30 ft. with perfect maneuverability that speak Common and one or more local languages, and lack any ability to hurt each other whatsoever, aside of verbal barbs.

The Four Ghosts Of The Stormfield Manor

The Stormfield Manor is an estate that passed through hands of many knights, squires, and landowners. It owes its name to a vast heath dotted with standing stones—that seem to attract lightning strikes—starting at the border of the manor and extending across many leagues over the hills to the north and west.

The manor house itself, once fortified, was rebuilt a few times to fit the tastes of the current owner, and expanded to include gardens, orchard, and various outbuildings that were later abandoned and left in state of disrepair because the new owners had little interest in them or not enough money to adapt them to new purposes.

The few old owners still haunting the estate have a few bitter words about those expansions—being deeply critical of anything built after their demise, and highly defensive of their own additions.

Sir Halphrey The Jouster (CR 6, LN, Init +2, AC 19, 51 hp, Fort +9, Ref +5, Will +5, Atk corrupting touch +8, 6d6 damage, Fort DC 16 half, has an ability to summon a pair of spectral hunting hounds that track with supernatural acumen and +20 skill bonus. Int 13, Wis 13, Cha 17. He has +9 bonus in Diplomacy, Knowledge [nobility], Riding, Perception, and Stealth) was a proud and honorable, but boring and unimaginative knight, holding the Stormfield Manor as a fief in return for military service for his senior. He died of heart attack after receiving summons from his lord while preparing for a campaign against a neighboring magnate.

Sir Raeddin The Falconer (CR 5, CN, Init +4, AC 18, 42 hp, Fort +7, Ref +5, Will +5, Atk corrupting touch +7, 5d6 damage, Fort DC 16 half, can summon a spectral falcon that can attack one living creature within 100 feet with a +7 ranged touch bonus dealing 5d6 points of damage and staggering the target for one round, a DC 16 Reflex saving throw halves the damage and negates stagger. Int 11, Wis 10, Cha 18. He has +12 bonus in Bluff and Diplomacy, +8 in Perception, Handle Animal, Ride, and Stealth, and +4 in Knowledge [nobility] and Knowledge [local]) was the squire of sir Halphrey, and was given the Stormfield Manor when he came in his master's place after the latter's death. During his tenure, he has built a dedicated birdhouse—in place of his master's kennels, and spent most of his time hunting with his favorite falcon. While he was quite a charming man, he was also very whimsical, which was exacerbated by his utter lack of common sense. He died struck by a lightning strike after he climbed one of the lightning-attracting stones on the heath.

Boreveld Corem, Esq. (CR 4, NE, Init +1, AC 17, 38 hp, Fort +6, Ref +2, Will +3, Atk corrupting touch +3, 4d6, Fort DC 17 half. Int 15, Wis 13, Cha 16. He has +10 in Handle Animal, Perception, Profession (herding), and Stealth) was a well-off peasant, who married Sir Raeddin's widow (they had no issue). The recent shift from personal military service to land tax allowed him to become the lord of the manor despite no combat capabilities whatsoever. He invested heavily in sheep, profiting from selling wool, turning the fortunes for the manor, and building multiple barns.

After Boreveld death of bowel cancer, Aynwenn, the aging widow of the last two lords, sold the property to Tolleman Fyyrd (CR 6, LE, Init +2, AC 19, 39 hp, Fort +4, Ref +4, Will +8, Atk corrupting touch +9, 6d6, Fort DC 15 half. He can use telekinesis with CL of 12th every 1d4 rounds as a supernatural ability. Int 16, Wis 17, Cha 14. He has +12 in Appraise, Diplomacy, Knowledge [geography], Knowledge [nature], Linguistics, Profession [merchant], Profession [sailor], and Sense Motive, +20 in Perception, and +10 in Stealth), a successful merchant who sought a picturesque estate to retire away from his squabbling heirs and fawning sycophants. He oversaw construction of many amenities, and renovation of the house itself, as well as crypts beneath—which might have disturbed the spirits of prior owners. Master Fyyrd himself died in his sleep before he could fully enjoy the peaceful rustic life.

Now those four ghosts roam the estate, arguing over who is the rightful lord of the manor, and who are interlopers, each claiming to be the last legitimate master, denouncing the ways in which his successors acquired the land as unbecoming and invalid. Each of the newer ghosts in return berates the older owners as neglectful and envious of improvement done to the condition of the estate and upholding obsolete tradition of inheritance and ownership.


2025-04-27

Fantasy Monster: Strung Poppet

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Strung Poppet

A human-sized, featureless marionette made of polished wood and silver wires.

