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Chaos Giant Solitary, Huge, Magical, Intelligent Brutal Fist (d10+5 damage) 20 HP 0 armor Forceful Special Qualities: Immune to Negative The God of Destruction has a habit of leaving bits of detritus fallen from their divine body lying around the multiverse. Giants who find these shards and bind with the divine energy in them become chaos giants. Wilder and much more impulsive than other types of giants, chaos giants can be fearsome opponents. Instinct: To serve its clan
- Stuff itself full on living beings
- Breathes negative energy for d8/d6 damage with the Negative Elemental and Ignore Armour tag. This ability can only be used if the giant has recently eaten
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Grudge Keeper Group, Divine, Intelligent, Planar, Terrifying, Large Iron Lance (d6+2 damage) 12 HP 3 armor Reach Special Qualities: Resistant to fire, cold, electricity and acid, Immune to poison, Immune to Forceful and take -2 damage from attacks with that tag, Flight, Incarnation of Divine Grudge The dark side of the dwarven pantheon is their ability to carry grudges for many generations. When they finally decide its time for payback, grudge keepers are the bearers of their very ill will. Instinct: To bring judgement for the dwarven pantheon
- Harvests 5 HP when reducing a target to 0
- Damage die increases by one step against targets of their grudge
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Star Trek Space Hippies Group, Intelligent, Planar Alien Dagger (d8 damage) 6 HP 0 armor Close Special Qualities: Annoying Several scholars have discussed the "space hippies". Like the acolytes of Leary, Charles Manson, and other negative counter-culture leaders, these bizarre and stereotypical alien flower children are "under the spell of an unknown "charismatic but dangerously unhinged leader"(Dr. Sevrin or chosen by the GM) and "stand for a sixties generation in the thrall of misled idealism." The group shows a disrespect for authority and demands to be taken to a planet they call "Eden" (a dangerous Dungeon World location sure to kill them all). If the party refuses they will label them "Herberts" and begin to loudly mock them.Paladins and other formally good character may be forced to care for them or suffer the displeasure of their deity. Instinct: Guide innocents to destruction
- Chant
- Replay Woodstock
- Die
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Dragonkin Horde, Intelligent, Large Dragon Glaive (d6+5 damage 1 piercing) 7 HP 2 armor Close, Forceful, Reach Smaller and more humanoid than the dragons they resemble, dragonkin are an extremely emphatic species, even capable of crafting an intensely close bond that allows them to speak with their partner through their thoughts. Instinct: To protect its partner
- Bond with another being
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Tiefling Heart Piercer Solitary, Intelligent, Evasive Rapier (d10+2 damage 3 piercing) 16 HP 1 armor Close Special Qualities: Resistant to Cold, Electricity and Fire These tieflings are master duelist, targeting and eviscerating a single opponent before moving on to the next, relying on their nether-worldly constitution and grace to see them through trouble as they systematically dismantle the opposition. They gain +3 damage and +3 armour as long as they are engaged with a single opponent. Instinct: To succeed
- Create Clouds of Darkness
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Erinyes Solitary, Intelligent, Planar Flame Forged Rifle (b[2d10+2] damage 1 piercing) 12 HP 2 armor Close, Near, Far Special Qualities: Flight, Immune to Fire and Poison, Resistant to Acid and Cold Erinyes are the determined hunters and executioners of hell, leaving the question of guilt for their superiors. Their determined and merciless, capturing and killing without hesitation as their mission requires. Instinct: To hunt Hell's enemies
- Entangle an opponent in rope
- Sees through illusions and invisibility
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Tiefling Fist of Torment Solitary, Intelligent, Evasive Bone Breaking Fist (b[2d10+2] damage 1 piercing) 12 HP 0 armor Close Special Qualities: Resistant to fire, cold and electricity Tiefling monks channel their fiendish heritage into improving their ability to channel ki. The mixture of otherworldly power and inner energy allows them to channels bursts of pain through their attacks. They can grant themselves the Agonizing tag for three attacks. Instinct: To succeed
- Create clouds of darkness
