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DW Monster Cards

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Monster Cards for

Dungeon World

Attribution
All text taken from Dungeon World by Adam Koebel and
Sage LaTorra, licensed under a Creative Commons Attribu-
tion 3.0 Unported license.
Aboleth : 18
: 0
To command
Intelligent ~ Group ~ Huge
Tentacle (d10+3 damage)
Forceful ~ Close, Reach
Moves § Invade a mind
§ Turn minions on them
§ Put a plan in motion
Quality § Telepathy

Deep 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 bid-
ding.

[DW p. 297, 229] - Lower Depths


Abomination : 20
: 1
To end life
Construct, Terrifying ~ Solitary ~ Large
Slam (d10+3 damage)
Forceful ~ Close, Reach
Moves § Tear flesh apart
§ Spill forth putrid guts
Qualities § Many limbs
§ heads
§ and so on

Corpses sewn onto corpses make up the bulk of these sham-


bling masses of dark magic. Most undead are crafted to
be controlled—made to serve some purpose like building
a tower or serving as guardians. Not so the abomination.
The last aspect of the ritual used to grant fire to their hellish
limbs invokes a hatred so severe that the abomination knows
but one task: to tear and rend at the very thing it cannot
have—life. Many students of the black arts learn to their
mortal dismay the most important fact about these hulks;
an abomination knows no master.

[DW p. 255, 228] - Undead Legions


Acolyte : -
: 0
To serve dutifully

Moves § Follow dogma


§ Offer eternal reward for mortal deeds

“Can’t all be the High Priest, they said. Can’t all wield the
White Spire, they said. Scrub the floor, they told me. The
Cthonic Overgod don’t want a messy floor, do he? They
said it’d be enlightenment and magic. Feh. It’s bruised
knees and dishpan hands. If only I’d been a cleric, instead.”

[DW p. 313, 227] - Folk of the Realm


Adventurer : 3
: 1
To adventure or die trying
Intelligent ~ Horde
Sword (d6 damage)
Forceful ~ Close, Reach
Moves § Go on a fool’s errand
§ Act impulsively
§ Share tales of past exploits
Quality § Endless enthusiasm

“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 com-
pletely uprooted. Dangerous, unpredictable murder-hobos.
Oh, wait, you’re an adventurer? I take it all back.”

[DW p. 313, 227] - Folk of the Realm


Angel : 18
: 4
To share divine will
Terrifying, Divine, Intelligent, Organized ~ Solitary
Sword of Flames (b[2d10]+4 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Deliver visions and prophecy
§ Stir mortals to action
§ Expose sin and injustice
Quality § Wings

“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—beau-
tiful, 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’.”

[DW p. 305, 230] - Planar Powers


Ankheg : 10
: 3
To undermine
Group ~ Large
Bite (d8+1 damage)
Forceful ~ Close, Reach
Moves § Undermine the ground
§ Burst from the earth
§ Spray forth acid, eating away at metal and
flesh
Quality § Burrowing

A 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.

[DW p. 233, 227] - Cavern Dwellers


Apocalypse Dragon : 26
: 5
To end the world
Magical, Divine ~ Solitary ~ Huge
Bite (b[2d12]+9 damage, 4 piercing)
Forceful ~ Close, Reach
Moves § Set a disaster in motion
§ Breathe forth the elements
§ Act with perfect foresight
Qualities § Inch-thick metal hide
§ Supernatural knowledge
§ Wings

The end of all things shall be a burning—of tree and earth


and of the air itself. It shall come upon the plains and moun-
tains 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 Apoc-
alypse Dragon is to invite madness. They say to love it is to
know oblivion. The awakening is coming.

[DW p. 297, 229] - Lower Depths


Assassin Vine : 15
: 1
To grow
Stealthy, Amorphous ~ Solitary
Thorns (d10 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Shoot forth new growth
§ Attack the unwary
Quality § Plant

Among the animals there exists a clear division ‘tween hunter


and hunted. All it takes is a glance to know—by fangs and
glowing eyes or claws or venomous sting—which of the
creatures of this world are meant to kill and which stand
to be killed. Such a split, if you have the eyes to see it, cuts
the world of leaves and flowers in twain, as well. Druids in
their forest circles know it. Rangers, too, might spot such
a plant before it’s too late. Lay folk, though, they wander
where they oughtn’t—paths into the deep woods covered
in creeping vines and with a snap, these hungry ropes snap
tight, dragging their meaty prey into the underbrush. Mind
your feet, traveller.

[DW p. 265, 228] - Dark Woods


Bakunawa : 16
: 2
To devour
Intelligent, Messy, Forceful ~ Solitary ~ Large
Bite (d10+3 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Lure prey with lies and illusions
§ Lash out at light
§ Devour
Quality § Amphibious

Dragon-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 Baku-
nawa 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.

[DW p. 243, 228] - Swamp Denizens


Bandit : 3
: 1
To rob
Intelligent, Organized ~ Horde
Dirk (d6 damage)
Forceful ~ Close, Reach
Moves § Steal something
§ Demand tribute

Desperation 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 rob-
bery, 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 des-
peration isn’t a need to sate one’s baser lusts? Anyway—it’s
this or starve, sometimes.

[DW p. 314, 227] - Folk of the Realm


Bandit King : 12
: 1
To lead
Intelligent, Organized ~ Solitary
Trusty knife (b[2d10] damage)
Forceful ~ Close, Reach
Moves § Make a demand
§ Extort
§ Topple power

Better to rule in hell than serve in heaven.

[DW p. 314, 227] - Folk of the Realm


Banshee : 16
: 0
To get revenge
Magical, Intelligent ~ Solitary
Scream (d10 damage)
Forceful ~ Close, Reach
Moves § Drown out all other sound with a ceaseless
scream
§ Unleash a skull-splitting noise
§ Disappear into the mists
Quality § Insubstantial

Come away from an encounter with one of these vengeful


spirits merely deaf and count yourself lucky for the rest of
your peaceful, silent days. Often mistaken at first glance for
a ghost or wandering spirit, the banshee reveals a far more
deadly talent for sonic assault when angered. And her anger
comes easy. A victim of betrayal (often by a loved one) the
banshee makes known her displeasure with a roar or scream
that can putrefy flesh and rend the senses. If you can help
her get her vengeance, they say she might grant rewards.
Whether the affection of a spurned spirit is a thing you’d
want, well, that’s another question.

[DW p. 255, 228] - Undead Legions


Barbed Devil : 16
: 3
To rend flesh and spill blood
Planar, Terrifying ~ Solitary ~ Large
Spines (d10+3 damage, 3 piercing)
Forceful ~ Close, Reach
Moves § Impale someone
§ Kill indiscriminately
Quality § Spines

There are a thousand forms of devil, maybe more. Some


common and some unique. Each time the Inquisitors dis-
cover 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 sum-
moner. Covered in sharp quills, this particular demon revels
in the spilling of blood, preferably by impaling victims piece-
meal or in whole upon its thorns and letting them die there.
Cruel but not particularly effective beyond slaughter. A low
inquisitorial priority.

[DW p. 305, 230] - Planar Powers


Basilisk : 12
: 2
To create new statuary
Hoarder ~ Solitary
Bite (d10 damage)
Forceful ~ Close, Reach
Moves § Turn flesh to stone with a gaze
§ Retreat into a maze of stone

“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.”

[DW p. 243, 228] - Swamp Denizens


Black Pudding : 15
: 1
To dissolve
Amorphous ~ Solitary
Corrosive touch (d10 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Eat away metal, flesh, or wood
§ Ooze into a troubling place: food, armor,
stomach
Quality § Amorphous

How 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.

[DW p. 244, 228] - Swamp Denizens


Blink Dog : 6
: 4
To hunt
Magical, Organized ~ Group ~ Small
Bite (d8 damage)
Forceful ~ Close, Reach
Moves § Give the appearance of being somewhere
they’re not
§ Summon the pack
§ Move with amazing speed
Quality § Illusion

Now you see it, now you don’t. Hounds once owned by
a sorcerer lord and imbued with a kind of illusory cloak,
they escaped into the woods around his lair and began to
breed with wolves and wild dogs of the forest. You can spot
them, if you’re lucky, by the glittering silver of their coats
and their strange, ululating howls. They have a remarkable
talent for being not quite where they appear to be and use
it to take down prey much stronger than themselves. If you
find yourself facing a pack of blink dogs you might as well
close your eyes and fight. You’ll have an easier time when
not betrayed by your natural sight. By such sorceries are the
natural places of the world polluted with unnatural things.

[DW p. 265, 228] - Dark Woods


Bulette : 20
: 3
To devour
Construct ~ Solitary ~ Huge
Bite (d10+5 damage, 3 piercing)
Forceful ~ Close, Reach
Moves § Drag prey into rough tunnels
§ Burst from the earth
§ Swallow whole
Quality § Burrowing

A 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!”

[DW p. 287, 229] - Twisted Experiments


Cave Rat : 7
: 1
To devour
Horde ~ Small
Gnaw (d6 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Swarm
§ Rip something (or someone) apart

Who 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.

