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Gorenak Solitary, Large, Magical, Construct, Terrifying, Amorphous Fists (d10+4 damage) 27 HP 5 armor Forceful, Near Special Qualities: Acquire limb, Limbs Melded together, Smells of Burned Hair, appears welded together Melded together by some form of magic or tinkering. Gornak is able to acquire limbs and become more powerful and use the abilities of his enemies. He is about 15 feet tall and grotesque. His stench causes nausea in melee range and melee will roll for attack with disadvantage. Instinct: To acquire more limbs and become stronger
- Spew Acid Bile
- Tear Off Limb - Acquire ability
- Huge Fist
- Throw Enemy
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Amphisbaena Solitary, Large, Stealthy Bite (d10+2 damage, 1 piercing) 12 HP 1 armor Close Special Qualities: If chopped in half it will regrow replacement heads The amphisbaena is a variety of giant poisonous snake often found in caves and dank dungeons. Instead of a tail there is a second head. Instinct: To hunt
- Swallow a helpless victim whole
- Poison prey through a venomous bite
- Crush prey with an iron grip
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Amber Jelly Group, Small, Amorphous Pseudopod Strike (d6 damage) 9 HP 1 armor Close Amber jellies are glistening, transparent amoebae of a densely gelatinous and vaguely ovoid nature. They are most notable for their deep sickly yellow color. Often found in small groups, amber jellies work together to trap their prey. They prefer to stick to ceilings, high walls or alcoves where they can shoot their mucilage repeatedly from safety. Amber jelling mucilage may be dissolved by alcohol. Instinct: trap and feed on pray
- Spew Sticky mucilage
- Anyone hit must make a Defy Danger or be covered in the Mucilage (Hard to move)
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Cleric of Orcus Group, Divine, Magical Mace (d8+2 damage) 6 HP 2 armor Close A mid level cleric of Orcus, they wear black chain mail and are armed with a mace and metal shield They also come with an undead entourage that follow their command D6 (1-2) - 2d6 Skeletons (3-4) - 1d8 Zombies (5) - 1d8 Funeral Pyre Zombies (6) - 1d3 Ghouls Instinct: To command undead
- Sacrifice something to Orcus
- Preform dark rituals
- Place curses
- Can raise cult members as their undead
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Acolyte of Orcus Group (1 - 6), Divine, Devious Ceremonial dagger (d6+2 damage) 6 HP Close Clerics in the service of Orcus. Typically wear black chain mail, dark grey robs and simple sandals. For each 3 add a Cleric with them Instinct: to seek power through worship
- Sacrifice something to Orcus
- Kidnap someone
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Wisp of Remembrance Solitary, Huge, Devious Highten Emotions (w[2d8]+3 damage) 20 HP 0 armor Reach, Ignores Armor, Far Special Qualities: Intangible Ever since man first stepped out of the primordial spawning pools we have felt. Anger. Fear. Joy. Sometimes, when someone experiences something truly unique, something that has an intense and profound effect on the psyche - positive or negative - a Wisp of Remembrance is born. It takes the shape of the focus of that event, though greatly embellished - much like the memory itself. The experiences feel larger than life, and so the Wisps are too. These creatures exist through the power of extreme emotion, and so too are they sustained. Be careful if you have something big deep within your soul, or you may see someone else's come to feed. Instinct: to feed on strong emotion
- Read their memories
- Make them re-live their memories (the player should agree to this OOC first, give them 1XP if they do it.)
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Boggit Wurm Solitary, Stealthy, Hoarder Mandible crunch (d10+2 damage) 12 HP 1 armor Close Special Qualities: Burrowing Mandibles If you ever find yourself traveling the marshlands of Dungeon World, be sure to travel with two others, lest a Boggit Wurm catch you unawares. These man-sized worms like to burrow near roads and other congested areas to then erupt from the ground and snatch up whatever disturbed its antennae to drag back into its burrow and eat. Many an adventurer has perished from a Boggit Wurm ambush, so if you find a burrow and manage to kill the thing, could be some goodies in it for you. Hm? Why do you need two others? Easy, one person you trust to save you from the damn thing and another you can outrun so it gets them instead. Instinct: to eat
- Burrow in congested areas
- Erupt from the ground and grab them
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Coralium Solitary, Huge, Divine, Magical, Intelligent, Hoarder, Planar, Terrifying Razor edges (d12+7 damage 3 piercing) 30 HP 3 armor Reach Special Qualities: Wet body, Unnerving aura The greatest of spirits are the oldest, it is said. Corals and such fall well within this category. Some say that Coralium is the oldest, and the wisest, and the most jealous. Luckily it slumbers within its own realm, forged from its own will and power. For now. Instinct: To grow
- Drain blood and moisture
- Wield dazzling coral magic that astounds all that witness it
- Rearrange space according to your whims
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Ravenous Pudding Solitary, Large, Magical, Amorphous Necrotic Spray (d10 damage) 23 HP 5 armor Ignores Armor, Near Special Qualities: Emits a frightening fog A large, skull-shaped pudding that looks and smells as if it were from the bowels of a rotting demon. A sickly brown fog emanates from its form, wracking those that inhale it with immobilizing fear, allowing it to then envelop and digest you. Rumored to have been created by the god of pestilence, or perhaps to be the blood of the god itself. Instinct: to consume
- Envelop them
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Beartoad Group, Small, Stealthy claws (d6 damage) 6 HP 0 armor Close Special Qualities: Breaths underwater, can swim Toads as big as a dog with its front claws as big as daggers. They hide in the swampy waters of the misty swamps and use their vibrating croaks to weaken the ground their prey walks on to attack once they get stuck. Their Tongue isn't there for attacking, but they can use it to grab onto someone and pull them deeper into the swapy water. Instinct: Feed on travellers
- Bind prey with its long tongue
- Vibrate the swamp to catch prey