DW Monsters
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Monster TypeNameDescriptionHP
Armor
Damage
Attack TypeSpecial Quality and MovesGrouping and Size
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Cave DwellerAnkhegA hide like plate armor and great crushing mandibles are problematic. A stomach full of acid that can burn a hole through a stone wall makes them all the worse. They’d be bad enough if they were proper insect-sized, but these things have the gall to be as long as any given horse. It’s just not natural! Good thing they tend to stick to one place? Easy for you to say—you don’t have an ankheg living under your corn field. Instinct: To undermine103d8+1Bite (Close Reach)Special Qualities: Burrowing
>Undermine the ground
>Burst from the earth
-Spray forth acid, eating away at metal and flesh
Group, Large
3
Cave DwellerCave RatWho hasn’t seen a rat before? It’s like that, but nasty and big and not afraid of you anymore. Maybe this one was a cousin to that one you caught in a trap or the one you killed with a knife in that filthy tavern in Darrow. Maybe he’s looking for a little ratty revenge.Instinct: To devour71d6 piercing 1Gnaw (Close Messy)>Swarm
>Rip something (or someone) apart
Horde, Small
4
Cave DwellerChokerSome say these things descended from the family of a cruel wizard who forced them to live out their lives underground. They say his experiments led him to fear the sun and ages passed while he descended into unlife, dragging his folk along with him. These things resemble men, in a way. Head, four limbs and all that. Only their skin is wet and rubbery and their arms long and fingers grasping. They hate all life that bears the stink of the sun’s touch, as one might expect. Jealousy, long-instilled, is hard to shake. Instinct: To deny light152d10Choke (Close Reach)Special Qualities: Flexible
>Hold someone, wringing the breath from them
>Fling a held creature
Solitary, Stealthy, Intelligent
5
Cave DwellerCloakerDon’t put on that cloak, Gareth. Don’t. You don’t know where it’s been. I tell you, it’s no good. See! It moved! I’m not mad, Gareth, it moved! Don’t do it! No! GARETH! Instinct: To engulf121d10 ignores armorConstrict (Close)Special Qualities: Looks like a cloak
>Engulf the unsuspecting
Solitary, Stealthy
6
Cave DwellerDwarven WarriorFor ages, men believed all dwarves were male and all were of this ilk: stoic and proud warriors. Axe-wielding and plate-wearing. Stout bearded battle-hungry dwarves who would push them, time and time again, back up out of their mines and tunnels with ferocity. It just goes to show how little men know about the elder races. These folk are merely a vanguard, and they bravely do their duty to protect the riches of the Dwarven realm. Earn their trust and you’ve an ally for life. Earn their ire and you’re not likely to regret it very long.Instinct: To defend72d6Axe (Close)>Drive them back
>Call up reinforcements
Horde, Organized
7
Cave DwellerEarth ElementalOur shaman says that all the things of the world have a spirit. Stones, trees, a stream. Now that I’ve seen the earth roil under my feet and fists of stone beat my friends half to death I’d like to believe that crazy old man. The one I saw was huge—big as a house! It came boiling up from a rockslide out of nowhere and had a voice like an avalanche. I pay my respects, now. Rightly so. Instinct: To show the strength of earth274d10+5Smash (Reach Forceful)Special Qualities: Made of stone
>Turn the ground into a weapon
>Meld into stone
Solitary, Huge
8
Cave DwellerFire BeetleScarabaeus pyractomena! What a delightful creature—see how its carapace glitters in the light of our torches? Not too close now, they’re temperamental, you see. The fire in their belly isn’t just metaphorical, no. Watch as I goad the beast. Aha! A spout of flame! Unexpected, isn’t it? One of these creatures alone, if it comes up from below, can be a hellish nuisance to a farmstead or village. A whole swarm? There’s a reason they call it a conflagration of fire beetles. Instinct: To enflame33d6 ignores armorFlames (Near)Special Qualities: Full of flames
>Undermine the ground
>Burst from the earth
>Spray forth flames
Horde, Small
9
Cave DwellerGargoyleIt’s a sad thing, really. Guardians bred by magi of the past with no more castles to guard. Their ancestors’ sacred task bred into their blood leads them to find a place—ruins mostly, but sometimes a cave or hill or mountain cliff—and guard it as though their masters yet lived below. They’re notoriously good at finding valuables buried below the earth, though. Find one of these winged reptiles and you’ll find yourself a treasure nearby. Just be careful, they’re hard to spot and tend to move in packs. Instinct: To guard32d6Claw (Close)Special Qualities: Wings
>Attack with the element of surprise
>Take to the air
>Blend into stonework
Horde, Stealthy, Hoarder
10
Cave DwellerGelatinous CubeHow many adventurers’ last thoughts were “strange, this tunnel seems cleaner than most?” Too many, and all because of this transparent menace. A great acidic blob that expands to fill a small chamber or corridor and then slides, ever so slowly along, eating everything in its path. It cannot eat stone or metal and will often have them floating in its jelly mass. Blech. Instinct: To clean201d10+1 ignores armorEngulf (Hand)Special Qualities: Transparent
>Fill an apparently empty space
>Dissolve
Solitary, Large, Stealthy, Amorphous
11
Cave DwellerGoblinNobody seems to know where these things came from. Elves say they’re the dwarves’ fault—dredged up from a hidden place beneath the earth. Dwarves say they’re bad elvish children, taken away at birth and raised in the dark. The truth of the matter is that goblins have always been here and they’ll be here once all the civilized races have fallen and gone away. Goblins never die out. There’s just too damn many of them. Instinct: To multiply31d6Spear (Close Reach)>Charge!