[DW p. 233, 227] - Cavern Dwellers


Centaur : 11
: 1
To rage
Organized, Intelligent ~ Horde ~ Large
Bow (d6+2 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Overrun them
§ Fire a perfect bullseye
§ Move with unrelenting speed
Qualities § Half-horse
§ Half-man

“It will be a gathering of clans unseen in this age. Call


Stormhoof and Brightspear. Summon Whitemane and Iron-
flanks. Sound the horn and we shall begin our meeting—we
shall speak the words and bind our people together. Too
long have the men cut the ancient trees for their ships. The
elves are weak and cowardly, friend to these mannish slime.
It will be a cleansing fire from the darkest woods. Raise the
red banner of war! Today we strike back against these apes
and retake what is ours!”

[DW p. 266, 228] - Dark Woods


Chain Devil : 12
: 3
To capture
Planar ~ Solitary
Crush (d10 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Take a captive
§ Return to whence it came
§ Torture with glee

Do you think the phrase “drag him to hell” means nothing?


It is unfortunately literal, in the case of the chain devil. Ap-
pearing 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.

[DW p. 306, 230] - Planar Powers


Chaos Ooze : 23
: 1
To change
Planar, Terrifying, Amorphous ~ Solitary
Warping touch (d10 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Cause a change in appearance or sub-
stance
§ Briefly bridge the planes
Qualities § Ooze
§ Fragments of other planes embedded in it

The barrier between Dungeon World and the elemental planes


is not, as you might hope, a wall of stone. It’s much more
porous. Places where the civil races do not often tread can
sometimes, how to put this, spring a leak. Like a dam come
just a little loose. Bits and pieces of the chaos spill out.
Sometimes, they’ll congeal like an egg on a pan—that’s
where we get the material for many of the Guild’s magi-
cal trinkets. Useful, right? Sometimes, though, it squirms
and squishes around a bit and stays that way, warping all
it touches into some other, strange form. Chaos begets
chaos, and it grows.

[DW p. 266, 228] - Dark Woods


Chaos Spawn : 19
: 1
To undermine the established order
Amorphous ~ Solitary
Chaotic touch (d10 damage)
Forceful ~ Close, Reach
Moves § Rewrite reality
§ Unleash chaos from containment
Quality § Chaos form

Driven 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.

[DW p. 298, 229] - Lower Depths


Chimera : 16
: 1
To do as commanded
Construct ~ Solitary ~ Large
Bite (d10+1 damage)
Forceful ~ Close, Reach
Moves § Belch forth flame
§ Run them over
§ Poison them

Well-known and categorized, the chimera is a perfected crea-


ture. From the codices of the Mage’s Guild to the famous
pages of Cullaina’s Creature Compendium, there’s no con-
fusion 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 de-
tail 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.

[DW p. 287, 229] - Twisted Experiments


Choker : 15
: 2
To deny light
Stealthy, Intelligent ~ Solitary
Choke (d10 damage)
Forceful ~ Close, Reach
Moves § Hold someone, wringing the breath from
them
§ Fling a held creature
Quality § Flexible

Some 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.

[DW p. 234, 227] - Cavern Dwellers


Chuul : 10
: 4
To split
Cautious ~ Group ~ Large
Claws (d8+1 damage, 3 piercing)
Forceful ~ Close, Reach
Moves § Split something in two with mighty claws
§ Retreat into water
Quality § Amphibious

Your 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.

[DW p. 298, 229] - Lower Depths


Cloaker : 12
: 1
To engulf
Stealthy ~ Solitary
Constrict (d10 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Engulf the unsuspecting
Quality § Looks like a cloak

Don’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!

[DW p. 234, 227] - Cavern Dwellers


Cockatrice : 6
: 1
To defend the nest
Hoarder ~ Group ~ Small
Beak (d8 damage)
Forceful ~ Close, Reach
Moves § Start a slow transformation to stone
Quality § Stone touch

“I ain’t ever seen such a thing, sir. Rodrick thought it a


chicken, maybe. Poor Rodrick. I figured it to be a lizard of
a sort, though he was right—it had a beak and gray feathers
like a chicken. Right, well, see, we found it in the woods, in
a nest at the foot of a tree while we were out with the sow.
Looking for mushrooms, sir. I told Rodrick we were—yes,
sir, right sir, the bird—see, it was glaring at Rodrick and he
tried to scare it off with a stick to steal the eggs but the
thing pecked his hand. Quick it was, too. I tried to get him
away but he just got slower and slower and…yes, as you see
him now, sir. All frozen up like when we left the dog out
overnight in winter two years back. Poor, stupid Rodrick.
Weren’t no bird nor lizard, were it, sir?”

[DW p. 267, 228] - Dark Woods


Concept Elemental : -
: 0
To perfect its concept
Devious, Planar, Amorphous ~ Solitary
Moves § Demonstrate its concept in its purest form
Quality § Ideal form

The planes are not as literal as our world. Clothed in the ele-
mental chaos are places of stranger stuff than air and water.
Here, rivers of time crash upon shores of crystal fear. Bleak
storms of nightmare roil and churn in a laughter-bright sky.
Sometimes, the spirits of these places can be lured into our
world, though they are infinitely more unpredictable and
strange than mere fire or earth might be. Easier to make
mistakes, too—one might try calling up a wealth elemental
and be surprised to find a murder elemental instead.

[DW p. 306, 230] - Planar Powers


Corrupter : 12
: 0
To bargain
Devious, Planar, Hoarder ~ Solitary
Secret dagger (w[2d8] damage)
Forceful ~ Close, Reach
Moves § Offer a deal with horrible consequences
§ Plumb the vaults of hell for a bargaining
chip
§ Make a show of power

“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.”

[DW p. 307, 230] - Planar Powers


Coutal : 12
: 2
To cleanse
Intelligent, Devious ~ Solitary
Light ray (d8 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Pass judgment on a person or place
§ Summon divine forces to cleanse
§ Offer information in exchange for service
Qualities § Wings
§ Halo

As 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.

[DW p. 244, 228] - Swamp Denizens


Crocodilian : 10
: 2
To eat
Group ~ Large
Bite (d8+3 damage)
Forceful ~ Close, Reach
Moves § Attack an unsuspecting victim
§ Escape into the water
§ Hold something tight in its jaws
Qualities § Amphibious
§ Camouflage

It’s a really, really big crocodile. Seriously. So big.

[DW p. 245, 228] - Swamp Denizens


Deep Elf Assassin : 6
: 1
To spite the surface races
Intelligent, Organized ~ Group
Poisoned blade (d8 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Poison them
§ Unleash an ancient spell
§ Call reinforcements

It was not so simple a thing as a war over religion or terri-


tory. 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.

[DW p. 299, 229] - Lower Depths


Deep Elf Priest : 14
: 0
To pass on divine vengeance
Divine, Intelligent, Organized ~ Solitary
Smite (d10+2 damage)
Forceful ~ Close, Reach
Moves § Weave spells of hatred and malice
§ Rally the deep elves
§ Pass on divine knowledge
Quality § Divine connection

The 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 whis-
per 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.

[DW p. 300, 229] - Lower Depths


Deep Elf Swordmaster
:6
:2
To punish unbelievers
Intelligent, Organized ~ Group
Barbed blade (b[2d8]+2 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Inflict pain beyond measure
§ Use the dark to advantage

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.

[DW p. 299, 229] - Lower Depths


Derro : 3
: 2
To replace dwarves
Devious, Intelligent, Organized ~ Horde
Pickaxe (d6 damage)
Forceful ~ Close, Reach
Moves § Fill a mind with foreign thoughts
§ Take control of a beast’s mind
Quality § Telepathy

It’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 re-
venge—that of the created on the creator.

[DW p. 288, 229] - Twisted Experiments


Devourer : 16
: 1
To feast on souls
Intelligent, Hoarder ~ Solitary ~ Large
Smash (d10+3 damage)
Forceful ~ Close, Reach
Moves § Devour or trap dying soul
§ Bargain for a soul’s return

Most folk know that the undead feed on flesh. The warmth,
blood and living tissue continue their unholy existence. This
is true for most of the mindless dead, animated by black sor-
cery. Not so the devourer. When a particularly wicked per-
son (often a manipulator of men, an apostate priest or the
like) dies in a gruesome way, the dark powers of Dungeon
World might bring them back to a kind of life. The devourer,
however, does not feed on the flesh of men or elves. The
devourer eats souls. It kills with a pleasure only the sentient
can enjoy and in the moments of its victims’ expiry, draws
breath like a drowning man and swallows a soul. What does
it mean to have your soul eaten by such a creature? None
dare ask for fear of finding out.

[DW p. 256, 228] - Undead Legions


Digester : 16
: 1
To digest
Construct ~ Solitary ~ Large
Acid (d10+1 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Eat away at something
§ Draw sustenance
Quality § Digest acid secretion

It’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 oc-
curs, 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.

[DW p. 288, 229] - Twisted Experiments


Djinn : 14
: 4
To burn eternally
Magical ~ Group ~ Large
Flame (d8+1 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Grant power for a price
§ Summon the forces of the City of Brass
Quality § Made of flame

“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.”

[DW p. 307, 230] - Planar Powers


Doppelgänger : 12
: 0
To infiltrate
Devious, Intelligent ~ Solitary
Dagger (d6 damage)
Forceful ~ Close, Reach
Moves § Assume the shape of a person whose flesh
it’s tasted
§ Use another’s identity to advantage
§ Leave someone’s reputation shattered
Quality § Shapeshifting

Their 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.

