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Dragontoad
An enormous toad with a hide covered with warts and scales and a pair of grotesquely clumsy wings.
CR 4; XP 1,200
N Medium Dragon
Init +1; Senses darkvision 60 ft., low-light vision; Perception +9
Defense
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 42 (4d12+16)
Fort +7, Ref +7, Will +6
Immunities paralysis, sleep; Resistance acid 10, fire 10
Offense
Speed 20 ft., swim 30 ft.
Melee bite +8 (2d6+8/×3 plus grab)
Ranged caustic spit +5 touch (2d4 acid, 2d4 fire, and entangle)
Special Attacks mighty jaws
Statistics
Str 18, Dex 12, Con 16, Int 5, Wis 15, Cha 11
Base Atk +4; CMB +8 (+12 grapple); CMD 19
Feats Lightning Reflexes, Toughness
Skills Acrobatics +5 (+35 to jump), Perception +9, Stealth +8 (+12 in marshes and swamps); Racial Modifiers +30 Acrobatics when jumping, +4 Stealth in marshes and swamps
Languages Draconic
SQ hold breath, vestigial wings
Ecology
Environment warm swamps and marshes
Organization single or pair
Treasure standard
Special Abilities
Caustic Spit (Ex) A dragontoad can spit a glop of corrosive slime that burst with fire a moment later, dealing 2d4 points of acid damage and 2d4 points of fire damage to a creature within 30 feet on a successful ranged touch attack. A creature struck has to make a Reflex saving throw (DC 15) or becomes entangled with the sticky goo, suffering the damage each round for the next 1d4+1 rounds. The creature can take a full round action to attempt to free itself by making a successful Reflex saving throw, Escape Artist, or Strength check (DC 15). A dragon toad can use her caustic spit every 1d3 rounds. The saving throw DC is Constitution-based.
Mighty Jaws (Ex) A dragontoad powerful jaws add twice the creature's Strength bonus to damage inflicted and inflict triple damage on a confirmed critical hit.
Vestigial Wings (Ex) A dragontoad is always treated as if it had a running start when jumping and never suffers falling damage as long as it is conscious and capable of taking actions.
Dragontoads are draconic creatures that cross the line between reptiles and amphibians, a barely sapient, primal branch of dragonkind, or so it is speculated, though a stories of a a progeny of a dragon turned into a toad surface from time to time. Dragontoads don't seem to care anyway.
Variants:
Greater dragontoads (CR 5) have giant simple template, more functional wings giving them flying speed of 40 ft. with clumsy maneuverability, and more caustic spit dealing 2d6 points of acid and 2d6 points of fire damage per round.
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The Queen In Ruby With The Emerald Eyes
A short but shapely woman, with raven-black hair. Her body is completely covered in a translucent ruby shell, except for a white mask that conceals her face.
CR 7; XP 3,200
CN Medium Fey
Init +6; Senses low-light vision; Perception +25
Defense
AC 20, touch 16, flat-footed 18 (+4 armor, +4 deflection, +2 Dex)
hp 88 (16d6+32)
Fort +7, Ref +10, Will +10
Defensive Abilities mistress of the palace, ruby raiment; Immune charm, emotion, pain; SR 18
Offense
Speed 30 ft.