>Call more goblins
>Retreat and return with (many) more
Horde, Small, Intelligent, Organized
12
Cave DwellerGoblin OrkasterOh lord, who taught them magic? Instinct: To tap power beyond their stature120d10+1 ignores armorAcid Orb (Near Far)>Unleash a poorly understood spell
>Pour forth magical chaos
>Use other goblins for shields
Solitary, Small, Magical, Intelligent, Organized
13
Cave DwellerGoliathThey dwell beneath the earth because they do not belong above it any longer. An undying race of mighty titans fled the plains and mountains in ages past—driven out by men and their heroes. Left to bide their time in the dark, hate and anger warmed by the pools of lava deep below. It’s said that an earthquake is a goliath’s birthing cry. Someday they’ll take back what’s theirs. Instinct: To retake141d8+7Mace (Reach Forceful)>Shake the earth
>Retreat, only to come back stronger
Group, Huge, Organized, Intelligent
14
Cave DwellerOtyughThe mating call of the otyugh is a horrible, blaring cry that sounds like a cross between an elephant dying and an over-eager vulture. The otyugh spends much of its time partly submerged in filthy water and prefers eating garbage over any other food. As a result, it often grows fat and strong on the offal of orcs, goblins and other cave-dwelling sub-humans. Get too close, however, and you’ll have one of its barbed tentacles dragging you into that soggy, razor-toothed maw. If you get away with your life, best get to a doctor, or your victory may be short lived. Instinct: To befoul201d10+3Tentacles (Close Reach Forceful)Special Qualities: Filth Fever
>Infect someone with filth fever
>Fling someone or something
Solitary, Large
15
Cave DwellerMaggot-SquidThe gods that made this thing were playing some sick joke on the civilized folk of the world. The maggot-squid wields a face full of horrible squirming tentacles that, if they touch you, feel like being struck by lightning. They’ll paralyze you and chew you up slowly while you’re helpless. Best to not let it get to that. Instinct: To eat31d6Chew (Close)Special Qualities: Amphibious, Paralyzing Tentacles
>Paralyze with a touch
Horde, Small
16
Cave DwellerPurple WormIä! Iä! The Purple Worm! Blessed is its holy slime! We walk, unworthy, in its miles of massive tunnels. We are but shadows under its violet and all-consuming glory. Mere acolytes, we who hope someday to return to the great embrace of its tooth-ringed maw. Let it consume us! Let it eat our homes and villages so that we might be taken! Iä! Iä! The Purple Worm! Instinct: To consume202d10+5Bite (Reach Forceful)Special Qualities: Burrowing
>Swallow whole
>Tunnel through stone and earth
Solitary, Huge
17
Cave DwellerRoperEvolutionary happenstance has created a clever underground predator. Disguised as a rocky formation—most often a stalactite or stalagmite—the roper waits for its prey to wander by. When it does, whether it’s a rat, a goblin or a foolhardy adventurer, a mass of thin, whipping tentacles erupts from the thing’s hide. A hundred lashes in the blink of an eye and the stunned prey is being dragged into the roper’s mouth. Surprisingly effective for a thing that looks like a rock. Instinct: To ambush161d10+1Bite (Close Reach)Special Qualities: Rock-like Flesh
>Ensnare the unsuspecting
>Disarm a foe
>Chew on someone
Solitary, Large, Stealthy, Intelligent
18
Cave DwellerRot GrubThey live in your skin. Or your organ meat. Or your eyeballs. They grow there and then, in a bloody and horrific display, burrow their way out. Disgusting. Instinct: To infect30d6-2Burrow (Hand)Special Qualities: Burrow into flesh
>Burrow under flesh
>Lay eggs
>Burst forth from an infected creature
Horde, Tiny
19
Cave DwellerSpiderlordEven spiders have their gods, whispered to in webs with little praying arms. Instinct: To weave webs (literal and metaphorical)163d8+4Mandibles (Close Reach)Special Qualities: Burrowing
>Enmesh in webbing
>Put a plot into motion
Solitary, Large, Devious, Intelligent
20
Cave DwellerTroglodyteLong-forgotten, our last remaining ancestors dwell in caves in the wild parts of the world. Driven away by our cities and villages, our iron swords and our fire, these ape-men eat their meat raw with sharp-nailed hands and jagged teeth. They strike out at frontier villages wielding clubs and in overwhelming numbers to seize cattle, tools, and poor prisoners to drag into the hills. Known for their viciousness and their stink, they’re an old and dying race we’d all sooner forget existed. Instinct: To prey on civilization101d8Club (Close)>Raid and retreat
>Use scavenged weapons or magic
Group, Organized
21
The Lower DepthsAbolethDeep below the surface of the world, in freshwater seas untouched by the sun, dwell the aboleth. Fish the size of whales, with strange growths of gelatinous feelers used to probe the lightless shores. They’re served by slaves: blind albino victims of any race unfortunate enough to stumble on them, drained of thought and life by the powers of the aboleth’s alien mind. In the depths they plot against each other, fishy cultists building and digging upward towards the surface until someday, they’ll breach it. For now, they sleep and dream and guide their pallid minions to do their bidding. Instinct: To command180d10+3Tentacles (Reach)Special Qualities: Telepathy
>Invade a mind
>Turn minions on them
>Put a plan in motion
Group, Huge, Intelligent
22
The Lower DepthsApocalypse DragonThe end of all things shall be a burning—of tree and earth and of the air itself. It shall come upon the plains and mountains not from beyond this world but from within it. Birthed from the womb of deepest earth shall come the Dragon that Will End the World. In its passing all will become ash and bile and the Dungeon World a dying thing will drift through planar space devoid of life. They say to worship the Apocalypse Dragon is to invite madness. They say to love it is to know oblivion. The awakening is coming. Instinct: To end the world265b2d12+9 piercing 4Bite (Reach Forceful Messy)Special Qualities: Inch-thick metal hide, Supernatural knowledge, Wings
>Set a disaster in motion
>Breathe forth the elements
>Act with perfect foresight
Solitary, Huge, Magical, Divine
23
The Lower DepthsChaos SpawnDriven from the city, a cultist finds sanctuary in towns and villages. Discovered there, he flees to the hills and scratches his devotion on the cave walls. Found out again, he is chased with knife and torch into the depths, crawling deeper and deeper until, in the deepest places, he loses his way. First, he forgets his name. Then he forgets his shape. His chaos gods, most beloved, bless him with a new one.Instinct: To undermine the established order191d10Chaotic touch (Close Reach)Special Qualities: Chaos form
>Rewrite reality
>Unleash chaos from containment
Solitary, Amorphous
24
The Lower DepthsChuulYour worst seafood nightmare come to life. A vicious sort of half-man half-crawdad, cursed with primal intelligence and blessed with a pair of razor-sharp claws. Strange things lurk in the stinking pools in caverns best forgotten and the chuul is one of them. If you spot one, your best hope is a heavy mace to crack its shell and maybe a little garlic butter. Mmmm. Instinct: To split104d8+1 piercing 3Claws (Close Reach Messy)Special Qualities: Amphibious
>Split something in two with mighty claws
>Retreat into water
Group, Large, Cautious
25
The Lower DepthsDeep Elf AssassinIt was not so simple a thing as a war over religion or territory. No disagreement of queens led to the great sundering of the elves. It was sadness. It was the very diminishing of the world by the lesser races. The glory of all the elves had built was cracking and turning to glass. Some, then, chose to separate themselves from the world; wracked with tears they turned their backs on men and dwarves. There were others, though, that were overcome with something new. A feeling no elf had felt before. Spite. Hatred filled these elves and twisted them and they turned on their weaker cousins. Some still remain after the great exodus below. Some hide amongst us with spider-poisoned blades, meting out that strangest of punishments: elven vengeance. Instinct: To spite the surface races61d8 piercing 1Poisoned Blade (Close)>Poison them
>Unleash an ancient spell
>Call reinforcements
Group, Intelligent, Organized
26
The Lower Depths
Deep Elf Swordmaster
The deep elves lost the sweetness and gentle peace of their bright cousins ages ago, but they did not abandon grace. They move with a swiftness and beauty that would bring a tear to any warrior’s eye. In the dark, they’ve practiced. A cruelty has infested their swordsmanship—a wickedness comes to the fore. Barbed blades and whips replace the shining pennant-spears of elven battles on the surface. The swordmasters of the deep elf clans do not merely seek to kill, but to punish with every stroke of their blades. Wickedness and pain are their currency. Instinct: To punish unbelievers62b2d8+2 piercing 1Barbed Blade (Close)>Inflict pain beyond measure
