2017-11-02

Space Monster: Liquid Darkness

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Liquid Darkness

This blob of absolute darkness slithers around extending its pseudopods.

CR 5; XP 1,600
N Large Ooze
Init +2; Senses blindsense (thermal and electromagnetic) 60 ft., sightless; Perception +0
Aura light absorption (30 ft.)

Defense
HP 70
EAC 17; KAC 19
Fort +9; Ref +5; Will +2
Defensive Abilities energetic attraction, fast healing 5; DR 5/—; Immunities disease, ooze immunities, poison; Resistances acid 10, cold 10

Offense
Speed 30 ft., climb 30 ft.
Melee cold plasma +14 (1d6+8 C & E, critical stagger, DC 15)
Space 10 ft.; Reach 10 ft.

Statistics
Str +3; Dex +2, Con +5, Int —Wis +0, Cha –5
Skills Stealth +15
Other Abilities compression, mindless, no breath

Ecology
Environment barren planets and planetoids
Organization solitary

Special Abilities

Cold Plasma (Ex) Touch of liquid darkness saps heat and ionizes at the same time, targeting EAC and dealing cold and electricity damage.

Energetic Attraction (Ex) Whenever a liquid darkness is hit by an attack or effect that deals electricity or fire damage, it immediately moves up to 15 feet in the direction of the source of attack. If the attack has no clear source, comes from within the liquid darkness's space, or directly from above and beyond  (such as grenade exploding in the middle, mine bursting from underneath, or shadowy fleet bombarding from the above), the liquid darkness lashes around making an attack against each creature within its reach.

Light Absorption Aura (Ex) A liquid darkness mere presence distorts and consumes visible light, reducing the illumination level by one step.


Liquid darkness is living, oozing lifeform made mostly of condensed exotic matter, living in temperatures that are deadly cold to more mundane creatures. It shows no signs of intelligence, reacting to stimuli only in the most basic ways, particularly being attracted to sources of heat, electricity, and electromagnetic radiation, on which it apparently feeds.

2017-11-01

Space Monster: Radwraith

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Radwraith

This translucent shape of indistinct, massively burned humanoid glows with a intense blue luminescence.

CR 4; XP 1,200
CE Medium Undead (incorporeal)
Init +5; Senses blindsense (life) 60 ft., darkvision 60 ft.; Perception +15
Aura radiation (30 ft., DC 15)

Defense
HP 43
EAC 16; KAC 16
Fort +3; Ref +3; Will +7
Defensive Abilities incorporeal; Immunities undead immunities

Offense
Speed fly 30 ft. (perfect)
Melee irradiated touch +8 (radiation, DC 15)

Statistics
Str —; Dex +5, Con —, Int +0Wis +1, Cha +3
Skills Acrobatics +10, Mysticism +15, Perception +15
Languages Common
Other Abilities unliving

Ecology
Environment ruins and starship wrecks
Organization solitary or pair

Special Abilities

Irradiated Touch (Su) A radwraith touch targets EAC delivering a dose of radiation (Fort DC 15).

Radiation (Su) Radiation generated by radwraith is considered sever in level, affecting creatures wearing environmental armors, except those with special qualities and upgrades designated to shield from stronger radiation sources.

Radiation Aura (Su) A radwraith aura of radiation increases light level by one step.


Radwraiths are restless spirits of humanoids that died to intense radiation, knowing what is happening to them. Now they haunt the surroundings of their demise, often long after the lethal levels of radiation dissipated. Radwraiths exist in state of constant torment, experiencing the agony of massive organ failure over and over again, mad of pain, fear, and realization of their grisly fate.

2017-10-31

Space Monster: Geckodillo

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Geckodillo

Body of this eight-legged, lizard-like creature is covered with heavy bony plates, and its round head is adorned with multiple bulbous eyes.