Melee touch of red glass +8 melee touch (2d6 bleed)
Spell-Like Abilities (CL 16th, concentration +20)
At Will—command (DC 15), dancing lights, dispel magic, glitterdust (DC 16), light, magic missile, prestidigitation, word of recall (her palace)
3/day—quickened command (DC 15), quickened dispel magic, quickened glitterdust (DC 16), maximized magic missile
Statistics
Str 10, Dex 14, Con 14, Int 16, Wis 14, Cha 18
Base Atk +8; CMB +8; CMD 32
Feats Alertness, Defensive Combat Training, Improved Initiative, Maximize Spell-Like Ability (magic missile), Quicken Spell-Like Ability (command), Quicken Spell-Like Ability (dispel magic), Quicken Spell-Like Ability (glitterdust), Skill Focus (Spellcraft)
Skills Bluff +23, Diplomacy +23, Knowledge (arcana) +19, Knowledge (nature) +22, Knowledge (nobility) +19, Knowledge (planes) +19, Perception +25, Sense Motive +25, Spellcraft +25
Language Aklo, Celestial, Common, Draconic, Giant, Sylvan
SQ mistress of the rituals
Mistress Of The Palace (Ex and Su) The Queen In Ruby existence is bound to her palace. If she is reduced below 0 hit points, her ruby raiment explodes as her body and the palace discorporate and reform elsewhere in the Otherworld in 1d10 days. The only way to destroy her is to anchor her palace to its current location with potent magic, such as obscure occult ritual, or wish, preventing its discorporation on her demise. The Queen always knows her way around her palace, even after it was reshaped, and the location of her courtiers, kalophages, and her Champion within its borders. She can command food and drink to appear on tables spread around the palace and doors to open and close as she wishes. The palace keeps itself modestly clean of filth and sewage, though other services have to be performed by her courtiers.
Mistress Of The Rituals (Ex) The Queen In Ruby has hoarded and mastered many occult rituals. She has +4 bonus to skill checks while performing occult rituals due to her caster level. Her palace is a nexus for a 6th level ley line, giving her another +3 bonus while performing occult rituals if she spends three extra hours to tap its power. She is known to be able to create more kalophages, send creatures to the material plane from her palace, reshape and move her palace to different locations in the Otherworld unclaimed by other fey lords and ladies, house spirits of dead mortals within bodies of her courtiers, and turn oaths and pacts into magically binding compulsions. She certainly can invoke other grand magics with her rituals.
Ruby Raiment (Sp) The Queen In Ruby is covered in a constant mage armor effect that takes the form of a ruby sheath over her body. If ruby raiment is dispelled, disjoined or otherwise suppressed, it shatters into a rain of ruby shards bestowing vulnerability to force for 24 hours to anyone within 30 feet and the Queen herself reverts to her true, incorporeal form, gaining incorporeal defensive quality and incorporeal subtype until the raiment reforms (which takes 1d4+1 rounds normally, unless suppressed with a longer lasting effect).
Touch Of Red Glass (Su) The Queen's touch can open wounds that turn flowing blood into shards of red glass inflicting 2d6 points of bleed damage per round. As long as the bleed effect persist, the victim's moving speed is halved. A creature dropped to 0 or less hit points by this bleeding becomes trapped in a column of red glass, paralyzed but conscious and stable if the damage didn't kill it. The trapped creature does not need to breathe, eat, or drink, and doesn't age. Freeing the creature requires break enchantment (DC 18), dispel magic (DC 18), freedom, shatter, or stone to flesh effect, or breaking the column by inflicting 10 points of damage, but the trapped victim takes the same damage. Once freed, the victim returns to dying condition, depending on its current hit points.
The Queen In Ruby With The Emerald Eyes is the mistress of a palace hidden somewhere in the Otherworld. She commands unquestioning loyalty of her Champion, capricious services of kalophages, and keeps vessels of kalophages' victims as her pliant courtiers.
She is callous and uncaring towards anyone, desiring love and companionship but offering none in return, occasionally keeping a mortal retainer or two before she lets her kalophages feed on them and make them join the rank of her listless courtiers.
Essentially, she is an intangible spirit wearing a ruby shell, incapable of mortal intimacy and mortal feelings, with only limited understanding of either. Her existence is one of mimicry of courtly custom twisted by her inhuman nature. Additionally, unlike many other fey lords and ladies, her own powers are very limited, relying instead on tapping the source of her own existence indirectly, through exquisite and obscure rituals.
A few scholars of the Otherworld implied that she might be an impostor or an usurper, not a true fey lady, who hijacked the powers of the palace with occult rituals. None of those who dared to say it in her presence are still around to confirm, rescind, or amend their opinions.