CR 4; XP 1,200
CN Medium Construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +6

Defense
AC 17, touch 13, flat-footed 13 (+3 Dex, +4 natural)
hp 45 (5d10+20)
Fort +2; Ref +7; Will +3

Offense
Speed 30 ft.
Melee 2 slams +8 (1d6+3)
Ranged 4 strings +8 touch (puppetry)
Special Attacks puppetry (DC 17)

Statistics
Str 16, Dex 16, Con —, Int 11, Wis 13, Cha 19
Base Atk +5; CMB +8; CMD 21
Feats Combat Reflexes, Improved Initiative, Run
Skills Acrobatics +8, Perception +6

Ecology
Environment urban, ruins
Organization solitary or pair
Treasure standard

Special Abilities

Puppetry (Su) When a strung poppet moves (including forced move), all the Large or smaller creatures attached by its strings move exactly the same distance and direction (effectively keeping their relative position to the strung poppet) unless blocked by impassable obstacles. A successful Will saving throw (DC 17) negates this movement. A strung poppet can reposition one Large or smaller creature attached by its strings up to 30 feet as a swift action unless that creature succeeds a Will saving throw. The saving throw DC is Charisma-based.

Strings (Su) A strung poppet can fire single string as a standard action, or up to its maximum four strings as a full attack, attaching them to corporeal targets up to 60 feet away (no range increment) with successful ranged touch attacks. Large or smaller creatures attempting any move (including a 5-ft. step) with one or more strings attached have to succeed a Will saving throw (DC 17) or the attempted move immediately ends, wasting the action involved, and they can't move beyond 100 feet of the poppet. Removing a single string takes a standard action and a successful grapple or Escape Artist check against the strung poppet's CMD. Using an immovable obstacle in the way of string as a lever grants +4 bonus to either check. Another person can either provide aid or attempt to remove the string with their own grapple check. A successful dispel magic (DC 15) detaches the string as well, as does freedom of movement, teleportation, or anything that would render the victim incorporeal, gaseous, or otherwise immune to grapple. Cutting the strings doesn't help as they mend immediately. The strung poppet can release any number of attached targets as a free action. The saving throw is Charisma-based.


Whereas marionettes are controlled with their strings, a strung poppet turns it around, controling others to move as its animating spirit capriciously desires, even if there doesn't seem to be a deeper purpose, a deeper plan beyond its actions, aside of exerting control for the thrill of it.


2025-04-20

Fantasy Monster: Werehare

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Werehare

A massive, monstrously distorted hare, with muscles bulging underneath its stretched grey and tan fur.

CR 4; XP 1,200
N Large Magical Beast
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +10

Defense
AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
hp 42 (5d10+15); regeneration 5 (magic or silver)
DR 10/magic or silver; Fort +7; Ref +8; Will +3
Weakness turn back

Offense
Speed 50 ft.
Melee bite +8 (1d6+4) and 2 kicks +8 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks leaping pounce

Statistics
Str 18, Dex 18, Con 16, Int 2, Wis 15, Cha 11
Base Atk +5; CMB +10; CMD 24
Feats Combat Reflexes, Improved Initiative, Run
Skills Acrobatics +34, Perception +10, Stealth +16; Racial Modifiers +30 Acrobatics, +8 Perception, +8 Stealth

Ecology
Environment plains and forests
Organization solitary or pair, very rarely a husk (6–20)
Treasure incidental

Special Abilities

Leaping Pounce (Ex) A werehare can turn and bounce off obstacles, and makes full attack during a charge.

Turn Back (Su) A werehare affected with any polymorphy effect turns back into a Tiny (if a bit feral) hare, until the werehare transformation is triggered again. Some herbs and traditional magical wards can have similar effect on werehares as well.


At certain times of a year, some hares come through an grueling transformation, turning into lumbering, bloodthirsty monstrosities, driven by unending craving for eggs of all sorts. They will relentlessly hunt for their quarry, slaughtering anyone who stands in their way—and devouring random pieces of their victims in futile attempt to sate their hunger.

This can make them a menace to local wildlife, and a veritable horror to farmers keeping poultry, making their herds of chickens, ducks, geese, and other birds a primary target for a werehare or two.

A werehare's rampage ends when it manages to gorge on eggs, consuming at least its own weight in short span of time. Afterward, a werehare finds or digs a suitable warren where it goes to slumber. After a few more days its body ruptures, releasing dozens and dozens of young hares that spread out, a few of which might be another generation of werehares.


2025-04-13

Fantasy Monster: Giant Dire Filth Fly

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Giant Dire Filth Fly

A towering fly buzzes around.