CR 3; XP 800
N Large Animal
Init +1; Senses low-light vision; Perception +5

Defense
HP 40
EAC 13; KAC 17
Fort +7; Ref +7; Will +2
Defensive Abilities unflankable

Offense
Speed 30 ft., climb 30 ft.
Melee bite +11 (1d6+7 P), tail slam +11 (1d6+7 B), tongue +11 (grab and pull)
Space 10 ft.; Reach 5 ft. (15 ft. with tongue)

Statistics
Str +4; Dex +1, Con +2, Int –5, Wis +0, Cha +0
Skills Acrobatics +8, Athletics +13, Stealth +8
Other Abilities adhesive padding, hibernate, oxygen reserve

Ecology
Environment warm deserts and mountains
Organization solitary or pair

Special Abilities

Adhesive Padding (Ex) Geckodillos pads have excellent adhesive properties on flat surfaces, allowing them to support their weight while hanging from vertical surfaces, or even cling to hull of a starting spaceship.

Grab And Pull (Ex) When a geckodillo makes a successful attack with it tongue against a Small or smaller creature, it grabs the target and pulls it 5 feet closer to itself. For every 5 points the attack roll exceeds the target's KAC, it can pull the target additional 5 feet closer to itself.

Hibernate (Ex) A geckodillo can suspend its life functions for days or weeks if need be, even going so far, as surviving space travel while adhering to an outer hull of a small starship.

Oxygen Reserve (Ex) A geckodillo can refrain from breathing for up to one hour while remaining active. It usually enters hibernation after half an hour without oxygen.


Geckodillos resemble large, armored reptilians with multiple limbs and multiple eyes. Their bony plating can withstand kinetic weapons and their adhesive pads let them climb over most surfaces, including occasionally attaching themselves to a small ship. A number of geckodillos managed to somehow survive trip from their homeworld to other planets, spreading as oversized pests across the galaxy.

2017-10-30

Space Monster: Ambulatory Cactusoid

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Ambulatory Cactusoid

A green, thorn-covered barrel forms a body of this creature moving on multiple short roots.

CR 2; XP 600
N Small Plant
Init +1; Senses blindsight (life) 60 ft., low-light vision; Perception +7

Defense
HP 25
EAC 13; KAC 15
Fort +6; Ref +4; Will +1
Defensive Abilities integrated weapons; DR 5/piercing; Immunities plant immunities; Resistances cold 5, fire 5

Offense
Speed 10 ft.
Melee slam +7 (1d6+4 B & P)
Ranged thorns +10 (1d6+2 P; critical bleed 1d6)
Multiattack 3 thorns +4 (1d6+2 P; critical bleed 1d6)
Offensive Abilities spores

Statistics
Str +2; Dex +1, Con +4, Int —, Wis +0, Cha +0
Skills Perception +7, Stealth +7

Ecology
Environment warm deserts
Organization solitary, pair or patch (3—50)

Special Abilities

Spores (Ex) Ambulatory cactusoid's thorns contain its spores. When a living, corporeal creature with a fleshy tissues that was harmed by a cactusoid's thorn dies, the spores sprout and consume the body within the next 1d4 days giving rise to one or more young cactusoids (1 for Tiny creature, 1d3 for Small, 2d4 for Medium, doubled for each size category above Medium). The thorns can be removed with a Medicine check (DC 15) within the first hour, later a remove affliction spell cleans the affected creature of the spores.

Thorns (Ex) Ambulatory cactusoid's thorns are natural weapon with a range increment of 50 ft. A cactusoid can fire up to 120 thorns every day.


Ambulatory cactusoids are motile plants from a desert planet that were spread across the galaxy by careless explorers. They are quite hardy, capable of surviving in moderately hot and cold environments alike and they use their ability to sense living creatures to hunt them—notably they prefer to attack as many targets as possible instead of focusing on single prey. Their thorns spread their spores, while decaying corpses of killed creatures act as a suitable fertilizer.