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The Champion In Ruby With The Emerald Blade
A tall figure in a full crimson plate, adorned with intricate etchings and ruby spikes. His leg plates and helmet are strangely shaped, as if his legs were not human, and his brow adorned with horns. He wields a glaive shaped from a piece of emerald.
CR 4; XP 1,200
Male faerzon andal steelblood bloodrager 5 (Verdant bloodline)
LE Medium Fey
Init +2; Senses low-light vision; Perception +10
Defense
AC 22, touch 12 (10 in bloodrage), flat-footed 20 (+10 armor, +2 Dex); +1 AC against charge
hp 37 (5d10+5); fast healing 2 while bloodraging
Fort +6, Ref +4, Will +4; +1 to Reflex against trample, +4 against fear, charm, and compulsion effects
Defensive Abilities blood sanctuary, ferocity, inured to elements, ivory death
Offense
Speed 25 ft.; runs at three times the speed
Melee emerald blade +10 (1d10+7/×3) or +1 armor spikes +10 (1d6+5)
Special Attacks bloodrage (19 rounds/day, +4 Str, +4 Con, +2 Will, verdant growth, oaken skin), indomitable stance (+1 to attack and damage against charging creatures)
Bloodrager Spells (CL 5th; concentration +7)
1st (2/day)—expeditious retreat (45 ft. due to armor), mount, shield
Spell-Like Abilities (CL 15th, concentration +17)
1/day—sending (only to contact The Queen In Ruby), word of recall (only to return to the palace of the Queen)
Statistics
Str 18, Dex 14, Con 12, Int 10, Wis 10, Cha 15
Base Atk +5; CMB +10; CMD 21 (22 against overrun)
Feats Eschew MaterialsB, Extra Rage, Iron Will, Power Attack
Skills Intimidate +10, Knowledge (nobility) +5, Perception +10, Spellcraft +5; Racial Modifiers +2 Perception
Language Common, Sylvan
SQ blood casting
Notable Gear cloak of resistance +1, +1 spiked +1 full plate armor, emerald blade, potion of lesser restoration
Emerald Blade carried by The Champion In Ruby is a +1 glaive that appears to be carved out of piece of emerald, glowing with a green luminescence. Its strike deplete brooch of shielding (or a similar protections absorbing magic missile damage) by the amount equal to the damage inflicted and suppress immunity to magic missiles provided by shield spell and similar effects for 1 round, both for the target and the wielder of the blade.
Eternal Devotion (Ex) The Champion In Ruby serves his Queen exclusively, gaining +4 bonus to saving throws against non-harmless fear, charm, and compulsion effects. He also gains ferocity universal monster rule. He can maintain his bloodrage while defending his Queen without expending daily rounds of bloodrage. He can enter bloodrage while seeing his Queen being attacked even when fatigued or exhausted, suppressing either condition for as long as she is attacked.
Inured To Elements (Ex) Faerzon andal fey nature makes them much more resistant to heat and cold than most mortals, granting them range of protection against temperatures similar to endure elements spell.
Ivory Death (Ex) Dying faerzon andal slowly transform into an ivory-like statues, gaining hardness equal to the absolute value of their negative hit points.
The Champion In Ruby With The Emerald Blade is the most loyal servant of The Queen In Ruby With The Eyes Of Emerald, her marshal, her castellan, and her guardian. He is bound to her by inviolable oaths tempered with the name he forsake when he entered her services.
He despises kalophages and he has nothing but cold disdain for the shells of their victims they bring to fill the ranks of the Queen's courtiers for the dedication of the later is false, brought by predations of the former. A mere suggestion that his servitude to the Queen might not differ much is sure way to provoke his rage and incite him into pursuing the offender relentlessly until either one of them dies. Only a direct order from the Queen could pause such vendetta, though it's uncertain if even she could order the Champion to forgive the offender.
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Kalophage
A slender androgynous figure with pointed ears, smooth skin and nearly featureless face that lacks mouth.