[DW p. 245, 228] - Swamp Denizens


Dragon : 16
: 5
To rule
Terrifying, Cautious, Hoarder ~ Solitary ~ Huge
Bite (b[2d12]+5 damage, 4 piercing)
Forceful ~ Close, Reach
Moves § Bend an element to its will
§ Demand tribute
§ Act with disdain
Qualities § Elemental blood
§ Wings

They are the greatest and most terrible things this world will
ever have to offer.

[DW p. 300, 229] - Lower Depths


Dragonbone : 20
: 2
To serve
Solitary ~ Huge
Bite (d10+3 damage, 3 piercing)
Forceful ~ Close, Reach
Moves § Attack unrelentingly

Mystical sorcerers debate: is this creature truly undead or is


it a golem made of a particularly rare and blasphemous ma-
terial? The bones, sinews and scales of a dead dragon make
up this bleak automaton. Winged but flightless, dragon-
shaped but without the mighty fire of such a noble thing, the
dragonbone serves its master with a twisted devotion and
is often set to assault the keeps and towers of rival necro-
mancers. It would take a being of some considerable evil to
twist the remains of a dragon thus.

[DW p. 256, 228] - Undead Legions


Dragon Turtle : 20
: 4
To resist change
Cautious ~ Solitary ~ Huge
Bite (d10+3 damage)
Forceful ~ Close, Reach
Moves § Move forward implacably
§ Bring its full bulk to bear
§ Destroy structures and buildings
Qualities § Shell
§ Amphibious

Bakunawa 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.

[DW p. 246, 228] - Swamp Denizens


Dragon Whelp : 16
: 3
To grow in power
Intelligent, Cautious, Hoarder ~ Solitary ~ Small
Elemental breath (d10+2 damage)
Forceful ~ Close, Reach
Moves § Start a lair, form a base of power
§ Call on family ties
§ Demand oaths of servitude
Qualities § Wings
§ Elemental Blood

What? 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.

[DW p. 246, 228] - Swamp Denizens


Draugr : 7
: 2
To take from the living
Organized ~ Horde
Rusty sword (d6+1 damage)
Forceful ~ Close, Reach
Moves § Freeze flesh
§ Call on the unworthy dead
Quality § Icy touch

In the Nordemark, the men and women tell tales in their


wooden halls of a place where the noble dead go. A mead
hall atop their heavenly mountain where men of valor go
to await the final battle for the world. It is a goodly place.
It is a place where one hopes to go after death. And the
inglorious dead? Those who fall to poison or in an act of
cowardice, warriors though they may be? Well, those mead
halls aren’t open to all and sundry. Some come back, frozen
and twisted and empowered by jealous rage and wage their
eternal war not on the forces of giants or trolls but on the
towns of the men they once knew.

[DW p. 257, 228] - Undead Legions


Dryad : 12
: 2
To love nature passionately
Magical, Intelligent, Devious, ~ Solitary
Crushing vines (w[2d8]damage)
Forceful ~ Close, Reach
Moves § Entice a mortal
§ Merge into a tree
§ Turn nature against them
Quality § Plant

More beautiful by far than any man or woman born in the


civil realms. To gaze upon one is to fall in love. Deep and
punishing, too. Thing is, they don’t love—not the fleshy
folk who often find them, anyway. Their love is a primal
thing, married to the woods—to a great oak that serves as
home and mother and sacred place to them. It’s a curse to
see one, too, they’ll never love you back. No matter what
you do. No matter how you pledge yourself to them, they’ll
always spurn you. If ever their oak comes to harm, you’ve
not only the dryad’s wrath to contend with, but in every
nearby village there’s a score of men with a secret longing
in their heart, ready to murder you where you sleep for just
a smile from such a creature.

[DW p. 267, 228] - Dark Woods


Dwarven Warrior : 7
: 2
To defend
Organized ~ Horde
Axe (d6 damage)
Forceful ~ Close, Reach
Moves § Drive them back
§ Call up reinforcements

For 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.

[DW p. 235, 227] - Cavern Dwellers


Eagle Lord : 10
: 1
To rule the heights
Organized, Intelligent ~ Group ~ Large
Talons (b[2d8]+1 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Attack from the sky
§ Pull someone into the air
§ Call on ancient oaths
Quality § Mighty wings

Some the size of horses. Bigger, even—the kings and queens


of the eagles. Their cry pierces the mountain sky and woe to
those who fall under the shadow of their mighty wings. The
ancient wizards forged a pact with them in the primordial
days. Men would take the plains and valleys and leave the
mountaintops to the eagle lords. These sacred pacts should
be honored, lest they set their talons into you. Lucky are
the elves, for the makers of their treaties yet live and when
danger comes to elvish lands, the eagle lords often serve as
spies and mounts for them. Long-lived and proud, some
might be willing to trade their ancient secrets for the right
price, too.

[DW p. 268, 228] - Dark Woods


Earth Elemental : 27
: 4
To show the strength of earth
Solitary ~ Huge
Smash (d10+5 damage)
Forceful ~ Close, Reach
Moves § Turn the ground into a weapon
§ Meld into stone
Quality § Made of stone

Our 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.

[DW p. 235, 227] - Cavern Dwellers


Ekek : 3
: 1
To lash out
Horde
Talons (d6 damage)
Forceful ~ Close, Reach
Moves § Attack from the air
§ Carry out the bidding of a more powerful
creature
Quality § Wing-arms

Ugly, wrinkled bird-folk, these. Once, maybe, in some an-


cient 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 gibber-
ing 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.

[DW p. 247, 228] - Swamp Denizens


Elvish High Arcanist : 12
: 0
To unleash power
Magical, Intelligent, Organized ~ Solitary
Arcane fire (d10 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Work the magic that nature demands
§ Cast forth the elements
Quality § Sharp senses

True elvish magic isn’t like the spells of men. Mannish wiz-
ardry is all rotes and formulas. They cheat to find the arcane
secrets that resound all around them. They are deaf to the
arcane symphony that sings in the woods. Elvish magic re-
quires a fine ear to hear that symphony and the voice with
which to sing. To harmonize with what is already resound-
ing. Men bind the forces of magic to their will; Elves simply
pluck the strings and hum along. The High Arcanists, in a
way, have become more and less than any elf. The beat of
their blood is the throbbing of all magic in this world.

[DW p. 269, 228] - Dark Woods


Elvish Warrior : 3
: 2
To seek perfection
Intelligent, Organized ~ Horde
Sword (b[2d6] damage)
Forceful ~ Close, Reach
Moves § Strike at a weak point
§ Set ancient plans in motion
§ Use the woods to advantage
Quality § Sharp sense

”As with all things they undertake, the elves approach war
as an art. I saw them fight, once. The Battle of Astrid’s
Veil. Yes, I am that old, boy, now hush. A warrior-maiden,
she was clad in plate that shone like the winter sky. White
hair streaming and a pennant of ocean blue tied to her
spear. She seemed to glide between the trees the way an
angel might, striking out and bathing her blade in blood that
steamed in the cold air. I never felt so small before. I trained
with the master-at-arms of Battlemoore, you know. I’ve
held a sword longer than you’ve been alive, boy, and in that
one moment I knew that my skill meant nothing. Thank
the gods the elves were with us then. A more beautiful and
terrible thing I have never seen.”

[DW p. 268, 228] - Dark Woods


Ethereal Filcher : 12
: 1
To steal
Devious, Planar ~ Solitary
Stolen dagger (w[2d8] damage)
Forceful ~ Close, Reach
Moves § Take something important to its planar lair
§ Retreat to the Ethereal plane
§ Use an item from its lair
Quality § Burrowing

Things 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 col-
lection of halfling finger-bones, stolen from the hands of the
sleeping. We’re lucky, that way.

[DW p. 289, 229] - Twisted Experiments


Ettin : 16
: 1
To smash
Construct ~ Solitary ~ Large
Club (d10+3 damage)
Forceful ~ Close, Reach
Moves § Attack two enemies at once
§ Defend its creator
Quality § Two heads

What could possibly be better than an idiotic angry hill giant?


One with two heads. Fantastic idea, really. Grade A stuff.

[DW p. 289, 229] - Twisted Experiments


Fire Beetle : 3
: 3
To enflame
Horde ~ Small
Flames (d6 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Undermine the ground
§ Burst from the earth
§ Spray forth flames
Quality § Full of flames

<i>Scarabaeus pyractomena</i>! What a delightful crea-


ture—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.

[DW p. 236, 227] - Cavern Dwellers


Fire Eels : 3
: 0
To ignite
Horde ~ Tiny
Burning touch (d6-2 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Catch someone or something on fire (even
underwater)
§ Consume burning prey
Qualities § Flammable oil
§ aquatic

These 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.

[DW p. 247, 228] - Swamp Denizens


Flesh Golem : 3
: 0
To live
Horde
Miscellaneous Claws and Teeth (d6+2 damage)
Forceful ~ Close, Reach
Moves § Follow orders
§ Detach a body part
Quality § Many body parts

Stolen bits and pieces in the night. Graveyards stealthily up-


rooted 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.

[DW p. 291, 229] - Twisted Experiments


Fool : -
: 0
To mock

Moves § Expose injustice


§ Play a trick

There’s not but one person in all the King’s court allowed to
speak the truth. The real, straight-and-honest truth about
anything. The fool couches it all in bells and prancing and
chalky face-paint, but who else gets to tell the King what’s
what? You can trust a fool, they say, especially when he’s
made you red-faced and you’d just as soon drown him in a
cesspit.