2017-10-29

Space Monster: Cannon Fodder Robot

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Robot, Cannon Fodder

A slender, skeleton-like robot. Its head is merely a small bulge on the top of its torso.

CR 1/3; XP 135
LN Medium Construct (technological)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +3

Defense
HP 6
EAC 10; KAC 12
Fort +1; Ref +1; Will +0
Defensive Abilities integrated weapons; Immunities construct immunities
Weakness vulnerable to critical hits, vulnerable to electricity

Offense
Speed 20 ft.
Melee integrated blade +1 (1d4+1 S)
Ranged integrated laser +4 (1d4 F, 50 ft. range increment, critical burn 1d4)

Statistics
Str +1; Dex +3, Con —, Int –2, Wis +0, Cha +0
Skills Acrobatics +3, Athletics +7, Perception +3
Languages Common; comm receiver
Other Abilities micro-reactor, package folding, unliving

Ecology
Environment any
Organization solitary, pair or patrol (3—12)

Special Abilities

Comm Receiver (Ex) Cannon fodder robots have builtin communication receive antenna, which allows them to receive communication from comm transceivers, comm devices, and creatures with shortwave special ability, but not initiate it themselves.

Micro-Reactor (Ex) Cannon fodder robots are powered from a micr-reactor that provides enough energy to keep them running and power their integrated laser, though it's too fragile to be salvaged.

Package Folding (Ex) Cannon fodder robots can fold themselves into an inert, easily portable form or unfold into a fully operational state by taking two full actions. Cannon fodder robot in folded form has bulk value of 15 (18 for cannon fodder manager).

Robot, Cannon Fodder (Advanced)

A slender, skeleton-like robot. Its head is merely a small bulge on the top of its torso.

CR 1/2; XP 200
LN Medium Construct (technological)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +4

Defense
HP 13
EAC 10; KAC 12
Fort +2; Ref +2; Will +0
Defensive Abilities integrated weapons; Immunities construct immunities
Weakness vulnerable to critical hits, vulnerable to electricity

Offense
Speed 20 ft.
Melee integrated blade +3 (1d4+2 S)
Ranged integrated laser +6 (1d4 F, 50 ft. range increment, critical burn 1d4)

Statistics
Str +2; Dex +3, Con —, Int –2, Wis +0, Cha +0
Skills Acrobatics +4, Athletics +9, Perception +4
Languages Common; comm receiver
Other Abilities micro-reactor, unliving

Ecology
Environment any
Organization solitary, pair or patrol (3—12)

Robot, Cannon Fodder (Manager)

A slender, skeleton-like robot with a hunchback-like structure. Its head is merely a small bulge on the top of its torso.

CR 1; XP 400
LN Medium Construct (technological)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5

Defense
HP 20
EAC 11; KAC 13
Fort +3; Ref +3; Will +1
Defensive Abilities integrated weapons; Immunities construct immunities
Weakness vulnerable to critical hits, vulnerable to electricity

Offense
Speed 20 ft.
Melee integrated blade +5 (1d4+3 S)
Ranged integrated laser +8 (1d4+1 F, 50 ft. range increment, critical burn 1d4)
Statistics
Str +2; Dex +4, Con —, Int –1, Wis +0, Cha +0
Skills Acrobatics +5, Athletics +10, Perception +5
Languages Common; comm transceiver
Other Abilities micro-reactor, unliving

Ecology
Environment any
Organization solitary, pair or patrol (3—12), often accompanied by 2 or more lesser cannon fodder robots

Special Abilities

Comm Transceiver (Ex) Cannon fodder managers have built-in communication  antenna, which allows them to communicate with other cannon fodder robots and communication devices within 100 feet.


Cannon fodder robots are cheap and mass-produced combat force, easily destroyed but also easily replaced—they can be easily fielded by thousands, assembled in low-grade robot factories and transported in bulk haulers. They are often assigned role of security guards, militia substitute, or expendable patrol forces.

