2021-03-28

Fantasy Monster: Thorny

      

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Thorny
A spherical bundle of colorful spines and thick leaves crawls around on short tendrils.

CR 1/2; XP 200
N Tiny Plant
Init +0; Senses low-light vision, tremorsense 20 ft.; Perception +1

Defense
AC 12, touch 12, flat-footed 12 (+2 size)
hp 9 (2d8)
Fort +3, Ref +0, Will +1
Defensive Abilities long step; Immune plant traits

Offense
Speed 20 ft., climb 20 ft.
Melee spiny slam +3 (1d4)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 10, Dex 10, Con 10, Int —, Wis 13, Cha 5
Base Atk +1; CMB –1; CMD 9 (can't be tripped)
Skills Climb +8, Perception +1, Stealth +8
SQ death burst

Ecology
Environment temperate hills and mountains
Organization solitary, pair, meadow (3—12)
Treasure none

Death Burst (Ex) A thorny killed by an effect that doesn't destroy its body immediately releases a final spray needles, dealing 1d4 points of damage within 5-ft. radius burst. A successful Reflex saving throw (DC 11) negates the damage. The saving throw DC is Constitution-based. Bigger thornies inflict 1d6 points of damage times their CR within radius of 10 feet times CR.

Long Step (Ex) A thorny can move half its speed without provoking attacks of opportunity. It uses this ability instinctively while within reach of bigger creatures.


Thornies are motile plants that roam highlands, hiding among other spiny plants of the mountains and entering in occasional alteractions with goats, sheep, shepherds and their dogs.

A thorny can be chosen as a regular familiar. It grants its master an affinity for herbs giving +3 bonus to Heal checks.

Thorny bushes (CR 1) are Small, with AC 13 and 13 hit points, dealing 1d6+3 points of damage with their +4 slam attack, and their death burst inflicts 1d6 points of damage (Reflex DC 13 negates) within 10 feet. Str 14, Dex 8, Con 14, Fort +5, Ref –1.


2021-03-21

Fantasy Monsters: Spinehog

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Spinehog

A massive porcine beast covered in long quills.


CR 4; XP 1,200
N Large Animal
Init +0; Senses low-light vision, scent; Perception +10

Defense
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 45 (6d8+18)
Fort +7; Ref +5; Will +3
Defensive Abilities barbed quills

Offense
Speed 40 ft.
Melee gore +8 (2d6+6)
Space 10 ft.; Reach 5 ft.

Statistics
Str 18, Dex 10, Con 14, Int 2, Wis 13, Cha 7
Base Atk +4; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Toughness, Weapon Focus (gore)
Skills Perception +10

Ecology
Environment temperate or tropical forests
Organization solitary, pair, or group (3–8)
Treasure none

Barbed Quills (Ex) A spinehog is covered with defensive quills. Any corporeal creature striking a spinehog with an unarmed attack, natural attack, or a non-merchant melee attack has to succeed a Reflex saving throw (DC 15) to avoid suffering 1d8 points of piercing damage. Creatures injured by quills also suffer –2 penalty to attack rolls and skill checks from intense pain until their wounds are cleaned properly with a DC 15 Heal check or any amount of magical healing.


Spinehogs are relatives to boars and swines, though they grow much larger and covered in a long, barbed quills. Unlike their smaller, softer kin, they tend to be somewhat shy and timid—which might be related to their quills being more effective while on the defensive. They are still quite protective of their young and their lairs.

Like other swines, spinehogs are omnivorous, perfectly willing to supplement their diets with small animals, vermin, and nibbling on caracasses of larger beasts, though they don't hunt the later themselves. They can be often found attracted to carrion, including travelers killed by bandits and other threats that leave bodies behind.


2021-03-14

Fantasy Monster: Dire Squirrel Swarm

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Dire Squirrel Swarm

A swarm of large, insolent squirrels.


CR 3; XP 800
N Tiny Animal (swarm)
Init +6; Senses low-light vision; Perception +6

Defense
AC 15, touch 15, flat-footed 15 (+2 Dex, +1 dodge, +2 size)
hp 31 (7d8)
Fort +5; Ref +7; Will +3; +4 bonus vs. fear
Defensive Abilities half piercing and slashing weapon damage, swarm traits
Weakness area damage

Offense
Speed 30 ft., climb 30 ft.
Melee swarm (2d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13)

Statistics
Str 3, Dex 14, Con 10, Int 2, Wis 13, Cha 9
Base Atk +7; CMB —; CMD —
Feats Acrobatic Step, Dodge, Improved Initiative, Nimble Moves
Skills Acrobatics +7, Climb +9, Perception +6, Sleight Of Hand +3

Ecology
Environment forest, parks
Organization solitary, gang (2–4)
Treasure incidental

Overconfident (Ex) Dire squirrels are quite fearless for the creatures of their size, receiving a +4 racial bonus to saving throws against fear effects.