>Use the dark to advantage
Group, Intelligent, Organized
27
The Lower DepthsDeep Elf PriestThe spirits of the trees and the lady sunlight are far, far from home in the depths where the deep elves dwell. New gods were found there, waiting for their children to come home. Gods of the spiders, the fungal forests, and things that whisper in the forbidden caves. The deep elves, ever attuned to the world around them, listened with hateful intent to their new gods and found a new source of power. Hate calls to hate and grim alliances were made. Even among these spiteful ranks, piety finds a way to express itself. Instinct: To pass on divine vengeance140d10+2Smite (Close Reach)Special Qualities: Divine connection
>Weave spells of hatred and malice
>Rally the deep elves
>Pass on divine knowledge
Solitary, Divine, Intelligent, Organized
28
The Lower DepthsDragonThey are the greatest and most terrible things this world will ever have to offer. Instinct: To rule165b2d12+5 piercing 4Bite (Reach Messy)Special Qualities: Elemental blood, Wings
>Bend an element to its will
>Demand tribute
>Act with disdain
Solitary, Huge, Terrifying, Cautious, Hoarder
29
The Lower DepthsGray RenderOn its own, the render is a force of utter destruction. Huge and leathery, with a maw of unbreakable teeth and claws to match, the render seems to enjoy little more than tearing things apart. Stone, flesh, or steel, it matters little. However, the gray render is so rarely found alone. They bond with other creatures. Some at birth, others as fully-grown creatures, and a gray render will follow their bonded master wherever they go, bringing them offerings of meat and protecting them while they sleep. Finding an un-bonded render means certain riches, if you survive to sell it. Instinct: To serve161d10+3 piercing 3Rending Claws (Close Reach Forceful)>Tear something apartSolitary, Large
30
The Lower DepthsMagminDwarf-shaped and industrious, the magmin are among the deepest-dwellers of Dungeon World. Found in cities of brass and obsidian built nearest the molten core of the planet, the magmin live a life devoted to craft—especially that of fire and magical items related to it. Surly and strange, they do not often deign to speak to petitioners who appear at their gates, even those who have somehow found a way to survive the hellish heat. Even so, they respect little more than a finely made item and to learn to forge from a magmin craftsman means unlocking secrets unknown to surface blacksmiths. Like so much else, visiting the magmin is a game of risk and reward. Instinct: To craft74d6+2Flaming Hammer (Close Reach)Special Qualities: Fiery blood
>Offer a trade or deal
>Strike with fire or magic
>Provide just the right item, at a price
Horde, Intelligent, Organized, Hoarder
31
The Lower DepthsMinotaur“Head of a man, body of a bull. No, wait, I’ve got that backwards. It’s the bull’s head and the man’s body. Hooves sometimes? Is that right? I remember the old king said something about a maze? Blast! You know I can’t think under this kind of pressure. What was that? Oh gods, I think it’s coming ” Instinct: To contain161d10+1Axe (Close Reach)Special Qualities: Unerring sense of direction
>Confuse them
>Make them lost
Solitary, Large
32
The Lower DepthsNagaAmbitious and territorial above nearly all else, the naga are very rarely found without a well-formed and insidious cult of followers. You’ll see it in many mountain towns—a snake sigil scrawled on a tavern wall or a local church burned to the ground. People going missing in the mines. Men and women wearing the mark of the serpent. At the core of it all lies a naga: an old race now fallen into obscurity, still preening with the head of a man over its coiled, serpent body. Variations of these creatures exist depending on their bloodline and original purpose, but they are all master manipulators and magical forces to be reckoned with. Instinct: To lead122d10Bite (Close Reach)>Send a follower to their death
>Use old magic
>Offer a deal or bargain
Solitary, Intelligent, Organized, Hoarder, Magical
33
The Lower DepthsSalamander“The excavation uncovered what the reports called a basalt gate. Black stone carved with molten runes. When they dug it up, the magi declared it inert but further evidence indicates that was an incorrect claim. The entire team went missing. When we arrived, the gate was glowing. Its light filled the whole cavern. We could see from the entrance that the area had become full of these creatures—like men with red and orange skin, tall as an ogre but with a snake’s tail where their legs ought to be. They were clothed, too—some had black glass armor. They spoke to each other in a tongue that sounded like grease in a fire. I wanted to leave but the sergeant wouldn’t listen. You’ve already read what happened next, sir. I know I’m the only one that got back, but what I said is true. The gate is open, now. This is just the beginning!” Instinct: To consume in flame73b2d6+3Flaming Spear (Close Reach Near)Special Qualities: Burrowing
>Summon elemental fire
>Melt away deception
Horde, Large, Intelligent, Organized, Planar
34
Twisted ExperimentBuletteA seasoned caravan guard learns to listen for the calls of a scout or sentry with a keen ear. A few extra seconds after the alarm is raised can mean life or death. Different cries mean different responses, too—a call of “orcs!” means draw your sword and steady for blood but a call of “bandits!” says you might be able to bargain. One alarm from the scouts that always, always means it’s time to pack up, whip your horse and run for the hills? “LAND SHARK!” Instinct: To devour203d10+5 piercing 3Bite (Close Forceful)Special Qualities: Burrowing
>Drag prey into rough tunnels
>Burst from the earth
>Swallow whole
Solitary, Huge, Construct
35
Twisted ExperimentChimeraWell-known and categorized, the chimera is a perfected creature. From the codices of the Mage’s Guild to the famous pages of Cullaina’s Creature Compendium, there’s no confusion about what chimera means. Two parts lioness, one part serpent, head of a she-goat, and all the vicious magic one can muster. The actual ritual might vary, as might a detail or two—more creative sorcerers switch the flame breath for acid, perhaps. Used as a guardian, an assassin or merely an instrument of chaos unchained, it matters little. The chimera is the worst sort of abomination: an intentional affront to all natural life. Instinct: To do as commanded161d10+1Bite (Reach)>Belch forth flame
>Run them over
>Poison them
Solitary, Large, Construct
36
Twisted ExperimentDerroIt’s typical to think that all the malignant arcane monsters made in this world are birthed by wizards, sorcerers, and their ilk. That the colleges and towers of Dungeon World are womb to every bleak experiment. There are mistakes made in the depths of the earth, too. These ones, the derro, are the mistakes of a long-forgotten dwarven alchemist. The derro don’t forget, though. Twisted and hateful, the derro can be spotted by their swollen skulls, brain-matter grown too large. They do not speak except in thoughts to one another and plot in the silent dark to extract sweetest revenge—that of the created on the creator. Instinct: To replace dwarves32d6Pickaxe (Close)Special Qualities: Telepathy
>Fill a mind with foreign thoughts
>Take control of a beast’s mind
Horde, Devious, Intelligent, Organized
37
Twisted ExperimentDigesterIt’s okay, magical experimentation is a messy science. For every beautiful pegasus there’s a half-done creature that wasn’t quite right. We understand. The goblin-elephant you thought was such a great idea. The Gelatinous Drake. Just examples. No judgement here. Anyway, we’ve got something for that. We call it the Digester. Yes, just like it sounds. Strange looking, I know, and the smell isn’t the best, but this thing—it’ll eat magic like Svenloff the Stout drinks ale. Next time one of these unfortunate accidents occurs, just point the Digester at it and all your troubles drain away. Just keep an eye on it. Damn thing ate my wand last week. Instinct: To digest161d10+1 ignores armorAcid (Close Reach)Special Qualities: Digest acid secretion
>Eat away at something
>Draw sustenance
Solitary, Large, Construct
38
Twisted ExperimentEthereal FilcherThings go missing. A sock, a silver spoon, your dead mother’s bones. We blame the maid, or bad luck, or just a moment of stupid forgetfulness and we move on. We never get to see the real cause of these problems. The spidery thing with human hands and eyes as blue as the deep Ethereal plane from whence the creature comes. We never see the nest it makes of astral silver webbing and stolen objects arranged in some mad pattern. We never watch it assemble its collection of halfling finger-bones, stolen from the hands of the sleeping. We’re lucky, that way. Instinct: To steal121w2d8Stolen Dagger (Close Reach)Special Qualities: Burrowing
