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Rogue Spellcaster Solitary, Magical, Organized, Intelligent Magical talisman (d10 damage) 12 HP 0 armor Close, Ignores Armor, Far Not only magic is ever-present on Dungeon World, but the different groups and organizations trying to keep it in check as well. Magistrates of Magic this, Circle of Druids that... bah! What does someone, gifted with magical talents, have to do to be left alone to practice the arcane arts in peace? Well, to lend some help to criminals, outlaws and other underground elements in return for protection, apparently. Either this, or to retire into some old, crumbling tower, like those proper crazy, old mages. Who would've thought that these institutions of wizardry don't take kindly on people walking out on them, taking all of their secrets with them, huh? Instinct: to avoid the law
- To play with dangerous powers.
- Cast a spell that endangers everyone.
- Call upon other outlaws for help.
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Night Terror Solitary, Huge, Magical, Planar, Terrifying, Amorphous Raw Fear (d12+3 damage) 27 HP 5 armor Reach, Ignores Armor, Near, Far Special Qualities: Incorporeal A primordial being from the Land of Dreams. Some say the Night Terror is the source of nightmares that leave one's bedsheets dripping with sweat. In rare cases, the Night Terror has been known to enter a dream directly, an event which often leaves the victim shaken for life, if they ever wake up at all. It retreats from light, but in a dream, it has full control of the environment. Scholars dispute whether the Night Terror is a god or simply a force of nature, but it remains unknown whether it can even be harmed, let alone destroyed. Instinct: to terrify.
- Invade a dream
- Summon your greatest fear
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Bones The Adventurer Solitary, Magical, Intelligent, Cautious +1 Longsword of Valour (b[2d10] damage 1 piercing) 16 HP 4 armor Close Ol' Bones used to be one of those solo adventurer types, until he ran into a danger too great for one man to handle. Now once more in the land of the living, but with his body hopelessly decayed, he seeks to relive his former glories. Instinct: to prove his strength
- Use a healing potion
- Cast a rudimentary spell
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Baba Yaga Solitary, Magical, Hoarder, Intelligent, Fey, Planar Magical Scythe (d12+2 damage) 25 HP 4 armor Close, Ignores Armor Special Qualities: Only attacks if provoked, Impossible to surprise Baba Yaga is a small, stooped, thin-as-bones old woman. Her nose is large, and her teeth are long. Her skin is heavily wrinkled, and she appears quite frail. She is draped in layers upon layers of rags, and smells like she has never bathed. She travels in a giant stone mortar, and steers with a pestle. Her home is a round, thatched hut on chicken legs. It will continuously turn so the entrance in not visible. She is a wicked and capricious being. Those who prove themselves useful by completing her tasks find themselves handsomely rewarded. Those who fail are mercilessly struck down and consumed. Her hair is magical and sentient, and prevents her from being flanked or surprised. She has a scythe which will fight for her. Instinct: To seek knowledge
- Eat the Wicked & Rude
- Assign Impossible Task
- Provide Information
- Provide Misinformation
- Strike with Fear
- Petrifying Gaze
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The Rusalka Solitary, Devious, Intelligent, Magical, Stealthy Magical Red Hair (d8 damage) 20 HP 0 armor Close, Reach Special Qualities: Bound to Water, Ethereal Beauty , Immune to Fire, Weak to Cold Iron The Rusalka is a spirit, bound to the body of water where she died. They are women scorned, women lost, killed by their own hand, or that of a lover. They seek revenge upon the person who caused their death, as that is the only release from the mortal plane. She is beautiful, with long red hair, and a fair form. Her voice is sweet and melodious. She lures young men to their doom. When she successfully grasps a victim with her hair, she pulls them into her pond, where she holds them underwater until they drown. The Rusalka, however, is not entirely malevolent. She seeks to defend those in need, protecting those who approach her for aid from that which would harm them. Instinct: to entice
- Entice with Song
- Grasp with Hair
- Drown Victim
- Protect the Weak
- Disappear into the Water
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The Corpse Bug Solitary, Small, Terrifying Proboscis Strike (d8 damage 2 piercing) 12 HP 1 armor Close Special Qualities: After the corpse bug drains its prey of all fluids, it attaches the husk of its victim to its back in a macabre form of armor. The Corpse Bug has a proboscis that it uses to impale prey and then sucks out it's prey's fluids in order to feed.
If you are damaged by a Proboscis Strike, roll Defy Danger to dislodge the proboscis from yourself. On a 10+ you do it without further harm, on a 7-9 you do it but choose one:
- You got hit hard, take 2 more damage
- The bug got a small taste of you, take a debility
- Your armor is damaged and of no use until you repair it.
On a miss, the bug starts to feed. Take another 1d4+1 damage and try to get away again.
Instinct: To Feed- Impale with Probscis
- Scuttle away to a dark place
- Attack by surprise
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Black Adder Solitary, Tiny, Stealthy, Devious Bite (d6-2 damage 1 piercing) 4 HP 0 armor Hand The common venomous snake in Vrokarheim. They are known to hide in the environment and even burrow themselves in order to surprise their prey. Instinct: to eat
- Hide under rocks or in the grass
- Spring from their burrow
- Inflicts the sick debility with its bite
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The Immortal Baron Solitary, Magical Sword (b[2d10] damage 2 piercing) 16 HP 2 armor Close The Immortal Baron has been harvesting bodies from the village for more than a century now. He keeps them in suspended animation in his throne room. He will do anything to keep at least one avenue to survival open. As long as he has another body to flee to, he will happily sacrifice himself to kill an enemy. He will usually bring a selection of his Broken Knights along with him to strike at invaders. Instinct: Eliminate all threats to his immortal existence.
- Learn from the last time the party killed him.
- Transfer to another body when killed.
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Broken Knight Group, Intelligent Sword (d8 damage) 10 HP 5 armor Close, Reach Once they were valiant servants of the realm. The Immortal Baron broke them and remade them into dark defenders of his ruined castle. Most of them have forgotten who they were or why they were fighting. They only strive to push back the Baron's enemies. The few that remember, howl for an end to their torturous existence. Instinct: Protect the Baron
- Beat back the Baron's foes
- Form a wall around the Baron
- Beg for death