[DW p. 314, 227] - Folk of the Realm


Formian Centurion : 7
: 3
To fight as ordered
Intelligent, Organized ~ Horde
Barbed spear (b[2d6]+2 damage)
Forceful ~ Close, Reach
Moves § Advance as one
§ Summon reinforcements
§ Give a life for the hive
Qualities § Hive connection
§ Insectoid
§ Wings

Whether 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 dan-
gerous 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 singu-
lar purpose of killing the enemies of their hive, they fight
with one mind and a hundred swords. Thus far, the pow-
ers of Law have seen fit to spare mankind a great war with
these creatures, but we’ve seen them in skirmish—descend-
ing 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.

[DW p. 276, 229] - Ravenous Hordes


Formian Drone : 7
: 4
To follow orders
Organized, Cautious ~ Horde
Bite (d6 damage)
Forceful ~ Close, Reach
Moves § Raise the alarm
§ Create value for the hive
§ Assimilate
Qualities § Hive connection
§ Insectoid

With good cause, they say that these creatures (like all in-
sects, really) are claimed by the powers of Law. They are or-
der 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 saw-
tooth 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.

[DW p. 275, 229] - Ravenous Hordes


Formian Queen : 24
: 3
To spread formians
Organized, Intelligent, Hoarder ~ Solitary ~ Huge
Crushing mandibles (d10+5 damage)
Forceful ~ Close, Reach
Moves § Call every formian it spawned
§ Release a half-formed larval mutation
§ Organize and issue orders
Qualities § Hive connection
§ Insectoid

At 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.

[DW p. 277, 229] - Ravenous Hordes


Formian Taskmaster :6
:3
To command
Organized, Intelligent ~ Group
Spiked whip (d8 damage)
Forceful ~ Close, Reach
Moves § Order drones into battle
§ Set great numbers in motion
Qualities § Hive connection
§ Insectoid

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 hun-
dred, 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.

[DW p. 275, 229] - Ravenous Hordes


Frogman : 7
: 1
To wage war
Intelligent ~ Horde ~ Small
Spear (d6 damage)
Forceful ~ Close, Reach
Moves § Launch an amphibious assault
§ Heal at a prodigious rate
Quality § Amphibious

Croak 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.

[DW p. 248, 228] - Swamp Denizens


Gargoyle : 3
: 2
To guard
Stealthy, Hoarder ~ Horde
Claw (d6 damage)
Forceful ~ Close, Reach
Moves § Attack with the element of surprise
§ Take to the air
§ Blend into stonework
Quality § Wings

It’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.

[DW p. 236, 227] - Cavern Dwellers


Gelatinous Cube : 20
: 1
To clean
Stealthy, Amorphous ~ Solitary ~ Large
Engulf (d10+1 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Fill an apparently empty space
§ Dissolve
Quality § Transparent

How many adventurers’ last thoughts were “strange, this


tunnel seems cleaner than most?” Too many, and all be-
cause 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.

[DW p. 237, 227] - Cavern Dwellers


Ghost : 16
: 0
To haunt
Devious, Terrifying ~ Solitary
Phantom touch (d6 damage)
Forceful ~ Close, Reach
Moves § Reveal the terrifying nature of death
§ Haunt a place of importance
§ Offer information from the other side, at a
price
Quality § Insubstantial

Every culture tells the story the same way. You live, you
love or you hate, you win or you lose, you die somehow
you’re not too fond of and here you are, ghostly and full
of disappointment and what have you. Some people take
it upon themselves, brave and kindly folks, to seek out the
dead and help them pass to their rightful rest. You can
find them, most times, down at the tavern drinking away
the terrors they’ve seen or babbling to themselves in the
madhouse. Death takes a toll on the living, no matter how
you come by it.

[DW p. 257, 228] - Undead Legions


Ghoul : 10
: 1
To eat
Group
Talons (d8 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Gnaw off a body part
§ Gain the memories of their meal

Hunger. Hunger hunger hunger. Desperate clinging void-


stomach-emptiness hunger. Sharp talons to rend flesh and
teeth to tear and crack bones and suck out the soft mar-
row inside. Vomit up hate and screaming jealous anger and
charge on twisted legs—scare the living flesh and sweeten it
ever more with the stink of fear. Feast. Peasant or knight,
wizard, sage, prince, or priest all make for such delicious
meat.

[DW p. 258, 228] - Undead Legions


Girallon : 20
: 1
To rule
Solitary ~ Huge
Rending hands (d10+5 damage)
Forceful ~ Close, Reach
Moves § Answer the call of sacrifice
§ Drive them from the jungle
§ Throw someone
Quality § Many arms

The pounding of the jungle drums calls to it. The slab of


meat on the sacrificial stone to lure in the great ape. Giral-
lon, 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 seek-
ing the ape and returns, never quite the same, never with a
trophy. The pounding of the drums goes on.

[DW p. 290, 229] - Twisted Experiments


Gnoll Alpha : 12
: 2
To drive the pack
Intelligent, Organized ~ Solitary
Sword (b[2d10] damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Demand obedience
§ Send the pack to hunt
Quality § Scent

Every 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.

[DW p. 279, 229] - Ravenous Hordes


Gnoll Emissary : 18
: 1
To share divine insight
Divine, Intelligent, Organized ~ Solitary
Ceremonial dagger (d10+2 damage)
Forceful ~ Close, Reach
Moves § Pass on demonic influence
§ Drive the pack into a fervor
Quality § Scent

Oh, 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 drip-
ping 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.

[DW p. 278, 229] - Ravenous Hordes


Gnoll Tracker : 6
: 1
To prey on weakness
Organized, Intelligent ~ Group
Bow (d8 damage)
Forceful ~ Close, Reach
Moves § Doggedly track prey
§ Strike at a moment of weakness
Quality § Scent-tracker

Once 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.

[DW p. 278, 229] - Ravenous Hordes


Goblin : 3
: 1
To multiply
Intelligent, Organized ~ Horde ~ Small
Spear (d6 damage)
Forceful ~ Close, Reach
Moves § Charge!
§ Call more goblins
§ Retreat and return with (many) more

Nobody 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.

[DW p. 237, 227] - Cavern Dwellers


Goblin Orkaster : 12
: 0
To tap power beyond their stature
Magical, Intelligent, Organized ~ Solitary ~ Small
Acid orb (d10+1 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Unleash a poorly understood spell
§ Pour forth magical chaos
§ Use other goblins for shields

Oh lord, who taught them magic?

[DW p. 237, 227] - Cavern Dwellers


Goliath : 14
: 1
To retake
Organized, Intelligent ~ Group ~ Huge
Mace (d8+7 damage)
Forceful ~ Close, Reach
Moves § Shake the earth
§ Retreat, only to come back stronger

They 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.

[DW p. 238, 227] - Cavern Dwellers


Gray Render : 16
: 1
To serve
Solitary ~ Large
Rending claws (d10+3 damage, 3 piercing)
Forceful ~ Close, Reach
Moves § Tear something apart

On 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. How-
ever, 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 pro-
tecting them while they sleep. Finding an un-bonded render
means certain riches, if you survive to sell it.

[DW p. 301, 229] - Lower Depths


Griffin : 10
: 1
To serve allies
Organized ~ Group ~ Large
Talons (d8+3 damage)
Forceful ~ Close, Reach
Moves § Judge someone’s worthiness
§ Carry an ally aloft
§ Strike from above
Quality § Wings

On first glance, one might mistake the griffin for another


magical mistake like the manticore or the chimera. It looks
the part, doesn’t it? These creatures have the regal haughti-
ness of a lion and the arrogant bearing of an eagle, but they
temper those with the unshakeable loyalty of both. To earn
the friendship of a griffin is to have an ally all your living
days. Truly a gift, that. If you’re ever lucky enough to meet
one be respectful and deferential above all else. It may not
seem it but they can perceive the subtlest slights and will
answer them with a sharp beak and talons.

[DW p. 269, 228] - Dark Woods


Guardsman : 6
: 1
To do as ordered
Intelligent, Organized ~ Group
Spear (d8 damage)
Forceful ~ Close, Reach
Moves § Uphold the law
§ Make a profit

Noble 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, depend-
ing 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?

[DW p. 315, 227] - Folk of the Realm


Halfling Thief : 12
: 1
To live a life of stolen luxury
Intelligent, Stealthy, Devious ~ Solitary ~ Small
Dagger (w[2d8] damage)
Forceful ~ Close, Reach
Moves § Steal
§ Put on the appearance of friendship

It 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.

[DW p. 315, 227] - Folk of the Realm


Hedge Wizard : -
: 0
To learn
Magical
Moves § Cast almost the right spell (for a price)
§ Make deals beyond their ken

Not all those who wield the arcane arts are adventuring wiz-
ards. Nor necromancers in mausoleums or sorcerers of an-
cient bloodline. Some are just old men and women, smart
enough to have discovered a trick or two. It might make
them a bit batty to come by that knowledge, but if you’ve
a curse to break or a love to prove, might be that a hedge
wizard will help you, if you can find his rotten hut in the
swamp and pay the price he asks.

[DW p. 316, 227] - Folk of the Realm


Hell Hound : 10
: 1
To pursue
Planar, Organized ~ Group
Fiery Bite (d8 damage)
Forceful ~ Close, Reach
Moves § Follow despite all obstacles
§ Spew fire
§ Summon the forces of hell on their target
Quality § Hide of shadow

When 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.