>Take something important to its planar lair
>Retreat to the Ethereal plane
>Use an item from its lair
Solitary, Devious, Planar
39
Twisted ExperimentEttinWhat could possibly be better than an idiotic angry hill giant? One with two heads. Fantastic idea, really. Grade A stuff. Instinct: To smash161d10+3Club (Close Reach Forceful)Special Qualities: Two heads
>Attack two enemies at once
>Defend its creator
Solitary, Large, Construct
40
Twisted ExperimentGirallonThe pounding of the jungle drums calls to it. The slab of meat on the sacrificial stone to lure in the great ape. Girallon, they call it—a name from the long-forgotten tongue of the kings who bred the beast. Taller than a building, some say. Cloaked in ivory fur with tusks as long as scimitars. Four arms? Six? The rumors are hard to verify. Every year it is the same: some explorer visits the jungle villages seeking the ape and returns, never quite the same, never with a trophy. The pounding of the drums goes on. Instinct: To rule201d10+5Rending Hands (Reach Forceful)Special Qualities: Many arms
>Answer the call of sacrifice
>Drive them from the jungle
>Throw someone
Solitary, Huge
41
Twisted ExperimentIron GolemA staple of the enchanter’s art. Every golemist and mechano-thaumaturge in the kingdoms knows this. Iron is a misnomer, though. These guardians are crafted of any metal, really: steel, copper, or even gold, in some small cases. As much an art as a science, the crafting of a fine golem is as respected in the Kingdoms as a bridge newly built or a castle erected in the mountains. Unceasing watchdog, stalwart defender, the iron golem lives to serve, following its orders eternally. Any enchanter worth his salt can craft one, if he can afford the materials. If not Instinct: To serve103d8+5Metal Fists (Close Reach Forceful)Special Qualities: Metal
>Follow orders implacably
>Use a special tool or adaptation, built-in
Group, Large, Construct
42
Twisted ExperimentFlesh GolemStolen bits and pieces in the night. Graveyards stealthily uprooted and maybe tonight an arm, a leg, another head (the last one came apart too soon). Even the humblest hedge-enchanter can make do with what he can and, with a little creativity, well—it’s not only the college that can make life, hmm? We’ll show them. Instinct: To live30d6+2Miscellaneous Claws and Teeth (Close Forceful)Special Qualities: Many body parts
>Follow orders
>Detach a body part
Horde
43
Twisted ExperimentKraken”A cephalo-what? No, boy. Not “a kraken” but “the kraken.” I don’t know what nonsense they taught you at that school you say you’re from, but here, we know to respect the Hungerer. Right, that’s what we call it, The Hungerer in the Deep to be more proper. Ain’t no god, though we’ve got those, too. It’s a squid! A mighty squid with tentacles thicker ‘round than a barrel and eyes the size of the full moon. Smart, too, the Hungerer. Knows just when to strike—when you’re all too drunk or too tired or run out of clean water, that’s when he gets you. No, I ain’t ever seen him. I’m alive, aren’t I?” Instinct: To rule the ocean202d10+5Giant Tentacles (Reach Forceful)Special Qualities: Aquatic
>Drag a person or ship to a watery grave
>Wrap them in tentacles
Solitary, Huge
44
Twisted ExperimentManticoreIf the chimera is the first step down a dark path, the manticore is a door that can’t be closed once it’s been opened. A lion, a scorpion, the wings of a drake. All difficult to obtain but not impossible and just animals, anyway. The last component, the hissing hateful face of the beast, is the ingredient that makes a manticore so cruel. Young or old, man or woman, it matters not but that they are human, living and breathing, married to the creature with twisted magic. All sense of who they are is lost, and maybe that’s a blessing, but the beast is born from human suffering. No wonder, then, that they’re all so eager to kill. Instinct: To kill163d10+1 piercing 1Stinger (Close Reach Messy)Special Qualities: Wings
>Poison them
>Rip something apart
Solitary, Large, Construct
45
Twisted ExperimentOwlbearBody of a bear. Feathers of an owl. Beak, claws, and excellent night vision. What’s not to love? Instinct: To hunt122d10Claws (Close)>Strike from darknessSolitary, Construct
46
Twisted ExperimentPegasusDon’t go thinking that every creature not natural-born is a horrible abomination. Don’t imagine for a second that they’re all tentacles and screaming and blood or whatever. Take this noble beast, for example. Lovely thing, isn’t it? A fine white horse with the wings of a swan. Don’t look like it ought to be able to fly, but it does. The elves work miracles, in their own way. They breed true—that’s the purity of elf-magic at work. Hatching from little crystal eggs and bonded with their riders for life. There’s still some beauty in the world, mark my words. Instinct: To carry aloft101d8Sharp Hooves (Close)Special Qualities: Wings
>Carry a rider into the air
>Give their rider an advantage
Group, Construct
47
Twisted ExperimentRust MonsterA very distinctive-looking creature. Something like a reddish cricket, I think. Long crickety legs, anyhow. Blind, too, as I understand it—they feel their way around with those long moth-looking tendrils. Feed that way, too. Sift through piles of metal for the choicest bits. That’s what they eat, don’t matter the type, neither. Their merest touch turns it all to rusted flakes. Magic lasts longer but under the scrutiny of a rust monster, it’s a foregone conclusion. Only the gods know where they came from, but they’re a curse if you value your belongings. Instinct: To decay63d8 ignores armorCorrosive Touch (Close)Special Qualities: Corrosive touch
>Turn metal to rust
>Gain strength from consuming metal
Group, Construct
48
Twisted ExperimentXornDwarf-made elemental garbage muncher. Shaped like a trash bin with a radius of arms to feed excess rock and stone into its gaping maw. They eat stone and excrete light and heat. Perfect for operating a mine or digging out a quarry. Once one gets lost in the sewers below a city, though, or in the foundation of a castle? You’re in deep trouble. They’ll eat and eat until you’ve got nothing left but to collapse the place down on it and move somewhere else. Ask Burrin, Son of Fjornnvald, exile from his clan. I bet he could tell you a story about a xorn. Instinct: To eat122d10Maw (Close Reach)Special Qualities: Burrowing
>Consume stone
>Give off a burst of light and heat
Solitary, Large, Construct
49
Folk of the RealmAdventurer“Scum of the earth, they are. A troupe of armored men and women come sauntering into town, brandishing what, for all intents and purposes, is enough magical and mundane power to level the whole place. Bringing with them bags and bags of loot, still dripping blood from whatever poor sod they had to kill to get it. An economical fiasco waiting to happen, if you ask me. The whole system becomes completely uprooted. Dangerous, unpredictable murder-hobos. Oh, wait, you’re an adventurer? I take it all back.” Instinct: To adventure or die trying31d6Sword (Close)Special Qualities: Endless enthusiasm
>Go on a fool’s errand
>Act impulsively
>Share tales of past exploits
Horde, Intelligent
50
Folk of the RealmBanditDesperation is the watchword of banditry. When times are tough, what else is there to do but scavenge a weapon and take up with a clan of nasty men and women? Highway robbery, poaching, scams and cons and murder most foul but we’ve all got to eat so who can blame them? Then again, there’s evil in the hearts of some and who’s to say that desperation isn’t a need to sate one’s baser lusts? Anyway—it’s this or starve, sometimes. Instinct: To rob31d6Dirk (Close)>Steal something
>Demand tribute
Horde, Intelligent, Organized
51
Folk of the RealmBandit KingBetter to rule in hell than serve in heaven. Instinct: To lead121b2d10Trusty Knife (Close)>Make a demand
>Extort
>Topple power
Solitary, Intelligent, Organized
52
Folk of the RealmGuardsmanNoble protector or merely drunken lout, it often makes no difference to these sorts. Falling shy of a noble knight, the proud town guard is an ancient profession nonetheless. These folks of the constabulary often dress in the colors of their lord (when you can see it under the mud) and, depending on the richness of that lord, might even have a decent weapon and some armor that fits. Those are the lucky ones. Even so, someone has to be there to keep an eye on the gate when the Black Riders have been spotted in the woods. Too many of us owe our lives to these souls—remember that the next time one is drunkenly insulting your mother, hmm? Instinct: To do as ordered61d8Spear (Close Reach)>Uphold the law
>Make a profit
Group, Intelligent, Organized
53