Dire squirrels are biggear, meaner, and even more cheeky than their common kin. While not terribly dangerous individually, they occasionally form groups that pester others for food, chase away trespassers and carnviores, and are general nuissance. Like common squirrels they quickly get used to being feed by humanoids amused by their antics, and then expect all humanoids to feed them or face quite audacious solicitation, begging, and occasional wrath.


2021-03-07

Fantasy Monster: Tears Of Pain And Sorrow

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Tears Of Pain And Sorrow

A cloud of fine pink mist shimmers and trembles in the still air.


CR 5; XP 1,600
N Fine Ooze (swarm)
Init +0; Senses blindsight 60 ft., sense torment 60 ft.; Perception +0

Defense
AC 18, touch 18, flat-footed 18 (+8 size)
hp 54 (12d8)
Fort +4; Ref +4; Will +4
Defensive Abilities swarm traits; Immune ooze traits, weapon damage
Weakness area damage

Offense
Speed fly 10 ft. (perfect)
Melee swarm (3d6 and numbness)
Space 10 ft.; Reach 0 ft.
Special Attacks numbness (DC 15, 1d4 Dex and Cha damage), shared misery

Statistics
Str 1, Dex 10, Con 10, Int —, Wis 11, Cha 9
Base Atk +8; CMB —; CMD —
Skills Fly +16

Ecology
Environment ruins, underground, urban
Organization solitary, drizzle (2–5 swarms), rain (6–10 swarms), storm (11–20 swarms)
Treasure incidental

Special Abilities


Numbness (Ex) Tears of pain and sorrow draw out the pain and suffering from their victims while they slowly dissolve them alive. Whenever a living creature suffers tears' swarm damage, the victim also suffers 1d4 points of Dexterity and Charisma damage on a failed Fortitude saving throw (DC 15). This has a side effect of suppressing any pain, physical or emotional suffered by the victim (including despair effects). The saving throw DC is Charisma-based.

Sense Torment (Ex) Tears of pain and sorrow can discern which creatures within their blindsight range are capable of feeling pain and which are currently suffering from an effect that causes pain, physical or emotional (including despair effects).

Shared Misery (Ex) Tears of pain and sorrow amplify each others capacity to numb pain. For every two tears swarm within 60 feet of each other, they increase saving throw DC of their numbness ability by 1.


Tears of pain and sorrow are clouds of minute droplets of discarded torment and suffering, or so those who faced them and lived say. These swarming oozes feed on people suffering from pain—physical and emotional, bringing a moment of reprive from the distress, while painlessly dissolving their bodies. While tears hold no actual power over their victims' minds, some of their prey willingly succumbs to their predation seeking relase from other miseries haunting them.


2021-02-28

Fantasy Monster: Pyrodendron

       

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Pyrodendron
A bulky, twisted tree with ashen-grey bark and red leaves. It moves around on a multiple overground roots.

CR 8; XP 4,800
N Huge Plant (fire)
Init +2; Senses low-light vision; Perception +2

Defense
AC 19, touch 12, flat-footed 17 (+2 Dex, +8 natural, –2 size)
hp 104 (16d8+32)
Fort +12, Ref +7, Will +7
DR 5/slashing; Immune fire, plant traits
Weakness cold

Offense
Speed 20 ft.
Melee 4 slams +14 (1d8+4)
Space 15 ft.; Reach 10 ft.
Special Attacks hostile pyroforming

Statistics
Str 18, Dex 14, Con 14, Int —, Wis 15, Cha 7
Base Atk +12; CMB +18; CMD 30 (can't be tripped)
Skills Perception +2

Ecology
Environment any hot (even if it wasn't hot before their introduction)
Organization solitary, patch (2–3), grove (4–10)
Treasure incidental

Hostile Pyroforming (Su) As a full-round action, a pyrodendron can project waves of intense heat that dry the land, melt snow and ice, and cause local vegetation to wither. Initial use of hostile pyroforming emanates in a 30-ft. radius spread centered on the pyrodendron. If the pyrodendron continues to use this ability on its following turns, the radius increases by 30 feet per turn, to a maximum of 120 ft. on the fourth and the following turns. The heat abates at the end of pyrodendron's turn following last use of this ability. Any creature ending its turn within an area of hostile pyroforming suffers 6d6 points of fire damage or half of it if it is within overlapping area of a lasting cold or water effect. Multiple overlaping hostile pyroforming zones don't increase the damage.


Pyrodendrons are an invasive tree species coming from a distant, volcanic world. They slowly scorch the surrounding land eliminating native vegetation and turning animals that haven't fled fast enough into soil-nourishing ashes. A few of them appear to be awakened (CR 9), with their hostile pyroforming ability causing roots to sprout all around, acting like entangle (DC 19).