[DW p. 308, 230] - Planar Powers


High Priest : -
: 0
To lead

Moves § Set down divine law


§ Reveal divine secrets
§ Commission divine undertakings
Respected by all who gaze upon them, the high priests and
abbesses of Dungeon World are treated with a sort of rev-
erence. Whether they pay homage to Ur-thuu-hak, God
of Swords, or whisper quiet prayers to Namiah, precious
daughter of peace, they know a thing or two that you and I
won’t ever know. The gods speak to them as a hawker-of-
wares might speak to us in the marketplace. For this, for
the bearing-of-secrets and the knowing-of-things, we give
them a wide berth as they pass in their shining robes.

[DW p. 316, 227] - Folk of the Realm


Hill Giant : 10
: 1
Ruin everything.
Intelligent, Organized ~ Group ~ Huge
Thrown rocks (d8+3 damage)
Forceful ~ Close, Reach
Moves § Throw something
§ Do something stupid
§ Shake the earth

Ever seen an ogre before? Bigger than that. Dumber and


meaner, too. Hope you like having cows thrown at you.

[DW p. 270, 228] - Dark Woods


Hunter : 6
: 1
To survive
Intelligent ~ Group
Ragged bow (d6 damage)
Forceful ~ Close, Reach
Moves § Bring back news from the wilds
§ Slay a beast

The 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.

[DW p. 316, 227] - Folk of the Realm


Hydra : 16
: 2
To grow
Solitary ~ Large
Bite (d10+3 damage)
Forceful ~ Close, Reach
Moves § Attack many enemies at once
§ Regenerate a body part (especially a head)
Qualities § Many heads
§ Only killed by a blow to the heart

A 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.

[DW p. 248, 228] - Swamp Denizens


Imp : 7
: 1
To harass
Planar, Intelligent, Organized ~ Horde
Flame gout (d6 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Send information back to hell
§ Cause mischief

These 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.

[DW p. 308, 230] - Planar Powers


Inevitable : 21
: 5
To preserve order
Magical, Cautious, Amorphous, Planar ~ Group ~ Large

Hammer (d10+1 damage)


Forceful ~ Close, Reach
Moves § End a spell or effect
§ Enforce a law of nature or man
§ Give a glimpse of destiny
Quality § Made of Order

All things come to an end. Reality bleeds from the cut of


entropy’s knife. At the edge of time itself stand the in-
evitable. 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 ar-
rogant and powerful boil the substance of destiny away and
seek to undermine the very laws of reality, the inevitable ar-
rive 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.

[DW p. 309, 230] - Planar Powers


Iron Golem : 10
: 3
To serve
Construct ~ Group ~ Large
Metal fists (d8+5 damage)
Forceful ~ Close, Reach
Moves § Follow orders implacably
§ Use a special tool or adaptation, built-in
Quality § Metal

A staple of the enchanter’s art. Every golemist and mechano-


thaumaturge in the kingdoms knows this. Iron is a mis-
nomer, 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 cas-
tle 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…

[DW p. 290, 229] - Twisted Experiments


Knight : 12
: 4
To live by a code
Intelligent, Organized, Cautious ~ Solitary
Sword (b[2d10] damage)
Forceful ~ Close, Reach
Moves § Make a moral stand
§ Lead soldiers into battle

What 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.

[DW p. 317, 227] - Folk of the Realm


Kobold : 3
: 1
To serve dragons
Stealthy, Intelligent, Organized ~ Horde ~ Small
Spear (d6 damage)
Forceful ~ Close, Reach
Moves § Lay a trap
§ Call on dragons or draconic allies
§ Retreat and regroup
Quality § Dragon connection

Some 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.

[DW p. 249, 228] - Swamp Denizens


Kraken : 20
: 2
To rule the ocean
Solitary ~ Huge
Giant tentacles (d10+5 damage)
Forceful ~ Close, Reach
Moves § Drag a person or ship to a watery grave
§ Wrap them in tentacles
Quality § Aquatic

”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 tenta-
cles 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?”

[DW p. 291, 229] - Twisted Experiments


Larvae : 10
: 0
To suffer
Devious, Planar, Intelligent ~ Horde
Slime (w[2d4] damage)
Forceful ~ Close, Reach
Moves § Fill them with despair
§ Beg for mercy
§ Draw evil attention

Those 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. Some-
times, 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.

[DW p. 309, 230] - Planar Powers


Lich : 16
: 5
To un-live
Magical, Intelligent, Cautious, Hoarder, Construct ~ Solitary

Magical Force (d10+3 damage, ignores armor)


Forceful ~ Close, Reach
Moves § Cast a perfected spell of death or destruc-
tion
§ Set a ritual or great working into motion
§ Reveal a preparation or plan already com-
pleted
“At the end, they give you a scroll and a jeweled medallion to
commemorate your achievements. Grand Master of Abju-
ration, I was called, then. Old man. Weak and wizened and
just a bit too senile for them—those jealous halfwits. Barely
apprentices, and they called themselves The New Council.
It makes me sick, or would, if I still could be. They told me
it was an honor and I would be remembered forever. It was
like listening to my own eulogy. Fitting, in a way, don’t you
think? It took me another ten years to learn the rituals and
another four to collect the material and you see before you
the fruits of my labor. I endure. I live. I will see the death of
this age and the dawn of the next. It pains me to have to do
this, but, you see, you cannot be permitted to endanger my
research. When you meet Death, say hello for me, would
you?”

[DW p. 258, 228] - Undead Legions


Lizardman : 6
: 2
To destroy civilization
Stealthy, Intelligent, Organized ~ Group
Spear (d8 damage)
Forceful ~ Close, Reach
Moves § Ambush the unsuspecting
§ Launch an amphibious assault
Quality § Amphibious

A traveling sorcerer once told me that lizardmen came be-


fore we did. That before elves and dwarves and men built
even the first of their wattle huts, a race of proud lizard kings
strode the land. That they lived in palaces of crystal and wor-
shipped their own scaly gods. Maybe that’s true and maybe
it ain’t—now they dwell in places men long forgot or aban-
doned, crafting tools from volcano-glass and lashing against
the works of the civilized world. Maybe they just want back
what they lost.

[DW p. 249, 228] - Swamp Denizens


Maggot-Squid : 3
: 1
To eat
Horde ~ Small
Chew (d6 damage)
Forceful ~ Close, Reach
Moves § Paralyze with a touch
Qualities § Amphibious
§ Paralyzing Tentacles

The 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.

[DW p. 239, 227] - Cavern Dwellers


Magmin : 7
: 4
To craft
Intelligent, Organized, Hoarder ~ Horde
Flaming hammer (d6+2 damage)
Forceful ~ Close, Reach
Moves § Offer a trade or deal
§ Strike with fire or magic
§ Provide just the right item, at a price
Quality § Fiery blood

Dwarf-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 mag-
min craftsman means unlocking secrets unknown to surface
blacksmiths. Like so much else, visiting the magmin is a
game of risk and reward.

[DW p. 301, 229] - Lower Depths


Manticore : 16
: 3
To kill
Construct ~ Solitary ~ Large
Stinger (d10+1 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Poison them
§ Rip something apart
Quality § Wings

If the chimera is the first step down a dark path, the man-
ticore 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 ob-
tain but not impossible and just animals, anyway. The last
component, the hissing hateful face of the beast, is the in-
gredient 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.

[DW p. 292, 229] - Twisted Experiments


Medusa : 12
: 0
To collect
Devious, Intelligent, Hoarder ~ Solitary
Claws (d6 damage)
Forceful ~ Close, Reach
Moves § Turn a body part to stone with a look
§ Draw someone’s gaze
§ Show hidden terrible beauty
Quality § Look turns you to stone

The medusa are children of a serpent-haired mother, birthing


them in ancient times to bear her name across the ages.
They dwell near places of civilization—luring folks to their
caves with promises of beauty or riches untold. Fine appre-
ciators of art, the medusa curate strange collections of their
victims, terror or ecstasy frozen forever in stone. It satisfies
their vanity to know they were the last thing seen in so many
lives. Arrogant, proud, and spiteful, in their way, they seek
what so many do—endless company.

[DW p. 250, 228] - Swamp Denizens


Merchant : -
: 0
To profit

Moves § Propose a business venture


§ Offer a “deal”

“Ten foot poles. Get your ten foot poles, here. Torches,
bright and hot. Mules, too—stubborn but immaculately bred.
Need a linen sack, do you? Right over here! Come and get
your ten foot poles!”

[DW p. 317, 227] - Folk of the Realm


Minotaur : 16
: 1
To contain
Solitary ~ Large
Axe (d10+1 damage)
Forceful ~ Close, Reach
Moves § Confuse them
§ Make them lost
Quality § Unerring sense of direction

“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…”

[DW p. 302, 229] - Lower Depths


Mohrg : 10
: 0
To wreak havoc
Group
Bite (d8 damage)
Forceful ~ Close, Reach
Moves § Rage
§ Add to their collection of guts

You never get away with murder. Not really. You might
evade the law, might escape your own conscience in the end
and die, fat and happy in a mansion somewhere. When the
gods themselves notice your misdeeds, though, that’s where
your luck runs out and a mohrg is born. The mohrg is a
skeleton—flesh and skin and hair all rotted away. All but
their guts—their twisted, knotted guts still spill from their
bellies, magically preserved and often wrapped, noose-like,
about their necks. They do not think, exactly, but they suf-
fer. They kill and wreak havoc and their souls do not rest.
Such is the punishment, both on them for the crime and on
all mankind for daring to murder one another. The gods are
just and they are harsh.