Folk of the RealmHalfling ThiefIt would be foolish, now, to draw conclusions about folks just because they happen to be good at one thing or another. Then again, a spade’s a spade, isn’t it. Or maybe just the goodly, soft-and-sweet type of Halfling have the mind to stay in their grassy-hill homes and aren’t the type you find in the slums and taverns of the mannish world. Perhaps they’re there to cut your purse for calling them “halfling” in the first place. Not all take so kindly to the title. Or they’re playing a game, pretending to be a child in need of alms—and your arrogant eyes can’t even see the difference until too late. Well, it matters little. They’re gone with your coin before you even realize you deserved it. Instinct: To live a life of stolen luxury121w2d8Dagger (Close)>Steal
>Put on the appearance of friendship
Solitary, Small, Intelligent, Stealthy, Devious
54
Folk of the RealmHunterThe wilds are home to more than just beasts of horn and scale. There are men and women out there, too—those who smell blood on the wind and stalk the plains in the skins of their prey. Whether with a trusty longbow bought on a rare trip into the city or with a knife of bone and sinew, these folk have more in common with the things they track and eat than with their own kind. Solemn, somber and quiet, they find a sort of peace in the wild. Instinct: To survive61d6Ragged Bow (Near Far)>Bring back news from the wilds
>Slay a beast
Group, Intelligent
55
Folk of the RealmKnightWhat youngster doesn’t cling to the rail at the mighty joust, blinded by the sun on their glittering armor, wishing they could be the one adorned in steel and riding to please the King and Queen? What peasant youth with naught but a loaf of bread and a lame sow doesn’t wish to trade it all in for the lance and the bright pennant? A knight is many things—a holy warrior, a sworn sword, a villain sometimes, too, but a knight cannot help but be a symbol to all who see her. A knight means something. Instinct: To live by a code124b2d10Sword (Close)>Make a moral stand
>Lead soldiers into battle
Solitary, Intelligent, Organized, Cautious
56
Folk of the RealmRebelIn the countryside they’d be called outlaw and driven off or killed. The city, though, is full of places to hide. Damp basements to pore over maps and to plan and plot against a corrupt system. Like rats, they gnaw away at order, either to supplant it anew or just erode the whole thing. The line between change and chaos is a fine one—some rebels walk that thin line and others just want to see it all torched. Disguise, a knife in the dark or a thrown torch at the right moment are all tools of the rebel. The burning brand of anarchy is a common fear amongst the nobles of Dungeon World. These men and women are why. Instinct: To upset order31d6Axe (Close)>Die for a cause
>Inspire others
Horde, Intelligent, Organized
57
Folk of the RealmSoldierFor a commoner with a strong arm, sometimes it’s this or be a bandit. It’s wear the colors and don ill-fitting armor and march into the unknown with a thousand other scared men and women conscripted to fight the wars of our time. They could be hiding out in the woods instead, living off poached elk and dodging the king’s guard. Better to risk one’s life in service to a cause. To bravely toss one’s lot in with one’s fellows and hope to come out the other side still in one piece. Besides, the nobles need strong men and women. What is it they say? A handful of soldiers beats a mouthful of arguments. Instinct: To fight31d6Spear (Close Reach)>March into battle
>Fight as one
Horde, Intelligent, Organized
58
Ravenous HordesFormian DroneWith good cause, they say that these creatures (like all insects, really) are claimed by the powers of Law. They are order made flesh—a perfectly stratified society in which every larva, hatchling and adult knows its place in the great hive. The formian is some strange intersection of men and ants. (Though there are winged tribes that look like wasps out in the Western Desert, I’ve heard. And some with great sawtooth arms like mantids in the forests of the east.) Tall, with a hard shell and a harder mind, these particular formians are the bottom caste. They work the hills and honeycombs with single-minded joy that can be known only by such an alien mind.Instinct: To follow orders74d6Bite (Close)Special Qualities: Hive connection, Insectoid
>Raise the alarm
>Create value for the hive
>Assimilate
Horde, Organized, Cautious
59
Ravenous Hordes
Formian Taskmaster
It takes two hands to rule an empire: one to wield the scepter and one to crack the whip. These ant-folk are that whip. Lucky for them, with two extra arms, that’s a lot of whip to crack. They oversee the vast swarms of worker drones that set to build the mighty caverns and ziggurats that dot the places that formians can be found. One in a hundred, these brutes stand two or three feet taller than their pale, near-mindless kin and have a sharper, crueler wit to match. They’ll often ignore the soft races (as we’re known) if we don’t interfere in a project, but get in the way of The Great Work and expect nothing less than their full attention. You don’t want their full attention. Instinct: To command63d8Spiked Whip (Close Reach)Special Qualities: Hive connection, Insectoid
>Order drones into battle
>Set great numbers in motion
Group, Organized, Intelligent
60
Ravenous HordesFormian CenturionWhether in the form of a legionnaire, part of the formian standing army, or as a praetorian guard to the queen, every formian hive contains a great number of these most dangerous insectoids. Darker in carapace, often scarred with furrows and the ceremonial markings that set them apart from their drones, the formian centurions are their fighting force and rightly so. Born, bred and living for the singular purpose of killing the enemies of their hive, they fight with one mind and a hundred swords. Thus far, the powers of Law have seen fit to spare mankind a great war with these creatures, but we’ve seen them in skirmish—descending sometimes on border towns with their wings flickering in the heat or spilling up from a sandy mound to wipe clean a newly-dug mine. Theirs is an orderly bloodshed, committed with no pleasure but the completion of a goal. Instinct: To fight as ordered73b2d6+2Barbed Spear (Close Reach)Special Qualities: Hive connection, Insectoid, Wings
>Advance as one
>Summon reinforcements
>Give a life for the hive
Horde, Intelligent, Organized
61
Ravenous HordesFormian QueenAt the heart of every hive, no matter its size or kind, lives a queen. As large as any giant, she sits protected by her guard, served by every drone and taskmaster with her own, singular purpose: to spread her kind and grow the hive. To birth the eggs. To nurture. We do not understand the minds of these creatures but it is known they can communicate with their children, somehow, over vast distances and that they begin to teach them the ways of earth and stone and war while still pale and wriggling larvae, without a word. To kill one is to set chaos on the hive; without their queen, the rest turn on one another in a mad, blind rage. Instinct: To spread formians243d10+5Crushing Madibles (Reach Forceful)Special Qualities: Hive connection, Insectoid
>Call every formian it spawned
>Release a half-formed larval mutation
>Organize and issue orders
Solitary, Huge, Organized, Intelligent, Hoarder
62
Ravenous HordesGnoll TrackerOnce they scent your blood, you can’t escape. Not without intervention from the gods, or the duke’s rangers at least. The desert scrub is a dangerous place to go exploring on your own and if you fall and break your leg or eat the wrong cactus, well, you’ll be lucky if you die of thirst before the gnolls find you. They prefer their prey alive, see—cracking bones and the screams of the dying lend a sort of succulence to a meal. Sickening creatures, no? They’ll hunt you, slow and steady, as you die. If you hear laughter in the desert wind, well, best pray Death comes to take you before they do. Instinct: To prey on weakness61d8Bow (Near Far)Special Qualities: Scent-tracker
>Doggedly track prey
>Strike at a moment of weakness
Group, Organized, Intelligent
63
Ravenous HordesGnoll EmissaryOh, an emissary! How nice. I suspect you didn’t know the gnolls had ambassadors, did you? Yes, even these mangy hyenas have to make nice sometimes. No, no, not with us. Nor the dwarves, neither. No, the emissary is the one, among his packmates, who trucks directly with their dripping demon lord. Frightening? Too right. Every hound has a master with his hand on the chain. This gnoll hears his master’s voice. Hears it and obeys. Instinct: To share divine insight181d10+2Ceremonial Dagger (Close Reach)Special Qualities: Scent
>Pass on demonic influence
>Drive the pack into a fervor
Solitary, Divine, Intelligent, Organized
64