CR 11; XP 12,800
N Gargantuan Vermin
Init +3; Senses darkvision 60 ft., scent; Perception +13
Aura unbearable stench (60 ft., DC 23, 1d4 rounds)

Defense
AC 25, touch 11, flat-footed 20 (+5 Dex, +14 natural, –4 size)
hp 157 (21d8+63)
Fort +15; Ref +12; Will +10
Defensive Abilities evasion, uncanny dodge; Immune disease, nauseated, sickened

Offense
Speed 20 ft., fly 60 ft. (perfect)
Melee bite +19 (4d6+12 plus disease)
Space 20 ft.; Reach 10 ft.
Special Attacks painful buzzing

Statistics
Str 26, Dex 20, Con 16, Int —, Wis 17, Cha 11
Base Atk +15; CMB +27; CMD 42 (50 vs. trip)
Feats Flyby AttackB, HoverB
Skills Fly +17, Perception +13; Racial Modifiers +10 Fly, +10 Perception

Ecology
Environment warm plains, urban, underground
Organization solitary, gang (2–4), apocalypse (5–16)
Treasure incidental

Special Abilities

Disease (Ex) Vicious filth fever: Bite–injury; save Fort DC 23; onset 1 day; frequency 1/12 hours; effect 1d3 Dex damage and 1d3 Con damage; cure 3 consecutive saves. The save is Constitution-based.

Painful Buzzing (Ex) Fluttering wings of giant dire filth flies produce painfully head-throbbing vibrations. When a giant dire filth fly moves by flying, all living creatures within 30 feet of their movement route suffer 4d6 points of nonlethal sonic damage. This damage counts as continuous damage for purpose of disrupting concentration.

Unbearable Stench (Ex) Giant dire filth flies stink with the odor of thousands of dead bodies and acres of dung. All living creature that starts their turn within 60 feet of a giant dire filth fly, become sickened for 1d4 rounds unless they make a successful Fortitude (DC 23) saving throw. Due to a very wide spectrum of the offending aroma, a successful saving throw doesn't provide temporary immunity, unlike the regular stench ability. This is a poison effect and its throw DC is Constitution-based.


Giant dire filth flies are enormous flies that are attracted to sufficiently large amounts of rotting flesh on massive battlefields, spoiled harvests, decay of whole cities, cadavers of great monsters, titans, and even dead gods—which might have been where they grew for the first time.


2025-04-06

Fantasy NPC: Schaart Of The Myrror Realm

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Schaart Of The Myrror Realm

A figure made of mirror-shards, each reflecting a distorted, mismatched body part belonging to someone else.

CR 9; 6,400 XP
CN Medium Construct
Init +8Senses darkvision 60 ft., low-light visionPerception +14

Defense
AC 23, touch 19, flat-footed 18 (+4 deflection, +4 Dex, +1 dodge, +4 natural)
hp 105 (10d10+50)
Fort +6, Ref +10, Will +10
Defensive Abilities all-around vision, enhanced durability 3, evasion, hardness 8; Immune construct traits

Offense
Speed 30 ft.
Melee 4 claws +14 (1d6+4, 18–20/×2)
Special Attacks mirror attacks, sneak attack +1d6
Spell-Like Abilities (CL 12th, concentration +14)
Constant—shield of faith, tongues
At will—make whole

Statistics
Str 18, Dex 18, Con –, Int 15, Wis 19, Cha 15
Base Atk +10; CMB +14; CMD 33
Feats Dirty Fighting, Combat Reflexes, Improved Initiative, Dodge, Wind Stance
Skills Perception +14, Sense Motive +14, Sleight Of Hand +14, Stealth +14
Language Aklo, Common; tongues

Enhanced Durability 3 (Ex) Schaart Of the Myrror Realm has +3 racial bonus to all of its saving throws, and gains 3 additional hit points per HD.

Mirror Attacks (Ex) Schaart Of The Myrror Realm has 5 feet of melee reach from any mirror or reflective surface within 30 feet that it can see, allowing it to make unexpected attacks at weird angles and flank opponents on its own.

Steal Reflection (Su) Schaart Of The Myrror Realm can steal pieces of reflection from living beings by capturing them in properly set mirrors. When the desired part of a person is being reflected in the mirror within line of sight of Schaart, the mirror has to be broken and the piece of reflection is captured (though it is possible that a different part than the one Schaart wanted to steal will be reflected because the angle was wrong). Target who was prepared for the event, warned, or has uncanny dodge, foresight or other ability that allows reacting when surprised can make a Reflex saving throw (DC 19) to avoid having part of its reflection stolen. A person who lost part of their reflection to this ability is slowly growing ill suffering 1d3 points of Charisma damage each day, until the curse is broken with break enchantment, remove curse, dispel chaos, or the piece of mirror containing the reflection is ground into dust. The saving throw is Dexterity-based.


