DW Monster Cards
DW Monster Cards
DW Monster Cards
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
“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.”
“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.”
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.
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.
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.
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.
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.
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.
“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.”
They are the greatest and most terrible things this world will
ever have to offer.
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.
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.
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.
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.
”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.”
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.
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.
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.
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.
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.
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.
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.
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.
“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!”
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.
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!
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.
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.
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.
“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.”
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.
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.
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.
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!
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?
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.
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.
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
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.
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.