CR 3; XP 800
CN Medium Fey
Init +8; Senses low-light vision; Perception +12
Defense
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 27 (5d6+10)
Fort +3, Ref +8, Will +6
DR 5/cold iron
Offense
Speed 30 ft., climb 30 ft.
Melee 2 slams +5 (1d4+3 plus grab)
Special Attacks sap personality, wordless charm
Statistics
Str 16, Dex 18, Con 14, Int 11, Wis 15, Cha 15
Base Atk +2; CMB +5 (+9 grapple); CMD 22
Feats Alertness, Defensive Combat Training, Improved Initiative
Skills Acrobatics +12, Bluff +10, Climb +19, Perception +12, Sense Motive +12, Stealth +12
Languages understand Aklo, Common, Sylvan
Ecology
Environment forest or urban
Organization single, pair, or a krewe (3–7)
Treasure standard
Special Abilities
Sap Personality (Su) Kalophages drain confidence and individuality from mortal victims. At the end of each round a kalophage maintained pin on its victim, or holds a willing victim in its arms, the victim suffers 1d4 points of Charisma damage. A creature whose Charisma damage exceeds Charisma score becomes listless shell of oneself, superficially attractive, with a perfectly smooth skin, but devoid of will and sense of self, following simple requests from others, though unable to perform any actions that would require initiative or personal choices.
Wordless Charm (Sp) Once per day, a kalophage can attempt to charm a single humanoid (Will DC 14 negates and renders the target immune to further attempts made by the same kalophage forever) making it believe the kalophage to be its sole friend and instilling a sense of distrust toward everyone except the kalophage and its krewe. The charm lasts until dispelled or removed by feeding the victim an infusion of fey-repelling herbs and cold iron shavings, or keeping the victim within a circle of cold iron for 24 hours. This is an equivalent of a 2nd level spell. A kalophage can have single victim charmed in this way at any one time.
Kalophages are callous fey that feed on doubts and self-loathing of lone mortals, turning them into puppets for their mistress, The Queen In Ruby With The Emerald Eyes. Their favored victims are people who are attractive but lack confidence, pushing them deeper into embrace of soul-crushing apathy. Kalophages that rendered their victims fully docile are allowed to return to their mistress palace, where their victims join the ranks of The Queen's courtiers and the kalophages continue to feed on the victims' personalities keeping them submissive and obedient.
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Big Eater
An enormous, eyeless, fur-covered orb, with wide maw, large, spike covered tongue, and two long tentacles extending from its mouth.
CR 11; XP 12,800
NE Huge Aberration
Init +7; Senses blindsight 60 ft., scent; Perception +23
Defense
AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)
hp 152 (16d8+80)
Fort +10, Ref +10, Will +14
Defensive Abilities eat magic, razor fur; DR 10/—; Immune disease, fear, poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 22
Weakness blindness
Offense
Speed fly 20 ft. (perfect)
Melee 2 tentacles +19 (1d8+8/19–20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (1d8+8), disgorged destruction, grabbing tentacles, hungry maw
Statistics
Str 26, Dex 16, Con 20, Int 13, Wis 18, Cha 13
Base Atk +12; CMB +22 (+24 bull rush, +26 grapple); CMD 39
Feats Defensive Combat Training, Flyby Attack, Improved Bull Rush, Improved Critical (tentacle), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (tentacle)
Skills Fly +26, Intimidate +20, Knowledge (arcana) +20, Perception +23, Spellcraft +20
Languages Aklo; telepathy 100 ft.
Ecology
Environment underground
Organization single, pair, or a feast (3 or 6)
Treasure standard
Special Abilities
Eat Magic (Su) When a spell or spell-like ability fails to penetrate a big eater's Spell Resistance, the big eater gains 5 temporary hit points per level of the spell. Temporary hit points gained from eating magic or digesting living beings with their hungry maw ability last for 1 hour or until depleted or used to power their disgorged destruction ability.
