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Gnome Tinkerer Group, Small, Stealthy, Intelligent, Hoarder An invention (d8 damage) 6 HP 1 armor Close The gnomes usually together in their explosion filled towns, always come out with different gear and toys to fight with. Most of their inventions can't be understood accept by the gnome who made them, but every who-zit and wah-chit has a use. Most adventurers stray away from gnomish handy work, but who knows when one will finally create the perfect tool. Instinct: Greed
- Defective Mechanics
- Cheap Sales
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Dwarven Blacksmith Horde, Small, Organized, Intelligent Hammer Strike (d8+2 damage) 8 HP 1 armor Close, Forceful The heat of the dwarven furnaces melts any snow that dare settle on their mountains. Forged with tremendous strength, dwarves produce some of the finest weapons from across the land. Instinct: Over charge for items
- Forge Weapons
- Brothers at Arms
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Firbolg Hunters Group, Large, Intelligent Large Greatsword (b[2d8+4] damage 1 piercing) 10 HP 0 armor Forceful, Near To feed their village the Firbolg go on the hunt. Back home however, their is often more than wild game in their cooking pots. Instinct: Gather Food
- Ambush
- Set Trap
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Shesh Dancer Group, Magical whack with tambourine (w[2d4] damage) 3 HP 0 armor Close The Shesh are a specially-bred slave race. They have thin, nearly translucent bodies, lithe and androgynous. Instinct: to respond to commands
- Respond to commands
- Mesmerize something with an undulating dance
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Mantis-rex Solitary, Huge, Cautious, Terrifying Attack with it claws (d10+5 damage 4 piercing) 23 HP 5 armor Reach, Ignores Armor Special Qualities: camouflage, Gaint A massive Mantis the size of a small house, It behavior and attacks are that of a standard mantis, but are far more deadly against woodbe adventures. The speed at which it can attack is nearly impossible for anyone to track visually, let alone react fast enough to defy the dangerous speeds. Instinct: To eat
- -1 for defy danger when attacking with claws
- Attempts to eat when grabbing opponents.
- Will leave if satisfied from eating
- in large enough forest, can become nearly invisible when hiding
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Grasper Solitary, Large, Stealthy Grasp and munch (d10+2 damage) 12 HP 3 armor Reach Listen here, boy. These woods might look green and all genial like, but don’t end up like your pop. “Ho! That’s a strange lookin’ tree!” Was his last words. I saw it happen. Grasper, got him before he could even squeal. What’s that, you ask? Did he teach you nothin’? You’ve seen those caterpillars... yeah, yeah, the ones who turn into those pretty butterflies. Picture that but bigger than a horse. It’ll blend right in with the trees, then strike when you’re not ‘spectin it. It’s the stuff of nightmares, believe me. What’d you say? What’s it turn into if not a butterfly? Gods, boy, what’s wrong with you, asking me somethin’ like that? Don’t think I’ll sleep ever again. ((From the Dungeon World supplement "Grim World")) Instinct: To feed on unsuspecting prey
- Camouflage as a tree
- Grab someone suddenly
- Retreat to camouflage again
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Ecstatic Group, Intelligent fists and tearing bites (d8 damage) 10 HP 0 armor Hand Ecstatics are gangs of men and women driven to a state of frenzy through their worship of carnal deities, and indulgence in wine and various magically-infused narcotics. In this state, they lose all self control, begin shouting excitedly, engage in uncontrolled sexual behavior, and ritualistically hunt down and tear animals (and sometimes men and children) to pieces, devouring the raw flesh. Instinct: to revel and rave
- Rampage around in a state of bestial euphoria
- Engage in uncontrolled sexual behavior
- Hunt down animals or men
- Devour flesh
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Glowhound Group, Stealthy, Organized, Intelligent, Hoarder, Terrifying glass-like teeth & claws (d8 damage) 10 HP 0 armor Close Special Qualities: Amphibious, Flourescent and translucent flesh Sometimes you'll find yourself lost in the woods with no telling how long until you're out. Right when you think you'll collapse from thirst, you'll see a light. When the light leads you to a pool of drinkable water, you'd believe that angels are guiding you, but the truth is far more devious. Once drunk, the water will turn your skin blank and see-through. If you, by chance or divine favor, can continue without succumbing to their poison, they will come for you. They're a haunting breed of dog and man, though seemingly made from water rather than flesh and blood. There's no telling how many of them rests in a given pool of water. They may not be in all of them, but any of them. Instinct: Spread their territory
- Disappear in a body of water
- Poison water with a touch
- Call for allies from a body of water
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Wardwraith Solitary, Intelligent, Planar Touch of Death (w[2d6] damage) 12 HP 0 armor Close, Ignores Armor, Near Special Qualities: Incorporeal Some places are crowded with spirits, kept around to ward monsters away. Some spirits find this an acceptable existence, though others want nothing more but to pass on. These ones will seek out the living that travel through their lands and seek their guidance. Those that aid the spirits find their way are blessed with their mark, while those that try to stand in their way are cursed by it. Instinct: Pass beyond the gates of Death
- Seek directions to the lands beyond
- Curse a foe with Death's mark
- Bless a helpful traveller with their ward
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Spiritbound Construct Solitary, Large, Magical, Construct Head-sized fists (d10+5 damage 1 piercing) 20 HP 4 armor Forceful, Close, Reach Special Qualities: Spiritbinding metal chassi, Self-rebuilding This construct was created centuries ago, as an attempt to ease the restless spirits of the world. Drawn to a place where the souls of the deceased gather in great numbers, it is forced to wander, absorbing any spirit seeking vengeance or driven by hate, so that it may carry out its orders. It cares little for morality or obstacles in its way, focusing only on the objective at hand. It’s metal plating carry regal colors of bright blue, crimson, and gold, and it's royal visage have brought unfortunate ends for many. Rivertowns have been drowned, forest settlements destroyed by overgrowth, and great cities crumbled in on themselves; spirits of the world uniting in vengeance against the living, reshaping the world to sate their hate. Instinct: Avenge the dead
- Absorb a restless spirit, captive or free
- Reshape elements into the tool for an ironic demise
- Effortlessly break through an obstacle in its way