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Devourer Solitary, Large, Magical, Devious Soul Ripping Claws (d8+4 damage 3 piercing) 20 HP 0 armor Forceful Special Qualities: Undead, Flight, Can transfer mental manipulation to a devoured soul, Can see the invisible A devourer forms under a most peculiar set of circumstances, when a newly formed soul inhabits a corpse instead of a new life. This bizarre fusion creates a being that is born dead, its mind a strange mixture of old memories from the deceased and new impressions from the soul. Instinct: To eat souls
- Devour a soul
- Animate the dead
- Can inflict random debilities with its touch
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Star Trek Denevan Neural Parasite Swarm Horde, Tiny, Devious, Planar Infecting Bite (d4-2 damage) 3 HP 0 armor Hand Special Qualities: Pain Enslavement of Infected A Denevan neural parasite was roughly disc-shaped, about thirty centimeters in diameter and two to four centimeters in height. The edges were thin and yellowish; towards the center, the creature was thicker and redder. Occasionally, they pulsated. Parasites had no detectable external or internal organs. Spock described a parasite as "resembling, more than anything, a gigantic brain cell." Looking -- and moving -- like a half-digested Frisbee, these creatures are part of a large organism that takes over humans' nervous systems and forces them to infect other planets, kind of like Borg without the fashion sense. (This is also the episode where we learn that Spock has nictitating membranes. That doesn't have much to do with the monster. It's just creepy.)Denevan neural parasites were capable of clumsy flight. They attacked by making physical contact with a target and stinging it as does a bee. The stinger injected a strand of tissue that infiltrated the victim's nervous system very rapidly, entwining about the nerves. Leonard McCoy described this entwining as "far, far too involved for conventional surgery to remove." Once the parasite infiltrated a host, it pressured the host to obey its commands by inflicting enormous pain. There seemed to be some level of pain even when the host obeyed, but the creature could increase the pain it inflicted to bring an uncooperative host to heel. Exactly how the creature communicated its desires is unclear, but that it could do so is evident: Spock, while infected, attempted to land the Enterprise on Deneva, despite the fact that (as he knew) this was impossible. Later, he was able to end the pain through mental discipline and convince the crew to let him collect one of the parasites to run tests on. Eventually, this continuous painful stimulation could have led to insanity and death. Infected victims cooperated in working towards the parasites's objectives. This, and their enormous resistance to harm, led Spock to theorize that all of the parasites were parts of a single organism. How the parts communicated without a physical connection was not made clear. The parasites were so alien that Spock also theorized their origin was a place where different physical laws applied, outside of the Milky Way Galaxy. Instinct: Destroy
- Infects
- Enslaves with pain
- Sunlight kills
- Magical healing kills
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Star Trek Orion Group, Stealthy, Intelligent, Hoarder Long Daggers (d8 damage) and Nets 6 HP 0 armor Close Special Qualities: Female charm Orions are famous slave traders known for their distinctive green skin, although at least some have a pale grayish complexion. Orion males were typically bald and, on average, taller and more muscular than the average Human male. Orion females could have black, green, or red hair. Orion females were very animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction. In Orion society, the males were slaves to the females. As a means of deceiving outsiders, the Orion males maintained the facade that the females were the slaves. This went as far as to sell Orion females on the slave market. Once sold to a male, the Orion slave girls used their unique physiology to their advantage; their highly potent pheromones accelerated the metabolisms of males of many species, raising adrenaline production to dangerous levels which caused aggression and, ultimately, a form of delusion. Its most significant effect was to make them susceptible to suggestion. Not long after, the "owner" males began taking orders from their "slave" females. The pheromones' effects were cumulative; the longer exposed, the more pronounced the results. Females react negatively to those same pheromones, experiencing headaches and often manifesting a strong dislike of the female Orion “slave”... Instinct: Enslaves
- Trades slaves
- Females may charm male humans
- Not to be trusted