2017-10-22

Space Monster: Astrogator Kyton

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Kyton, Astrogator

A gaunt figure in a torn spacesuit with a gaping hole in the chest revealing missing sternum and tangle of cables extending from a cube floating where a heart should be.

CR 10; XP 9,600
LE Medium Outsider (evil, extraplanar, kyton, lawful)
Init +3; Senses darkvision 60 ft.; Perception +19

Defense
HP 150
EAC 23; KAC 24
Fort +9; Ref +11; Will +13
Defensive Abilities regeneration 5 (good or silver); DR 10/good and silver; Immunities cold, radiation, vacuum; SR 21

Offense
Speed 30 ft., fly 30 ft. (Su, good, environments with micro-g, zero-g or artificial gravity only)
Melee ultrathin knife +20 (3d4+12 S) or cable tentacle +20 (1d10+12 B & E)
Multiattack 3 cable tentacles +14 (1d10+12 B & E)
Ranged yellow star plasma rifle +20 (2d10 E & F, critical burn 1d8)
Spell-Like Abilities (CL 10th)
1/day—interplanetary teleport (self plus 10 bulk of objects only), life bubble
Offensive Abilities hijack ship, twist ship

Statistics
Str +2; Dex +3, Con +2, Int +8, Wis +2, Cha +5
Skills Bluff +19, Computers +24, Disguise +19, Engineering +24, Medicine +19, Perception +19, Piloting +24
Languages Abyssal, Aklo, Common, Drow, Infernal
Other Abilities change shape, no breath

Ecology
Environment any
Organization solitary

Special Abilities

Hijack Ship (Su) Astrogator kytons can connect to the ship systems from anywhere inside the ship itself, as long as they can simply touch the nearest cable, circuitry, or system that is connected to the rest of the ship. Each day an astrogator kyton stays on the ship, it can make a Computer checks to hack the vessel's systems while ignoring countermeasures not specifically designed to deal with supernatural intruders. Each success grants the astrogator kyton root access to one of the ship's main systems (sensors, security, communications, shields, one weapon arc, one expansion module). After hacking any three systems, an astrogator kyton can hack standard engines, and after hacking seven system (or all of them if there is less than seven systems installed), the drift engine.

Twist Ship (Su) When a vessel hijacked by an astrogator kyton is within the Drift, the kyton can make the ship do things physically impossible—have the cables animate and entangle crew, pipes release coolants and noxious fumes without being pierced, corridors lead to unconnected areas of the ship, and so on. An astrogator kyton can make the vessel do one of the following tasks as a standard action, or up to three of the following tasks with a full action: make a +14 kinetic attack with a piece of its internal equipment dealing 2d10 points of bludgeoning, piercing, or slashing damage; make a +14 energy attack with a piece of its internal equipment dealing 2d8 points of acid, cold, electricity, or fire damage; make a combat maneuver with a +18 bonus; make a single door lead to a different corridor/room for 1 round. Each time the astrogator kyton uses this ability, there are visible changes to the corridors leading between the affected region and the kyton's location. The kyton must familiarize oneself with the area of the ship before being able to produce any of those effects there, and the affected area must be connected to the kyton's location for this ability to work.


Astrogator kytons are exploiting isolation provided by a traveling spaceship to bring their revelation of pain and torment to unenlightened mortals. They sometimes join the crews pretending to be mechanics, pilots, or science officers, board the ships as travelers, or pose as castaways to infiltrate and hijack spacefaring vessels. Once they control majority of the ship's systems, they unleash their malice on the crew while within the Drift, trapping the ship and torturing the survivors. They usually let the ship leave the Drift with a final survivor or two after they are done, protected with life bubble if the vessel's life support systems were damaged.

2017-10-15

Monster: Gorgoneia

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Gorgoneia

A giant monstrous head floats in the air, with snakes for hairs, big glowing eyes, and a fanged maw twisted in a vicious snarl.