A few fire dragons, devils, and volcanic druids might be currently trying to domesticate this plant, and turn it into a combination of garden ornament and air conditioning. Others think the presence of awakened pyrodendros might be a sign of an otherworldly invasion.


2021-02-21

Fantasy Monster: Blaster Wyrmling

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Blaster Wyrmling

A small but colorful drakeling with three heads and a pair of rapidly beating scintillating wings.


CR 3; XP 800
N Small Dragon
Init +6; Senses darkvision 60 ft., low-light vision; Perception +8

Defense
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 28 (3d12+9)
Fort +5; Ref +5; Will +5
Defensive Abilities evasion; Immune fear, paralysis, sleep; Resist cold 5, electricity 5, fire 5

Offense
Speed 20 ft., fly 30 ft. (good), swim 20 ft.
Melee 3 bites +4 (1d4)
Ranged 3 elemental spits +6 touch (2d4 energy)
Special Attacks elemental criticals

Statistics
Str 10, Dex 14, Con 14, Int 5, Wis 15, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Improved Initiative, Toughness
Skills Fly +14, Perception +8, Stealth +12, Swim +8
Languages understand Draconic

Ecology
Environment forests, mountains, ruins
Organization solitary, pair, pack (3–10)
Treasure standard

Special Abilities


Elemental Spits (Su) A blaster wyrmling can spit once as a standar action, or up to three times as a full-round attack, once for each head. Each spit is a ranged touch attack with 60 feet range and no range increment dealing 2d4 points of cold, electricity, or fire damage, depending on a head used. Each spit has an additional effect on a confirmed critical hit, determined by the head—cold criticals entangle the target for 1 round, electrical critical staggers for 1 round, and fire critical causes fatigue lasting 1 round.


Blaster wymlings are small but aggressive three-headed dragons. Sometimes, they form hunting packs that might terrorize surrounding territory, and are usually quite willing to initiating fights with much bigger creatures. They might be placated with occasional offerings of food and shiny or otherwise interesting trinkets and a few of them even became protectors of remote settlements. Some also became mascots of more powerful beings, often dragons, amused by their fierce relentlessness.


2021-02-14

Fantasy Monster: Heartsnare Rose

      

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Heartsnare Rose
A tall and thick roses bush. Its flowers are deeply crimson and sweet smelling.

CR 6; XP 2,400
NE Large Plant
Init +2; Senses low-light vision, tremorsense 60 ft.; Perception +19

Defense
AC 19, touch 12, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 75 (10d8+30)
Fort +10, Ref +5, Will +5
Immune plant traits

Offense
Speed 5 ft., climb 5 ft.
Melee 3 slams +11 (1d6+5)
Space 10 ft.; Reach 5 ft.
Special Attacks alluring flowers

Statistics
Str 20, Dex 15, Con 16, Int 13, Wis 15, Cha 17
Base Atk +7; CMB +13; CMD 28 (can't be tripped)
Feats Alertness, Combat Reflexes, Defensive Combat Training, Nimble Moves, Stand Still
Skills Climb +13, Perception +19, Sense Motive +14, Stealth +11 (+21 among rose bushes); Racial Modifiers +20 Stealth when hiding among rose bushes
Languages understands Common and Sylvan; telepathic whispers 100 ft.

Ecology
Environment urban
Organization solitary, patch (2–4), garden (5–10)
Treasure incidental

Alluring Flowers (Su) Humanoids smelling heartsnare rose's flowers become charmed on a failed Will saving throw (DC 18), developing desire to protect and take care of heartsnare rose bushes. Preserved flowers have the same effect, though there is a cummulative +1 bonus to the saving throw per hour since the flower was cut. A charmed victim can make a new saving throw each day to shake off the effect, though they remain unaware of the charm effects once it wears off. Once a charmed victim kills another sapient being within 60 feet of the bush, the effect becomes permanent. This is a mind-affecting emotion charm effect. The saving throw DC is Charisma-based.

Telepathic Whispers (Su) A heartsnare rose can communicate telepathically with people it has charmed as long as they are within 100 feet. This communication usually takes form of vague feelings, desires, and occasional whisper, without clear cut messages nor sense of the source of communication.


Heartsnare roses are large ambulatory bushes whose beauty hides self-serving sapience. They seek to enchant two-legs to serve as their caretakers and protectors. While they have instinctual desire to spread, they also have tendency to become envious of attention their thralls show to anyone else, incluing their own kin.

A handful of heartsnare rose seeds need to be buried in ground fertilized with a humanoid corpse for a new heartblood rose bush to grow into a fully-blown specimen instead of stunted, mindless weed.