Ravenous HordesGnoll AlphaEvery pack has its top dog. Bigger, maybe—that’d be the simplest way. Often, though, with these lank and filthy mutts, it’s not about size or sharp teeth but about cruelty. About a willingness to kill your brothers and eat them while the pack watches. Willingness to desecrate the pack in a way that cows them to you. If they’re that awful to each other—to their living kin—think about how they must view us. It’s hard to be mere meat in a land of carnivores. Instinct: To drive the pack122b2d10 piercing 1Sword (Close)Special Qualities: Scent
>Demand obedience
>Send the pack to hunt
Solitary, Intelligent, Organized
65
Ravenous HordesOrc BloodwarriorThe orcish horde is a savage, bloodthirsty, and hateful collection of tribes. There are myths and stories that tell of the origin of their rage—a demon curse, a homeland destroyed, elven magic gone wrong—but the truth has been lost to time. Every able orc, be it man or woman, child or elder, swears fealty to the warchief and their tribe and bears the jagged blade of a bloodwarrior. Men are trained to fight and kill—orcs are born to it. Instinct: To fight30d6+2 piercing 1Jagged Blade (Close Messy)>Fight with abandon
>Revel in destruction
Horde, Intelligent, Organized
66
Ravenous HordesOrc BerserkerStained in the unholy ritual of Anointing By The Night’s Blood, some warriors of the horde rise to a kind of twisted knighthood. They trade their sanity for this honor, stepping halfway into a world of swirling madness. This makes berserkers the greatest of their tribe, though as time passes, the chaos spreads. The rare berserker that lives more than a few years becomes horrible and twisted, growing horns or an extra arm with which to grasp the iron cleavers they favor in battle. Instinct: To rage200d10+5Cleaver (Close Reach)Special Qualities: Mutations
>Fly into a frenzy
>Unleash chaos
Solitary, Large, Divine, Intelligent, Organized
67
Ravenous HordesOrc Breaker“Before you set out across the hordeland, brave sir, hark a moment to the tale of Sir Regnus. Regnus was like you, sir—a paladin of the Order, all a-shine in his plated armor and with a shield as tall as a man. Proud he was of it, too—Mirrorshield, he called himself. Tale goes that he’d set his eyes on rescuing some lost priest, a kidnap from the abbey on the borders. Regnus came across some orcs in his travels, a dozen or so, and thought, as one might, that they’d be no match. Battle was joined and all was well until one of them orcs emerged from the fray with a hammer bigger than any man ought to be able to wield. Built more like an ogre or a troll, they say it was, and with a single swing, it crushed Regnus to the ground, shield and all. It were no ordinary orc, they say. It were a breaker. They can’t make plate of their own, see, so maybe it’s jealousy drives these burly things to crush and shatter the way they do. Effective tactic, though. Careful out there.” Instinct: To smash160d10+3 ignores armorHammer (Close Reach Forceful)>Destroy armor or protection
>Lay low the mighty
Solitary, Large
68
Ravenous HordesOrc One-EyeIn the name of He of Riven Sight and by the First Sacrifice of Elf-Flesh do we invoke the Old Powers. By the Second Sacrifice, I make my claim to what is mine—the dark magic of Night. In His image, I walk the path to Gor-sha-thak, the Iron Gallows! I call to the runes! I call to the clouded sky! Take this mortal organ, eat of the flesh of our enemy and give me what is mine! Instinct: To hate60d8+2 ignores armorInflict Wounds (Close Reach Near Far)Special Qualities: One eye
>Rend flesh with divine magic
>Take an eye
>Make a sacrifice and grow in power
Group, Divine, Magical, Intelligent, Organized
69
Ravenous HordesOrc ShamanThe orcs are as old a race as any. They cast bones in the dirt and called to the gods in the trees and stone as the elves built their first cities. They have waged wars, conquered kingdoms, and fallen into corruption in the aeons it took for men to crawl from their caves and dwarves to first see the light of the sun. Fitting, then, that the old ways still hold. They summon the powers of the world to work, to fight and to protect their people, as they have since the first nights. Instinct: To strengthen orc-kind120d10 ignores armorElemental Blast (Close Reach Near Far)Special Qualities: Elemental power
>Give protection of earth
>Give power of fire
>Give swiftness of water
>Give clarity of air
Solitary, Intelligent, Organized
70
Ravenous HordesOrc SlaverRed sails fly in the southern sea. Red sails and ships of bone, old wood and iron. The warfleet of the horde. Orcs down that way have taken to the sea, harassing island towns and stealing away with fishermen and their kin. It’s said the custom is spreading north and the orcs learn the value of free work. Taken to it like a sacred duty—especially if they can get their hands on elves. Hard to think of a grimmer fate than to live out your life on an orcish galley, back bent under the lash. Instinct: To take30d6Whip (Close Reach)>Take a captive
>Pin someone under a net
>Drug them
Horde, Stealthy, Intelligent, Organized
71
Ravenous HordesOrc ShadowhunterNot every attack by orcs is torches and screaming and enslavement. Among those who follow He of Riven Sight, poison and murder-in-the-dark are considered sacred arts. Enter the shadowhunter. Orcs cloaked in Night’s magic who slip into camps, towns and temples and end the lives of those within. Do not be so distracted by the howling of the berserkers that you don’t notice the knife at your back.Instinct: To kill in darkness100d10 piercing 1Poisoned Dagger (Close Reach)Special Qualities: Shadow cloak
>Poison them
>Melt into the shadows
>Cloak them in darkness
Solitary, Stealthy, Magical, Intelligent
72
Ravenous HordesOrc WarchiefThere are chiefs and there are leaders of the tribes among the orcs. There are those who rise to seize power and fall under the machinations of their foes. There is but one Warchief. One orc in all the horde who stands above the rest, bearing the blessings of the One-Eyes and the Shamans both. But one who walks with the elements under Night. But one who bears the Iron Sword of Ages and carries the ancient grudge against the civil races on his shoulders. The Warchief is to be respected, to be obeyed and above all else, to be feared. All glory to the Warchief. Instinct: To lead160b2d10+2Iron Sword of Ages (Close Reach)Special Qualities: One-Eye blessings, Shaman blessings, Divine protection from mortal harm
>Start a war
>Make a show of power
>Enrage the tribes
Solitary, Intelligent, Organized
73
Ravenous HordesTriton SpyA fishing village caught one in their net, some time ago. Part a man and part some scaly sea creature, it spoke in a broken, spy-learned form of the common tongue before it suffocated in the open air. It told the fishermen of a coming tide, an inescapable swell of the power of some deep-sea god and that the triton empire would rise up and drag the land down into the ocean. The tale spread and now, when fishermen sail the choppy seas, they watch and worry that the dying triton’s tales were true. That there are powers deep below that watch and wait. They fear the tide is coming in. Instinct: To spy on the surface world122w2d10Trident (Close Near)Special Qualities: Aquatic
>Reveal their secrets
>Strike at weakness
Solitary, Stealthy, Intelligent, Organized
74
Ravenous HordesTriton TidecallerPart priest, part outcast among their kind, the tidecaller speaks with the voice of the deeps. They can be known by their mutations—transparent skin, perhaps, or rows of teeth like a shark. Glowing eyes or fingertips, angler-lights in the darkness of their underwater kingdom. They speak in a strange tongue that can call and command creatures of the sea. They ride wild hippocampi and cast strange spells that rot through the wooden decks of ships or encrust them with barnacles heavy enough to sink. It is the tidecallers who come, now, back to the cities of the triton, bearing word that the prophecy is coming to pass. The world of men will drown in icy brine. The tidecallers speak and the lords begin to listen. Instinct: To bring on The Flood62d8+2 ignores armorWaves (Near Far)Special Qualities: Aquatic, Mutations
>Cast a spell of water and destruction
>Command beasts of the sea
>Reveal divine proclamation
Group, Divine, Magical, Intelligent
75
Ravenous HordesTriton Sub-MarinerThe triton are not a militant race by nature. They shy away from battle except when the sahuagin attack, and then they only defend themselves and retreat into the depths where their foes can’t follow. This trend begins to change. As the tidecallers come to rally their people, some triton men and women take up arms. They call these generals “sub-mariners” and build for them armor of shells and hardened glass. They swim in formation, wielding pikes and harpoons and attack the crews of ships that wander too far from port. Watch for their pennants of kelp on the horizon and the conch-cry of a call to battle and keep, if you can, your boats near shore.Instinct: To wage war63b2d8Harpoon (Close Near Far)Special Qualities: Aquatic