Disgorged Destruction (Su) A big eater can unleash a beam of raw force as a standard action, expending the energy it gained from spells and digested creatures. Using this ability consumes all the temporary hit points the big eater currently has and deals an equal amount of force damage within a 60 feet line. Creatures caught within the beam who succeed a Reflex saving throw (DC 23) suffer half the damage instead. The saving throw DC is Constitution-based.
Grabbing Tentacles (Ex) A big eater's tentacles are very efficient at grabbing, pinning, and moving the victims into the creature's maw. A big eater that grapples one or two Large or smaller creatures with its tentacles, can maintain a grapple with one of the tentacles as a swift action and attack or maintain grapple with the other tentacle as a standard action without –20 penalty to its CMB.
Hungry Maw (Ex) When a big eater successfully pins a creature one or more size categories smaller than itself that it grappled with a tentacle, it can pull the victim inside its huge maw. Hungry maw is filled with a spiky teeth and a large tongue that can hold the victims in place while it is digested. A creature can escape the hungry maw by breaking from the pinned condition. Each round the creature stays trapped within the hungry maw, it suffers 1d4 points of ability drain to all its ability scores and the big eater gains 1d4 × 5 temporary hit points. When any of the ability scores is reduced to 0, the victim is completely digested. A big eater can hold single Large, two Medium, four Small, or eight Tiny creatures within its stomach.
Razor Fur (Ex) The seemingly soft fur of a big eater is really vicious tangle of razor sharp, semi-animate tendrils that deal 2d6 points of slashing damage to anyone striking a big eater with an unarmed strike, natural weapon or melee touch attack, or attempting or maintaining a grapple against one.
Big eaters are voracious aberrations that are mostly interested in eating, preferably sapient beings, though they are not terribly picky. They are intelligent enough to be reasoned with, though they are hard to negotiate with unless one can offer them morsel more attractive than oneself. Differences in tastes and preferences for certain flavors over others seem to be a main distinguishing factor of their individual personalities, though once their hunger is satiated (a no small feat, and not something than lasts for more than an hour or so), they show signs of interests beyond feeding.
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Malakuma
A dried corpse wearing resplendent robes and a golden circlet on its shriveled brow.
CR 13; XP 25,600
LE Medium Undead
Init +8; Senses darkvision 60 ft.; Perception +25
Defense
AC 28, touch 20, flat-footed 24 (+6 deflection, +4 Dex, +8 natural)
hp 184 (16d8+112)
Fort +11, Ref +15, Will +18
Defensive Abilities channel resistance +4, regal grace, rejuvenation; DR 10/chaotic and silver; Immune undead traits
Offense
Speed 30 ft.
Melee 2 claws +19 (1d8+6 plus 1d4 Cha damage) or brass axe +21/+16/+11 (2d6+9/19–20/×3) and claw +14 (1d8+3 plus 1d4 Cha damage)
Ranged brass bow +20/+15/+10 (2d6+9/×3)
Special Attacks charisma damage
Spell-Like Abilities (CL 16th; concentration +22)
1/day—dominate person (DC 21), quickened bestow curse (DC 20), quickened fear (DC 20), remove curse, word of recall (own tomb)
1/month—weather control
1/year—bless plants or diminish plants
Statistics
Str 22, Dex 18, Con —, Int 19, Wis 15, Cha 22
Base Atk +12; CMB +18; CMD 38
Feats Alertness, Combat Reflexes, Improved Initiative, Quicken Spell-Like Ability (bestow curse), Quicken Spell-Like Ability (fear), Toughness, Weapon Focus (claw), Weapon Focus (longbow)
Skills Diplomacy +25, Intimidate +25, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nobility) +20, Knowledge (religion) +23, Perception +25, Sense Motive +25
Languages Common, Infernal, four other local languages
SQ royal offerings, royal way
Ecology
Environment urban and ruins
Organization single, pair, or a dynasty (3—12)
Treasure double standard
Special Abilities
Brass Weapons (Su) A malakuma can create axe or bow made of brass as a swift action. Either is a +3 weapon that deals damage as if was wielded by creature one size category larger, and crumbles to nothingness one round after leaving the malakuma's grasp. The axe has keen weapon property while the bow also is treated as adaptive composite bow.