[DW p. 259, 228] - Undead Legions


Mummy : 16
: 1
To enjoy eternal rest
Divine, Hoarder ~ Solitary
Smash (d10+2 damage)
Forceful ~ Close, Reach
Moves § Curse them
§ Wrap them up
§ Rise again

There are cultures who revere the dead. They do not bury
them in the cold earth and mourn their passing. These peo-
ple spend weeks preparing the sacred corpse for its eternal
rest. Temples, pyramids, and great vaults of stone are built
to house them and are populated with slaves, pets and gold.
The better to live in luxury beyond the Black Gates, no?
Do not be tempted by these vaults—oh, I know that greedy
look! Heed my warnings or risk a terrible fate, for the hon-
ored dead do not wish to be disturbed. Thievery will only
raise their ire—don’t say I did not warn you!

[DW p. 259, 228] - Undead Legions


Naga : 12
: 2
To lead
Intelligent, Organized, Hoarder, Magical ~ Solitary
Bite (d10 damage)
Forceful ~ Close, Reach
Moves § Send a follower to their death
§ Use old magic
§ Offer a deal or bargain

Ambitious 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 ma-
nipulators and magical forces to be reckoned with.

[DW p. 302, 229] - Lower Depths


Nightmare : 7
: 4
To ride rampant
Magical, Terrifying, Planar ~ Horde ~ Large
Trample (d6+1 damage)
Forceful ~ Close, Reach
Moves § Sheath a rider in hellish flame
§ Drive them away
Quality § Flame and shadow

The 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.

[DW p. 310, 230] - Planar Powers


Nightwing : 7
: 1
To hunt
Stealthy ~ Horde
Rend (d6 damage)
Forceful ~ Close, Reach
Moves § Attack from the night sky
§ Fly away with prey
Quality § Wings

Scholars of the necromantic arts will tell you that the appel-
lation “undead” applies not only to those who have lived,
died, and been returned to a sort of partway living state.
It is the proper name of any creature whose energy origi-
nates beyond the Black Gates. The creature men call the
nightwing is one such—empowered by the negative light of
Death’s domain. Taking the shape of massive, shadowy,
winged creatures (some more bat-like, some like vultures,
others like some ancient, leathery things) nightwings travel
in predatory flocks, swooping down to strip the flesh from
cattle, horses and unlucky peasants out past curfew. Watch
the night sky for their red eyes. Listen for their screech-
ing call. And hope to the gods you have something to hide
under until they pass.

[DW p. 260, 228] - Undead Legions


Noble : -
: 0
To rule

Moves § Issue an order


§ Offer a reward

Are they granted their place by the gods, perhaps? Is that


why they’re able to pass their riches and power down by
birth? Some trick or enchantment of the blood, maybe.
The peasant bends his knee and scrapes and toils and the
noble wears the finery of his place and, they say, we all
have our burdens to bear. Seems to me that some of us
have burdens of stone and some carry their weight in gold.
It’s a tough life.

[DW p. 317, 227] - Folk of the Realm


Ogre : 10
: 1
To return the world to darker days
Intelligent ~ Group ~ Large
Club (d8+5 damage)
Forceful ~ Close, Reach
Moves § Destroy something
§ Fly into a rage
§ Take something by force

A tale, then. Somewhere in the not-so-long history of the


mannish race there was a divide. In days when men were
merely dwellers-in-the-mud with no magic to call their own,
they split in two: one camp left their caves and the dark
forests and built the first city to honor the gods. The others,
a wild and savage lot, retreated into darkness. They grew,
there. In the deep woods a grim loathing for their softer kin
gave them strength. They found dark gods of their own,
there in the woods and hills. Ages passed and they bred
tall and strong and full of hate. We have forged steel and
they match it with their savagery. We may have forgotten
our common roots, but somewhere, deep down, the ogres
remember.

[DW p. 270, 228] - Dark Woods


Orc Berserker : 20
: 0
To rage
Divine, Intelligent, Organized ~ Solitary ~ Large
Cleaver (d10+5 damage)
Forceful ~ Close, Reach
Moves § Fly into a frenzy
§ Unleash chaos
Quality § Mutations

Stained 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, step-
ping 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.

[DW p. 280, 229] - Ravenous Hordes


Orc Bloodwarrior : 3
: 0
To fight
Intelligent, Organized ~ Horde
Jagged blade (d6+2 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Fight with abandon
§ Revel in destruction

The orcish horde is a savage, bloodthirsty, and hateful col-


lection of tribes. There are myths and stories that tell of
the origin of their rage—a demon curse, a homeland de-
stroyed, 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.

[DW p. 280, 229] - Ravenous Hordes


Orc Breaker : 16
: 0
To smash
Solitary ~ Large
Hammer (d10+3 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Destroy armor or protection
§ Lay low the mighty

“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 big-
ger 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.”

[DW p. 281, 229] - Ravenous Hordes


Orc One-Eye : 6
: 0
To hate
Divine, Magical, Intelligent, Organized ~ Group
Inflict Wounds (d8+2 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Rend flesh with divine magic
§ Take an eye
§ Make a sacrifice and grow in power
Quality § One eye

In 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!

[DW p. 281, 229] - Ravenous Hordes


Orc Shadowhunter : 10
: 0
To kill in darkness
Stealthy, Magical, Intelligent ~ Solitary
Poisoned dagger (d10 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Poison them
§ Melt into the shadows
§ Cloak them in darkness
Quality § Shadow cloak

Not every attack by orcs is torches and screaming and en-


slavement. 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.

[DW p. 283, 229] - Ravenous Hordes


Orc Shaman : 12
: 0
To strengthen orc-kind
Intelligent, Organized ~ Solitary
Elemental blast (d10 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Give protection of earth
§ Give power of fire
§ Give swiftness of water
§ Give clarity of air
Quality § Elemental power

The 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.

[DW p. 282, 229] - Ravenous Hordes


Orc Slaver : 3
: 0
To take
Stealthy, Intelligent, Organized ~ Horde
Whip (d6 damage)
Forceful ~ Close, Reach
Moves § Take a captive
§ Pin someone under a net
§ Drug them

Red 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.

[DW p. 282, 229] - Ravenous Hordes


Orc Warchief : 16
: 0
To lead
Intelligent, Organized ~ Solitary
Iron Sword of Ages (b[2d10]+2 damage)
Forceful ~ Close, Reach
Moves § Start a war
§ Make a show of power
§ Enrage the tribes
Qualities § One-Eye blessings
§ Shaman blessings
§ Divine protection from mortal harm

There 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.

[DW p. 283, 229] - Ravenous Hordes


Otyugh : 20
: 1
To befoul
Solitary ~ Large
Tentacles (d10+3 damage)
Forceful ~ Close, Reach
Moves § Infect someone with filth fever
§ Fling someone or something
Quality § Filth Fever

The 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.

[DW p. 238, 227] - Cavern Dwellers


Owlbear : 12
: 2
To hunt
Construct ~ Solitary
Claws (d10 damage)
Forceful ~ Close, Reach
Moves § Strike from darkness

Body of a bear. Feathers of an owl. Beak, claws, and ex-


cellent night vision. What’s not to love?

[DW p. 292, 229] - Twisted Experiments


Peasant : -
: 0
To get by

Moves § Plead for help


§ Offer a simple reward and gratitude

Covered in muck, downtrodden at the bottom of the great


chain of being, we all stand on the backs of those who grow
our food on their farms. Some peasants do better than oth-
ers, but none will ever see a coin of gold in their day. They’ll
dream at night of how someday, somehow, they’ll fight a
dragon and save a princess. Don’t act like you weren’t one
before you lost what little sense you had, adventurer.

[DW p. 318, 227] - Folk of the Realm


Pegasus : 10
: 1
To carry aloft
Construct ~ Group
Sharp hooves (d8 damage)
Forceful ~ Close, Reach
Moves § Carry a rider into the air
§ Give their rider an advantage
Quality § Wings

Don’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.

[DW p. 293, 229] - Twisted Experiments


Purple Worm : 20
: 2
To consume
Solitary ~ Huge
Bite (d10+5 damage)
Forceful ~ Close, Reach
Moves § Swallow whole
§ Tunnel through stone and earth
Quality § Burrowing

Iä! Iä! The Purple Worm! Blessed is its holy slime! We walk,
unworthy, in its miles of massive tunnels. We are but shad-
ows 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!

[DW p. 239, 227] - Cavern Dwellers


Quasit : 7
: 2
To serve
Planar ~ Horde
Hellish weaponry (d6 damage)
Forceful ~ Close, Reach
Moves § Attack with abandon
§ Inflict pain
Quality § Adaptable form

An 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.

[DW p. 310, 230] - Planar Powers


Razor Boar : 16
: 1
To shred
Solitary
Tusks (d10 damage, 3 piercing)
Forceful ~ Close, Reach
Moves § Rip them apart
§ Rend armor and weapons

The tusks of the razor boar shred metal plate like so much
tissue. Voracious, savage and unstoppable, they tower over
their mundane kin. To kill one? A greater trophy of bravery
and skill is hard to name, though I hear a razor boar killed
the Drunkard King in a single thrust. You think you’re a
better hunter than he?