Schaart Of The Myrror Realm is a fluke, an accident, a unique being formed in a disaster that involved a bunch of magic mirrors. Despite its singular nature, it does share desire of many other beings for companionship of other entities similar to itself, to assemble a new creature that would share its nature, an animate sapient composite mirror reflection. With that goal in mind, Schaart seeks to capture as many reflections as possible, hoping to combine the collected mirror images into its mate. Will it actually work, though?


2025-03-30

Fantasy NPC: Huntmaster Alvaris, Arranger Of Accidents

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Huntmaster Alvaris, Arranger Of Accidents

A dashing young man in the most fashionable hunting attire, with a devilishly charming smile and cold eyes of a dedicated hunter.

CR 8; 1,600 XP
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +9Senses darkvision 60 ft.Perception +20

Defense
AC 21, touch 18, flat-footed 21 (+3 armor, +5 Dex, +1 dodge, +2 insight)
hp 102 (12d10+36)
Fort +11, Ref +11, Will +11
Defensive Abilities alert hunter, stray arrow; DR 5/good and silver; Immune fire, poison; Resist acid 10, cold 10

Offense
Speed 30 ft.
Melee +2 animal bane spear +17/+12/+7 (1d8+5, ×3)
Ranged +2 animal bane composite longbow +19/+14/+9 (1d8+5, ×3) or +17/+17/+12/+7
Special Attacks feral amok, hunter is prey

Statistics
Str 16, Dex 20, Con 16, Int 15, Wis 17, Cha 15
Base Atk +12; CMB +15; CMD 33
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Bluff +17, Disguise +17, Knowledge (nature) +17, Knowledge (nobility) +17, Perception +20, Ride +20, Sense Motive +20, Survival +20
Language Celestial, Common, Infernal, Sylvan; telepathy 100 ft.
SQ change shape (alter self)

Notable Gear +2 wild padded armor (high quality hunting attire), +2 animal bane spear, +2 animal bane composite longbow

Alert Hunter (Su) Huntmaster Alvaris gains +2 insight bonus to AC, Perception, Sense Motive, and Survival checks. He can always act in the surprise turn, and doesn't lose his Dexterity bonus to AC when flat footed or against unseen attackers.

Feral Amok (Su) Huntmaster Alvaris can incite aggression in nearby animals, targeting one animal within 60 feet as a swift action, or any number of them as a standard action. Targeted domesticated animals become agitated for 1d4 rounds—horses attempt t0 throw off their riders, hunting dogs and raptors attack their handlers, and other domesticated animals might bolt and run, while wild animals attack in rage, gaining +4 morale bonus to Strength and Constitution and +2 morale bonus to Will saves. Animal companions, animal cohorts, and similar animals sharing special bond with their handlers can make a Will saving throw (DC 18) to avoid attacking their masters. Handlers and riders can try to retain control over their animals as a standard action by making Handle Animal or Ride check, as appropriate, against the same DC. This is an emotion compulsion effect.

Hunter Is Prey (Su) Huntmaster Alvaris can forcibly transform one touched animal or humanoid into a Small, Medium, or Large animal native to the region. This acts as polymorph, except it can affect unwilling target and lasts for 2d6 hours (Huntsman Alvaris can't dismiss it earlier, though it ends if he is killed or banished from the same plane). Affected target reads as animal to magic that detects animals (though true seeing reveals the victim's true form), and becomes vulnerable to animal bane weapon property. A successful Fortitude saving throw (DC 18) renders the target immune to this effect for 24 hours.

Stray Arrow (Su) As an immediate action, Huntmaster Alvaris can redirect a physical projectile aimed at a target within 60 feet (including himself) against another target within the same area. Critical hit multiplier of such redirected attack is increased by one.


Huntmaster Alvaris is a professional, specializing in arranging discreet hunting accidents. His services can be acquired for a favor or two (which he trades to devils in the area to push the infernal agenda), though he is always willing to accept a soul if someone is in hurry or bad at making such deals.

He loves his job and likes to play with and trick his victims, and can occasionally offer an extra casualty or two, free of charge. He doesn't like to finish the victim himself–seeing that as failure on his part—though he will do that if that will be necessary to fulfill the contract if other tricks and arrangements failed to complete the job.