>Lead tritons to battle
>Pull them beneath the waves
Group, Organized, Intelligent
76
Ravenous HordesTriton NobleThe triton ruling houses were chosen, they say, at the dawn of time. Granted lordship over all the races of the sea by some now-forgotten god. These bloodlines continue, passing rulership from father to daughter and mother to son through the ages. Each is allowed to rule their city in whatever way they choose—some alone or with their spouses, others in council of brothers and sisters. In ages past, they were known for their sagacity and bloodlines of even-temper were respected above all else. The tidecallers prophecy is changing that: nobles are expected to be strong, not wise. The nobles have begun to respond, and it is feared by some that the ancient blood is changing forever. It may be too late to turn back. Time and tide wait for none. Instinct: To lead62d8Trident (Close Near Far)Special Qualities: Aquatic
>Stir tritons to war
>Call reinforcements
Group, Organized, Intelligent
77
Planar PowersAngel“So was it written that the heavens opened up to Avra’hal and did an angel from the clouds emerge to speak unto her and so did it appear to her as her firstborn daughter—beautiful, of ebon skin and golden eyes—and did Avra’hal weep to see it. ‘Be not afraid,’ it commanded her. ‘Go to the villages I have shown you in your dreams and unto them show the word I have written on your soul.’ Avra’hal wept and wept and did agree to do this and did take up her sword and tome and did into the villages go, a great thirst for blood on her lips for the word the angel wrote upon the soul of Avra’hal was ‘kill’.” Instinct: To share divine will184b2d10+4 ignores armorSword of Flames (Close Forceful)Special Qualities: Wings
>Deliver visions and prophecy
>Stir mortals to action
>Expose sin and injustice
Solitary, Terrifying, Divine, Intelligent, Organized
78
Planar PowersBarbed DevilThere are a thousand forms of devil, maybe more. Some common and some unique. Each time the Inquisitors discover a new one they write it into the Tormentors Codex and the knowledge is shared among the abbeys in the hope that atrocities of that particular sort won’t find their way into the world again. The barbed devil has long been known to the brothers and sisters of the Inquisition. It appears only at a site of great violence or when called by a wayward summoner. Covered in sharp quills, this particular demon revels in the spilling of blood, preferably by impaling victims piecemeal or in whole upon its thorns and letting them die there. Cruel but not particularly effective beyond slaughter. A low inquisitorial priority. Instinct: To rend flesh and spill blood163d10+3 piercing 3Spines (Close Reach Messy)Special Qualities: Spines
>Impale someone
>Kill indiscriminately
Solitary, Large, Planar, Terrifying
79
Planar PowersChain DevilDo you think the phrase “drag him to hell” means nothing? It is unfortunately literal, in the case of the chain devil. Appearing differently to each victim, this summoned creature has but a single purpose: to wrap its victim up in binding coils and take it away to a place of torment. Sometimes it will come as a man-shaped mass of rusting iron, hooks and coils of mismatched links. Other times, a roiling tangle of rope or kelp or twisted bloody bedsheets. The results are always the same. Instinct: To capture123d10 ignores armorCrush (Close Reach)>Take a captive
>Return to whence it came
>Torture with glee
Solitary, Planar
80
Planar PowersCorrupter“Surely, my good man, you must know why I am here. Must know who I am. You said the words. You spilled the blood and followed the instructions almost to the letter. Your pronunciation was a bit off but that’s to be expected. I’ve come to give you what you’ve always wanted, friend. Glory, love, money? Paltry things when you’ve the vaults of hell to plumb. Don’t look so shocked, you knew what this was. You have but one thing we desire. Promise it to us, and the world shall be yours for the taking. Trust me.” Instinct: To bargain120w2d8Secret Dagger (Close)>Offer a deal with horrible consequences
>Plumb the vaults of hell for a bargaining chip
>Make a show of power
Solitary, Devious, Planar, Hoarder
81
Planar PowersDjinn“Stop rubbing that lamp, you idiot. I do not care what you have read, it will not grant you wishes. I brought you here to show you something real, something true. See this mural? It shows the ancient city. The true city that came before. They called it Majilis and it was made of brass by the spirits. They had golem servants and human lovers and, in that day, it was said you could trade them a year of your life for a favor. We are not here to gather treasure this night, fool, we are here to learn. The djinn still sometimes come to these places, and you must understand their history if you are to know how to behave. They are powerful and wicked and proud and you must know them if you hope to survive a summoning. Now, bring the lamp here and we will light it, it grows dark and these ruins are dangerous at night.” Instinct: To burn eternally144d8+1 ignores armorFlame (Close Reach)Special Qualities: Made of flame
>Grant power for a price
>Summon the forces of the City of Brass
Group, Large, Magical
82
Planar PowersHell HoundWhen one reneges on a deal, does not the debtor come for payment? Does the owed party not send someone to collect what is due? So too with the Powers Below. They only want what is theirs. A howling pack of shadows, flame and jagged bone, driven by the hunting horn. They will not cease, they cannot be evaded. Instinct: To pursue101d8Fiery Bite (Close)Special Qualities: Hide of shadow
>Follow despite all obstacles
>Spew fire
>Summon the forces of hell on their target
Group, Planar, Organized
83
Planar PowersImpThese tiny observer-demons often act as a first-time binding subject by neophyte warlocks. They can be found infesting arcane cabals, drinking potions when no one watches, and chasing pets and servants with tiny pitchforks. A caricature of true demonhood, these little creatures are, thankfully, not too difficult to bind or extinguish. Instinct: To harass71d6 ignores armorFlame Gout (Close Near Far)>Send information back to hell
>Cause mischief
Horde, Planar, Intelligent, Organized
84
Planar PowersInevitableAll things come to an end. Reality bleeds from the cut of entropy’s knife. At the edge of time itself stand the inevitable. Massive, powerful and seemingly carved from star-stuff themselves, the inevitable intervene only where magic or calamity have undone the skein of fate. Where the arrogant and powerful boil the substance of destiny away and seek to undermine the very laws of reality, the inevitable arrive to guide things back to the proper order. Unshakable, seemingly immune to mortal harm and utterly enigmatic, it is said that the Inevitable are all that will remain when time’s long thread has run out. Instinct: To preserve order215d10+1Hammer (Close Reach)Special Qualities: Made of Order
>End a spell or effect
>Enforce a law of nature or man
>Give a glimpse of destiny
Group, Large, Magical, Cautious, Amorphous, Planar
85
Planar PowersLarvaeThose who have seen visions of the Planes Below, and survived with their sanity intact, speak of masses of these writhing wretches. Maggots with the faces of men and women, crying out for salvation in a nest of flames. Sometimes, they can be goaded out through a rip in the planar caul and emerge, wriggling and in torment, into our world. Once here, they spread misery and sickness during their mayfly lives before expiring into a slurry of gore. All in all, an enticement to do good deeds in life. Instinct: To suffer100w2d4Slime (Close)>Fill them with despair
>Beg for mercy
>Draw evil attention
Horde, Devious, Planar, Intelligent
86
Planar PowersNightmareThe herd came from a pact made in the days when folk still inhabited the Blasted Steppes. Horselords, they were, who travelled those lands. Born in the saddle, it was said. One of theirs, in a bid to dominate his peers, made a black pact with some fell power and traded away his finest horses. He had some power, sure—but what’s a thousand year dynasty when a life is so short? Now the fiends of the pit ride on the finest horses ever seen. Coats of shining oil and manes of tormented flame: these are steeds of hell’s cavalry. Instinct: To ride rampant74d6+1Trample (Close Reach)Special Qualities: Flame and shadow
>Sheath a rider in hellish flame
>Drive them away
Horde, Large, Magical, Terrifying, Planar
87
Planar PowersQuasitAn imp with some ambition. A quasit is a kind of foot soldier in the demon realm. A commoner, armed with fangs or claws or wings or some other thing to give it just a little edge over its hellish peers. Commonly bound by warlocks to carry heavy loads or build bridges or guard their twisted towers, a quasit can take on many forms, none of them pleasant. Instinct: To serve72d6Hellish Weaponry (Close)Special Qualities: Adaptable form