[DW p. 270, 228] - Dark Woods


Rebel : 3
: 1
To upset order
Intelligent, Organized ~ Horde
Axe (d6 damage)
Forceful ~ Close, Reach
Moves § Die for a cause
§ Inspire others

In 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, ei-
ther 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.

[DW p. 318, 227] - Folk of the Realm


Roper : 16
: 1
To ambush
Stealthy, Intelligent ~ Solitary ~ Large
Bite (d10+1 damage)
Forceful ~ Close, Reach
Moves § Ensnare the unsuspecting
§ Disarm a foe
§ Chew on someone
Quality § Rock-like Flesh

Evolutionary happenstance has created a clever underground


predator. Disguised as a rocky formation—most often a sta-
lactite 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.

[DW p. 240, 227] - Cavern Dwellers


Rot Grub : 3
: 0
To infect
Horde ~ Tiny
Burrow (d6-2 damage)
Forceful ~ Close, Reach
Moves § Burrow under flesh
§ Lay eggs
§ Burst forth from an infected creature
Quality § Burrow into flesh

They live in your skin. Or your organ meat. Or your eye-


balls. They grow there and then, in a bloody and horrific
display, burrow their way out. Disgusting.

[DW p. 240, 227] - Cavern Dwellers


Rust Monster : 6
: 3
To decay
Construct ~ Group
Corrosive touch (d8 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Turn metal to rust
§ Gain strength from consuming metal
Quality § Corrosive touch

A 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.

[DW p. 293, 229] - Twisted Experiments


Sahuagin : 3
: 2
To spill blood
Intelligent ~ Horde
Endless teeth (d6+4 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Bite off a limb
§ Hurl a poisoned spear
§ Frenzy at the sight of blood
Quality § Amphibious

The shape and craft of men wedded to the hunger and the
endless teeth of a shark. Voracious and filled only with hate,
these creatures will not stop until all life has been consumed.
They cannot be reasoned with, they cannot be controlled or
sated. They are hunger and bloodlust, driven up from the
depths of the sea to ravage coastal towns and swallow island
villages.

[DW p. 250, 228] - Swamp Denizens


Salamander : 7
: 3
To consume in flame
Intelligent, Organized, Planar ~ Horde ~ Large
Flaming spear (b[2d6]+3 damage)
Forceful ~ Close, Reach
Moves § Summon elemental fire
§ Melt away deception
Quality § Burrowing

“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 hap-
pened 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!”

[DW p. 303, 229] - Lower Depths


Satyr : 10
: 1
To enjoy
Devious, Magical, Hoarder ~ Group
Charge (w[2d8] damage)
Forceful ~ Close, Reach
Moves § Pull others into revelry through magic
§ Force gifts upon them
§ Play jokes with illusions and tricks
Quality § Enchantment

One of only a very few creatures to be found in the old


woods that don’t outright want to maim, kill, or eat us.
They dwell in glades pierced by the sun, and dance on their
funny goat-legs to enchanting music played on pipes made
of bone and silver. They smile easily and, so long as you
please them with jokes and sport, will treat our kind with
friendliness. They’ve a mean streak, though, so if you cross
them, make haste elsewhere; very few things hold a grudge
like the stubborn satyr.

[DW p. 271, 228] - Dark Woods


Sauropod : 18
: 4
To endure
Cautious ~ Group ~ Huge
Trample (d10+5 damage)
Forceful ~ Close, Reach
Moves § Stampede
§ Knock something down
§ Unleash a deafening bellow
Quality § Armor plated body

Great lumbering beasts, they live in places long since for-


gotten by the thinking races of the world. Gentle if unpro-
voked, but mighty if their ire is raised, they trample smaller
creatures with the care we might give to crushing an ant
beneath our boots. If you see one, drift by and gaze in awe,
but do not wake the giant.

[DW p. 251, 228] - Swamp Denizens


Shadow : 11
: 4
To darken
Magical, Construct ~ Horde ~ Large
Shadow touch (d6+1 damage)
Forceful ~ Close, Reach
Moves § Snuff out light
§ Spawn another shadow from the dead
Quality § Shadow Form

We call to the elements. We call on fire, ever-burning. We


summon water, life-giving. We beseech the earth, stable-
standing. We cry to the air, forever-changing. These el-
ements we recognize and give our thanks but ask to pass.
The elemental we call upon this night knows another name.
We call upon the element of Night. Shadow, we name
you. Death’s messenger and black assassin, we claim for
our own. Accept our sacrifice and do our bidding ’til the
morning come.

[DW p. 260, 228] - Undead Legions


Sigben : 11
: 2
To disturb
Construct ~ Horde ~ Large
Tail whip (d6+1 damage)
Forceful ~ Close, Reach
Moves § Poison them
§ Do a vampire’s bidding
Quality § Vampire spawn

“Aswang-hound and hopping whip-tail! Sent by vampires


on their two, twisted legs, these ugly things look like the
head of a rat or a crocodile, maybe, furry though and sharp
of tooth. They have withered wings, but cannot use them
and long, whipping tails, spurred with poison tips. Stupid,
vengeful and mischievous they cause all kinds of chaos when
let out of the strange clay jars in which they’re born. Only
a vampire could love such a wretched thing.”

[DW p. 261, 228] - Undead Legions


Skeleton : 7
: 1
To take the semblance of life
Horde
Slam (d6 damage)
Forceful ~ Close, Reach
Moves § Act out what it did in life
§ Snuff out the warmth of life
§ Reconstruct from miscellaneous bones

Dem bones, dem bones, dem dry bones.

[DW p. 261, 228] - Undead Legions


Soldier : 3
: 1
To fight
Intelligent, Organized ~ Horde
Spear (d6 damage)
Forceful ~ Close, Reach
Moves § March into battle
§ Fight as one

For 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.

[DW p. 319, 227] - Folk of the Realm


Spectre : 12
: 0
To drive life from a place
Hoarder ~ Solitary
Withering touch (d10 damage)
Forceful ~ Close, Reach
Moves § Turn their haunt against a creature
§ Bring the environment to life
Quality § Insubstantial

For some folk, when they pass, Death himself cannot re-
lease their grip on the places they love most. A priest whose
devotion to the temple is greater than that of his god. A
banking guild official who cannot bear to part with his vault.
A drunk and his favorite tavern. All make excellent spec-
tres. They act not out of the usual hunger that drives the
undead, but jealousy. Jealousy that anyone else might come
to love their home as much as they do and drive them out.
These places belong to them and these invisible spirits will
kill before they’ll let anyone send them to their rest.

[DW p. 262, 228] - Undead Legions


Spiderlord : 16
: 3
To weave webs (literal and metaphorical)
Devious, Intelligent ~ Solitary ~ Large
Mandibles (d8+4 damage)
Forceful ~ Close, Reach
Moves § Enmesh in webbing
§ Put a plot into motion
Quality § Burrowing

Even spiders have their gods, whispered to in webs with little


praying arms.

[DW p. 241, 227] - Cavern Dwellers


Sprite : 3
: 0
To play tricks
Stealthy, Magical, Devious, Intelligent ~ Horde ~ Tiny
Dagger (w[2d4] damage)
Forceful ~ Close, Reach
Moves § Play a trick to expose someone’s true na-
ture
§ Confuse their senses
§ Craft an illusion
Qualities § Wings
§ Fey Magic

I’d classify them elementals, except that “being annoying”


isn’t an element.

[DW p. 271, 228] - Dark Woods


Spy : -
: 0
To infiltrate

Moves § Report the truth


§ Double cross

Beloved of kings but never truly trusted. Mysterious, secre-


tive and alluring, the life of a spy is, if you ask a commoner,
full of romance and intrigue. They’re a knife in the dark and
a pair of watchful eyes. A spy can be your best friend, your
lover or that old man you see in the market every day. One
never knows. Hells, maybe you’re a spy—they say there’s
magic that can turn folks’ minds without them ever knowing
it. How can we trust you?

[DW p. 319, 227] - Folk of the Realm


Swamp Shambler : 23
: 1
To preserve and create swamps
Magical ~ Solitary ~ Large
Lash (d10+1 damage)
Forceful ~ Close, Reach
Moves § Call on the swamp itself for aid
§ Meld into the swamp
§ Reassemble into a new form
Quality § Swamp form

Some elementals are conjured up in sacred circles etched in


chalk. Most, in fact. There’s a sort of science to it. Others,
though, aren’t so orderly—they don’t fall under the carefully
controlled assignments of fire, air, water, or earth. Some
are a natural confluence of vine and mire and fungus. They
do not think the way a man might think. They cannot be
understood as one might understand an elf. They simply
are. Spirits of the swamp. Shamblers in the mud.

[DW p. 251, 228] - Swamp Denizens


The Tarrasque : -
: 0
To consume
Planar ~ Solitary ~ Huge
Moves § Swallow a person, group, or place whole
§ Release a remnant of a long-eaten place
from its gullet
Quality § Impervious
The Tarrasque. Legendary unstoppable juggernaut—eater
of cities and swallower of ships, horses, and knights. A
creature unseen in an age but about whom all kinds of stories
are told. One thread of truth weaves through these stories.
It cannot be killed. No blade can pierce its stony shell nor
spell penetrate the shield it somehow bears. Stories say,
though, that the will of one pure soul can send it to slumber,
though what that means and, by the gods, where such a
thing might be found, pray we do not ever need to learn. It
slumbers. Somewhere in the periphery of the planar edge,
it sleeps for now.