Charisma Damage (Su) Malakauma's claws cause 1d4 points of Charisma damage per hit. Malakuma can also cause 1d4 Charisma damage with a melee touch attack. When Charisma damage inflicted by malakuma exceeds a humanoid's Charisma score, that humanoid dies and rises 1d4 rounds later as a wight in the service of malakuma. Members of royal families become Advanced wights. Malakuma can typically control up to 64 HD of wights.
Regal Grace (Su) Malakumas gain bonus to saving throws and deflection bonus to AC equal to their Charisma bonus.
Rejuvenation (Su) Malakumas reform in 1d12 months after being destroyed. To permanently destroy them, one needs to erase all the references to their name and all of their depictions.
Royal Offerings (Su) A malakuma desires reverence and sacrifices. Each day, an offering of an animal, flowers, liquors, and jewelry (though a cheap substitute is enough) needs to be made to appease malakuma. The person performing the offerings (typically the reigning king, queen, or royal heir, preferably one of the malakuma's kinfolk) has to make a Knowledge (nobility), Knowledge (religion) and a Diplomacy or Perform checks (DC 15, or 20 if one has no blood ties to the malakuma), these checks always fail on natural 1 or 2. Succeeding all three checks grants the person performing the rites +2 profane bonus to Charisma score, +4 bonus to saving throws against disease and poison, and constant detect poison with 5 feet range for the next 24 hours. For each failed test the malakuma inflicts 1d4 point of Charisma damage to the person performing the sacrifice. A malakuma that is not appeased for at least month goes on a rampage, slaying citizens of the realm that forsaken until a proper reverence is given to the dead king.
Royal Way (Su) All doors, gates, drawbridges, and similar barriers open before the malakumas within borders of the realms their ruled.
Malakumas are great kings, dead but not forgotten yet, enthroned in their tombs awaiting reverence and offerings from their descendants and their subjects. For the sacrifices they bless their scions with aura of royalty and resistance to disease and poison. They can be also pleaded for advice and blessings, in exchange for new monuments to their memory. In dire circumstances malakumas can be even roused to stand against invading enemies, but only when they are convinced their continued cult would be threatened.
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Silken Voice
A black-haired, red-skinned lady with a patch of white highlighting her blue eyes. She wears a comfortable tunic and a lose skirt that reveals a red-and black furred tail.
CR 1/2; XP 200
Female akaimimi monk 1
LG Medium Humanoid (kemonomimi)
Init +3; Senses low-light vision; Perception +7
Defense
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +3
Offense
Speed 30 ft.
Melee unarmed strike +4 (1d6) or flurry of blows +4/+4 (1d6)
Special Attacks stunning fist (1/day, DC 13)
Spell-Like Abilities (CL 1st, concentration +2)
1/day—augury
Statistics
Str 10, Dex 16, Con 12, Int 12, Wis 16, Cha 13
Base Atk +1; CMB +1; CMD 18
Feats DodgeB, Stunning FistB, Weapon Finesse
Skills Acrobatics +7, Knowledge (history) +7, Knowledge (religion) +7, Perception +7, Sense Motive +7
Language Common, Sylvan, Vanara
SQ red panda affinity
Notable Gear potion of cure light wounds, courtier's outfit for formal occasions
Silken Voice is a member of a young group of warriors and do-gooders known as Seven Young Fists. She is a soft spoken woman introduced to the arts of philosophy and unarmed fighting by an old Vanara known as Master Sour Wit, who raised her after her mother, who was an adviser to a local governor fighting the growing corruption, lost her life to a plague that claimed life of thousands of commoners and hundreds of courtiers and magistrates across the land.
Of the Seven Young Fists, Silken Voice is the one closest to being the voice of reason and restraint, though she is also the one the most incensed by corruption of magistrates and governors, whom she holds to the highest (and often unrealistic) standards because of her idealistic image of her mother.