CR 16
; XP 76,800
CE Large Aberration
Init +10; Senses blindsight 30 ft., darkvision 120 ft., low-light vision; Perception +42

Defense

AC 31, touch 15, flat-footed 25 (+6 Dex, +16 natural, –1 size)
hp 252 (24d8+144); warding stones
Fort +14, Ref +14, Will +19
Defensive Abilities all-around vision, immortal, petrifying spell resistance; DR 10/—; Immune disease, fear, paralysis, petrification; Resist acid 10, cold 10, electricity 10, fire 10; SR 27

Offense
Speed 5 ft., fly 20 ft. (perfect)
Melee bite +25 (2d6+8/19–20/×3), 8 snake heads +20 (1d4+4 plus poison)
Space 10 ft.; Reach 5 ft. (10 ft, with snake heads)
Special Attacks petrifying gaze, stone-biter
Spell-Like Abilities (CL 24th, concentration +26)
At will—animate objects (petrified creatures only)
3/day—quickened animate objects (petrified creatures only)

Statistics
Str 26, Dex 22, Con 22, Int 15, Wis 21, Cha 15
Base Atk +18; CMB +27; CMD 49 (can't be tripped)
Feats Alertness, Combat Reflexes, Defensive Combat Training, Diehard, Endurance, Flyby Attack, Improved Critical (bite), Improved Initiative, Iron Will, Quicken Spell-Like Ability (animate objects), Skill Focus (Perception), Skill Focus (Sense Motive)
Skills Fly +39, Intimidate +29, Knowledge (dungeoneering) +29, Perception +42, Sense Motive +39, Spellcraft +29
Languages Aklo, Celestial, Common, Sylvan

Ecology
Environment ruins and underground
Organization single
Treasure standard

Special Abilities


Immortal (Ex) Gorgoneias don't age and don't require food or water.

Petrifying Gaze (Su) Creatures with 12 or more HD suffer 1d4 points of Dex drain, creatures with less than 12 HD and those reduced to 0 Dexterity turn to stone permanently, 60 ft., Fortitude DC 24 negates. The save DC is Charisma-based.

Petrifying Spell Resistance (Su) Whenever spells fail to penetrate a gorgoneia's Spell Resistance, their casters suffer Dexterity drain equal to the level of the spell and become turned to stone if the drain reduces their Dexterity score to 0.

Poison (Su) Snake head—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d3 Dex drain; cure 1 save. Creatures reduced to 0 Dexterity turn to stone permanently. The save DC is Charisma-based.

Stone-biter (Ex and Su) A gorgoneia's natural attacks are treated as adamantine and magic. Its main bite attack has a ×3 critical damage multiplier.

Warding Stones (Su) Creatures turned to stone by a gorgoneia are marked with a glyph that binds them to that particular creature. Each gorgoneia gains regeneration ability with value equal to the number of her bound statues within 60 feet of her (to a maximum of 12), as long as there is line of effect between them. The glyph visibly pulsates with dark red glow when the gorgoneia heals and can be destroyed by beheading or shattering the face of the statue, though it will kill the creature if turned back to flesh.



Gorgoneias are terrifying monsters that can slowly petrify their victims with their hideous visages and the venom of their snake-hair. They were created by an ancient divine curse as guardians of unholy places with the power to make a lasting example out of intruders—by turning trespassers into stone decorations of their lairs. Gorgoneias are ageless beings, nearly immortal, though they can be killed by direct violence.

Gorgoneias sometimes entertain themselves by animating their petrified victims and rearranging them into new positions. They also spread their victims across their lairs to benefit from their warding stones ability. They are rarely willing to parley, being filled with hate toward mortals and deities alike.

Occasionally, a gorgoneia is accompanied by a group of blind morlocks, or other creatures immune to her deathly gaze, sometimes worshiped as a dark deity, sometimes merely a leader of the assorted guardians of an unholy place.