[DW p. 311, 230] - Planar Powers


Tinkerer : -
: 0
To create

Moves § Offer an oddity at a price


§ Spin tales of great danger and reward in far-
off lands
It’s said that if you see a tinker on the road and you don’t
offer him a swig of ale or some of your food that he’ll leave
a curse of bad luck behind. A tinker is a funny thing. These
strange folk often travel the roads between towns with their
oddment carts and favorite mules. With a ratty dog and al-
ways a story to tell. Sometimes the mail, too, if you’re lucky
and live in a place where Queen’s Post won’t go. If you’re
kind, maybe they’ll sell you a rose that never wilts or a clock
that chimes with the sound of faerie laughter. Or maybe
they’re just antisocial peddlers. You never know, right?

[DW p. 319, 227] - Folk of the Realm


Treant : 21
: 4
To play tricks
Intelligent, Amorphous ~ Group ~ Huge
Walloping branches (d10+5 damage)
Forceful ~ Close, Reach
Moves § Move with implacable strength
§ Set down roots
§ Spread old magic
Quality § Wooden

Old and tall and thick of bark<br />walk amidst the tree-
lined dark<br />Strong and slow and forest-born,<br />tre-
ants anger quick, we warn<br />if to woods with axe ye
go<br />know the treants be thy foe

[DW p. 272, 228] - Dark Woods


Triton Noble : 6
: 2
To lead
Organized, Intelligent ~ Group
Trident (d8 damage)
Forceful ~ Close, Reach
Moves § Stir tritons to war
§ Call reinforcements
Quality § Aquatic

The 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, pass-
ing rulership from father to daughter and mother to son
through the ages. Each is allowed to rule their city in what-
ever 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.

[DW p. 285, 229] - Ravenous Hordes


Triton Spy : 12
: 2
To spy on the surface world
Stealthy, Intelligent, Organized ~ Solitary
Trident (w[2d10] damage)
Forceful ~ Close, Reach
Moves § Reveal their secrets
§ Strike at weakness
Quality § Aquatic

A 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 com-
ing in.

[DW p. 284, 229] - Ravenous Hordes


Triton Sub-Mariner : 6
: 3
To wage war
Organized, Intelligent ~ Group
Harpoon (b[2d8] damage)
Forceful ~ Close, Reach
Moves § Lead tritons to battle
§ Pull them beneath the waves
Quality § Aquatic

The 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.

[DW p. 285, 229] - Ravenous Hordes


Triton Tidecaller : 6
: 2
To bring on The Flood
Divine, Magical, Intelligent ~ Group
Waves (d8+2 damage, ignores armor)
Forceful ~ Close, Reach
Moves § Cast a spell of water and destruction
§ Command beasts of the sea
§ Reveal divine proclamation
Qualities § Aquatic
§ Mutations

Part 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.

[DW p. 284, 229] - Ravenous Hordes


Troglodyte : 10
: 1
To prey on civilization
Organized ~ Group
Club (d8 damage)
Forceful ~ Close, Reach
Moves § Raid and retreat
§ Use scavenged weapons or magic

Long-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 over-
whelming 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.

[DW p. 241, 227] - Cavern Dwellers


Troll : 20
: 1
To smash
Solitary ~ Large
Club (d10+3 damage)
Forceful ~ Close, Reach
Moves § Undo the effects of an attack (unless caused
by a weakness, your call)
§ Hurl something or someone
Quality § Regeneration

Tall. Real tall. Eight or nine feet when they’re young or


weak. Covered all over in warty, tough skin, too. Big teeth,
stringy hair like swamp moss and long, dirty nails. Some are
green, some gray, some black. They’re clannish and hateful
of each other, not to mention all the rest of us. Near im-
possible to kill, too, unless you’ve fire or acid to spare—cut
a limb off and watch. In a few days, you’ve got two trolls
where you once had one. A real serious problem, as you
can imagine.

[DW p. 252, 228] - Swamp Denizens


Vampire : 10
: 2
To manipulate
Stealthy, Organized, Intelligent ~ Group
Supernatural force (d8+5 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Charm someone
§ Feed on their blood
§ Retreat to plan again
Qualities § Changing form
§ ancient mind

We fear them, because they call to us. So much like us, or


how we hope to be: beautiful, passionate, and powerful.
They are drawn to us for what they cannot be: warm, kind,
and alive. These tormented souls can only hope, at most,
to pass their dreadful curse along. Every time they feed
they run the risk of passing along their torture to another
and in each one lives the twisted seed of its creator. Vam-
pires beget vampires. Suffering begets suffering. Do not
be drawn in by their seduction or you may be given their
gift—a crown of shadows and the chains of eternal undying
grief.

[DW p. 262, 228] - Undead Legions


Werewolf : 12
: 1
To shed the appearance of civilization
Intelligent ~ Solitary
Bite (d10+2 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Transform to pass unnoticed as beast or
man
§ Strike from within
§ Hunt like man and beast
Quality § Weak to silver

“Beautiful, isn’t it? The moon, I mean. She’s watching us,


you know? Her pretty silver eyes watch us while we sleep.
Mad, too—like all the most beautiful ones. If she were a
woman, I’d bend my knee and make her my wife on the
spot. No, I didn’t ask you here to speak about her, though.
The chains? For your safety, not mine. I’m cursed, you
see. You must have suspected. The sorcerer-kings called
it “lycanthropy” in their day—passed on by a bite to make
more of our kind. No, I could find no cure. Please, don’t be
scared. You have the arrows I gave you? Silver, yes. Ah,
you begin to understand. Don’t cry, sister. You must do this
for me. I cannot bear more blood on my hands. You must
end this. For me.”

[DW p. 272, 228] - Dark Woods


Wight-Wolf : 7
: 1
To hunt
Organized, Intelligent ~ Horde
Pounce (d6+1 damage, 1 piercing)
Forceful ~ Close, Reach
Moves § Encircle prey
§ Summon the pack
Quality § Shadow form

Like the nightwing, the wight-wolf is a creature not spawned


in our world. Somehow slipping the seals of the Black Gates
of Death, these spirits take the shape of massive hounds or
shadowy wolves and hunt the living for sport. They travel
in packs, led by a mighty alpha, but bear a kind of intel-
ligence unknown to true canines. Their wild hunts draw
the attention of intelligent undead—liches, vampires and the
like—who will sometimes make pacts with the alpha and
serve a grim purpose together. Listen for the baying of the
hounds of Death and pray that they do not howl for you.

[DW p. 263, 228] - Undead Legions


Will-o-wisp : 12
: 0
To misguide
Magical ~ Solitary ~ Tiny
Ray (w[2d8-2] damage)
Forceful ~ Close, Reach
Moves § Lead someone astray
§ Clear a path to the worst place possible
Quality § Body of light

Spot a lantern floating in the darkness, lost traveler in the


swamp. Hope—a beacon of shimmering light. You call out
to it, but there’s no answer. It begins to fade and so you fol-
low, sloshing through the muck, tiring at the chase, hoping
you’re being led to safety. Such a sad tale that always ends
in doom. These creatures are a mystery—some say they’re
ghosts, others beacons of faerie light. Nobody knows the
truth. They are cruel, however. All can agree on that.

[DW p. 252, 228] - Swamp Denizens


Word Demon : -
: 0
To further their word
Planar, Magical ~ Solitary
Moves § Cast a spell related to their word
§ Bring their word into abundance

All of mortal magic is just words. Spells are prayers, rote


formula, runes cast, or songs sung. Letters, words, sen-
tences, and syntax strung together in a language that the
whole world itself might understand. By way of words we
can make our fellows cry or exult, can paint pictures and
whisper desire to the gods. No little wonder, then, that in
all that power is intent. That every word we utter, if re-
peated and meaning or emotion given to it, can spark a
kind of unintentional summoning. Word daemons are called
by accident, appear at random and are often short-lived, but
come to attend a particular word. Capricious, unpredictable
and dangerous, yes—but possibly useful, depending on the
word.

[DW p. 311, 230] - Planar Powers


Worg : 3
: 1
To serve
Organized ~ Horde
Bite (d6 damage)
Forceful ~ Close, Reach
Moves § Carry a rider into battle
§ Give its rider an advantage

As horses are to the civil races, so go the worg to the gob-


lins. Mounts, fierce in battle, ridden by only the bravest and
most dangerous, are found and bred in the forest primeval
to serve the goblins in their wars on men. The only safe
worg is a pup, separated from its mother. If you can find
one of these, or make orphans of a litter with a sharp sword,
you’ve got what could become a loyal protector or hunting
hound in time. Train it well, mind you, for the worg are
smart and never quite free of their primal urges.

[DW p. 273, 228] - Dark Woods


Xorn : 12
: 2
To eat
Construct ~ Solitary ~ Large
Maw (d10 damage)
Forceful ~ Close, Reach
Moves § Consume stone
§ Give off a burst of light and heat
Quality § Burrowing

Dwarf-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.

[DW p. 294, 229] - Twisted Experiments


Zombie : 11
: 1
Braaaaaains
Horde
Bite (d6 damage)
Forceful ~ Close, Reach
Moves § Attack with overwhelming numbers
§ Corner them
§ Gain strength from the dead, spawn more
zombies
When there’s no more room in Hell…

[DW p. 263, 228] - Undead Legions

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