>Attack with abandon
>Inflict pain
Horde, Planar
88
Denizens of the Swamp
BakunawaDragon-Turtle’s sister is a mighty serpent queen. Ten yards of scales and muscle, they say she wakes with a hunger when the sun disappears from the sky. She is attracted by bright light in the darkness and like any snake, the Bakunawa is sneaky. She will seek first to beguile and mislead and will only strike out with violence when no other option is available. When she does, though, her jaws are strong enough to crack the hull of any swamp-boat and certainly enough to slice through a steel breastplate or two. Give the greedy snake your treasures and she might just leave you alone. Instinct: To devour162d10+3 piercing 1Bite (Close Reach)Special Qualities: Amphibious
>Lure prey with lies and illusions
>Lash out at light
>Devour
Solitary, Large, Intelligent, Messy, Forceful
89
Denizens of the Swamp
Basilisk“Few have seen a basilisk and lived to tell the tale. Get it? Seen a basilisk? Little bit of basilisk humor there. Sorry, I know you’re looking for something helpful, sirs. Serious stuff, I understand. The basilisk, even without its ability to turn your flesh to stone with a gaze, is a dangerous creature. A bit like a frog, bulbous eyes and six muscled legs built for leaping. A bit like an alligator, with snapping jaws and sawing teeth. Covered in stony scales and very hard to kill. Best avoided, if possible.” Instinct: To create new statuary122d10Bite (Close)>Turn flesh to stone with a gaze
>Retreat into a maze of stone
Solitary, Hoarder
90
Denizens of the Swamp
Black PuddingHow do you kill a pile of goo? A great, squishy pile of goo that also happens to want to dissolve you and slurp you up? That is a good question to which I have no answer. Do let us know when you find out. Instinct: To dissolve151d10 ignores armorCorrosive Touch (Close)Special Qualities: Amorphous
>Eat away metal, flesh, or wood
>Ooze into a troubling place: food, armor, stomach
Solitary, Amorphous
91
Denizens of the Swamp
CoutalAs if in direct defiance of the decay and filth of the world, the gods granted us the coutal. As if to say, “there is beauty, even in this grim place.” A serpent in flight on jeweled wings, these beautiful creatures glow with a soft light, as the sun does through stained glass. Bright, wise, and calm, a coutal often knows many things and sees many more. You might be able to make a trade with it in exchange for some favor. They seek to cleanse and to purge and to make of this dark world a better one. Shame we have so few. The gods are cruel. Instinct: To cleanse122d8 ignores armorLight Ray (Close)Special Qualities: Wings, Halo
>Pass judgment on a person or place
>Summon divine forces to cleanse
>Offer information in exchange for service
Solitary, Intelligent Devious
92
Denizens of the Swamp
CrocodilianIt’s a really, really big crocodile. Seriously. So big. Instinct: To eat102d8+3Bite (Close Reach)Special Qualities: Amphibious, Camouflage
>Attack an unsuspecting victim
>Escape into the water
>Hold something tight in its jaws
Group, Large
93
Denizens of the Swamp
DoppelgängerTheir natural form, if you ever see it, is hideous. Like a creature who stopped growing part-way, before it decided it was elf or man or dwarf. Then again, maybe that’s how you get to be the way a doppelgänger is—without form, without shape to call their own, maybe all they really seek is a place to fit in. If you go out into the world, when you come back home, make sure your friends are who you think they are. They might, instead, be a doppelgänger and your friend might be dead at the bottom of a well somewhere. Then again, depending on your friends, that might be an improvement. Instinct: To infiltrate120d6Dagger (Close)Special Qualities: Shapeshifting
>Assume the shape of a person whose flesh it’s tasted
>Use another’s identity to advantage
>Leave someone’s reputation shattered
Solitary, Devious, Intelligent
94
Denizens of the Swamp
Dragon TurtleBakunawa has a brother. Where she is quick to anger and hungry for gold, he is slow and sturdy. She is a knife and he is a shield. A great turtle that lies in the muck and mire for ages as they pass, mud piled upon his back—sometimes trees and shrubs. Sometimes a whole misguided clan of goblins will build their huts and cook their ratty meals on the shell of the dragon turtle. His snapping jaws may be glacier-slow, but they can rend a castle wall. Careful where you tread. Instinct: To resist change204d10+3Bite (Reach)Special Qualities: Shell, Amphibious
>Move forward implacably
>Bring its full bulk to bear
>Destroy structures and buildings
Solitary, Huge, Cautious
95
Denizens of the Swamp
Dragon WhelpWhat? Did you think they were all a mile long? Did you think they didn’t come smaller than that? Sure, they may be no bigger than a dog and no smarter than an ape, but a dragon whelp can still belch up a hellish ball of fire that’ll melt your armor shut and drop you screaming into the mud. Their scales, too, are softer than those of their bigger kin, but can still turn aside an arrow or sword not perfectly aimed. Size is not the only measure of might. Instinct: To grow in power163d10+2Elemental Breath (Close Near)Special Qualities: Wings, Elemental Blood
>Start a lair, form a base of power
>Call on family ties
>Demand oaths of servitude
Solitary, Small, Intelligent, Cautious, Hoarder
96
Denizens of the Swamp
EkekUgly, wrinkled bird-folk, these. Once, maybe, in some ancient past, they were a race of angelic men from on high, but now they eat rats that they fish from the murk with talon-feet and devour with needle-teeth. They understand the tongues of men and dwarves but speak in little more than gibbering tongues, mimicking the words they hear with mocking laughter. It’s a chilling thing to see a beast so close to man or bird but not quite either one. Instinct: To lash out31d6Talons (Close)Special Qualities: Wing-arms
>Attack from the air
>Carry out the bidding of a more powerful creature
Horde
97
Denizens of the Swamp
Fire EelsThese strange creatures are no bigger or smarter than their mundane kin. They have the same vicious nature. Over their relations they have one advantage—an oily secretion that oozes from their skin. It makes them hard to catch. On top of that, with a twist of their body they can ignite the stuff, leaving pools of burning oil atop the surface of the water and roasting prey and predator alike. I hear the slimy things make good ingredients for fire-resistant gear, but you have to get your hands on one, first. Instinct: To ignite30d6-2 ignores armorBurning Touch (Hand)Special Qualities: Flammable oil, aquatic
>Catch someone or something on fire (even underwater)
>Consume burning prey
Horde, Tiny
98
Denizens of the Swamp
FrogmanCroak croak croak. Little warty munchkins. Some wizard or godling’s idea of a bad joke, these creatures are. They stand as men, dress in scavenged cloth and hold court in their froggy villages. They speak a rumbling pidgin form of the tongue of man and are constantly at war with their neighbors. They’re greedy and stupid but clever enough when they need to defend themselves. Some say, too, their priests have a remarkable skill at healing. Or maybe they’re just really, really hard to kill. Instinct: To wage war71d6Spear (Close)Special Qualities: Amphibious
>Launch an amphibious assault
>Heal at a prodigious rate
Horde, Small, Intelligent
99
Denizens of the Swamp
HydraA bit like a dragon, wingless though it may be. Heads, nine in number at birth, spring from a muscled trunk and weave a sinuous pattern in the air. A hydra is to be feared—a scaled terror of the marsh. The older ones, though, they have more heads, for every failed attempt to murder it just makes it stronger. Cut off a head and two more grow in its place. Only a strike, true and strong, to the heart can end a hydra’s life. Not time or tide or any other thing but this. Instinct: To grow162d10+3Bite (Close Reach)Special Qualities: Many heads, Only killed by a blow to the heart
>Attack many enemies at once
>Regenerate a body part (especially a head)
Solitary, Large
100
Denizens of the Swamp
KoboldSome are wont to lump these little, rat-like dragon-men in with goblins and orcs, bugbears and hobgoblins. They are smarter and wiser than their kin, however. The kobolds are beholden slaves to dragons and were, in ancient times, their lorekeepers and sorcerer-servants. Their clans, with names like Ironscale and Whitewing, form around a dragon master and live to serve and do its bidding. Spotting a kobold means more are near—and if more are near then a mighty dragon cannot be far, either. Instinct: To serve dragons31d6Spear (Close Reach)Special Qualities: Dragon connection
>Lay a trap
>Call on dragons or draconic allies
>Retreat and regroup
Horde, Small, Stealthy, Intelligent, Organized
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