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Triceratops Group, Large, Cautious Razor sharp horns (d8+4 damage 1 piercing) 14 HP 4 armor Forceful Some areas of Dungeon World lie long forgotten, seemingly by time itself. It's in these primal wilds where small clutches of these ancient beasts still roam. Usually peaceful herbivores they can be formidable foes in defense of their family unit. Instinct: Defend the young!
- Gore and trample
- Deflect blows with it's bony crest
- Cry out for others of it's kind
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Kobold Caster Horde, Small, Magical, Organized, Hoarder, Stealthy Elemental blast (d6+1 damage) 4 HP 1 armor Close, Reach, Ignores Armor, Far "We were knee-deep in Kobolds after stumbling across their lair. It was nothing we hadn't seen before, though. Hordes of little, scaly beasts who make up for size with tenacity and cunning. We were giving as good as we got and had them on the run. Then came the lightning, a long, many-fingered streak of blue that crackled and popped so loud I couldn't hear anything for days after. Two of our party were down, smoke trailing up from their bodies, but it got some Kobolds, too. I remember the smell and then seeing that scaly bastard in his tattered robes, little skulls dangling from his belt. I thought we were about to burn as fire formed on his fingertips, but suddenly a hard, magical rain came as it hurled curses to the sky. We didn't take time to think about it - we ran as fast as we could and didn't stop til we were back in town." The Kobold Caster is a relic of the old dragon casters from a forgotten time. While much of their knowledge was lost over the ages, a select few still possess innate talents and study the arcane arts as best they can. The result is as deadly and dangerous to their kin as to their enemies, for they have little control over the forces they unleash. Kobold Caster spells are mostly elemental: fire, water, wind, earth, electricity and sometimes effects that defy definition (and are likely unexpected accidents). In spite of their poor grasp of magic, they are revered in Kobold tribes when they arise. Kobold Casters are not so much made as born, you see. And their connection to the dragon casters of old earns them a special place among their kind. Instinct: to break and kill with magic.
- Use allies as shields
- Unleash wild, uncontrolled magic
- Call the Kobold horde
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Fire Wolf Guard Group, Large, Magical, Divine, Terrifying Fiery Claws (d8+2 damage) 10 HP 4 armor Ignores Armor Special Qualities: It is a dog with fur of fire This creature knows nothing but death. It is well known in legend that when you are attacked by a Fire Wolf that you will lose 7 hit points if touched by it. The Fire Wolf attacks without warning, he dwells where there is lots of fire, but not all know that until it is too late. How do you destroy fire? You decide Instinct: To burn
- Creates a world of fire
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Black Guards Group, Intelligent Rapiers (d6 damage 1 piercing) 4 HP 0 armor Close or a few yards away "We are surrounded" The warriors looked up to see they were surrounded, 7 men called Black Guards pointed arrows at them. The Black Guards do not like being disturbed, they strike where they want and often and quick. Towns, or anywhere. They do not take prisoners. They love violence. They wear black and dark blue armor from head to toe. Some groups of them are small, others large. Instinct: To win every battle
- Quick Thrust
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Cain the Black Knight Solitary, Planar Fire Rings, a power that creates 3 giant fire rings that Cain tosses at the target or multiple targets, like a frisbee (d12 damage +4) 17 HP 2 armor Close A demon of powerful strength and size. A knight that all you can see of him are his red eyes. His voice is that of Darth Vader talking thru a metal helmet. Wears a black metal helmet with a hooked horn on each size. Armor is black from head to toe. As the battle with this villain goes on, his armor disappears to reveal his true form. A werewolf with red eyes. When he becomes this form, he is quick and uses his claws and teeth to attack. What weakens him is just attacking him with everything you got. Lives in a black castle guarded by black knights. The castle is huge, Cain is on the other side side of huge gold doors. Loves fire, creates huge fire rings about the size of half of a football field. Or anything with fire, as he is surrounded by it in his throne room. As the legend of this evil knight goes, when he is defeated, his castle walls will start to crumble around you as the entire castle falls to pieces. Instinct: To make death
- Loves to use anything with fire
- Fires of the underworld
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Locusti Queen Mother Solitary, Huge, Cautious, Terrifying Bone crushing trample (d10+7 damage 2 piercing) 24 HP 4 armor Reach, Close, Forceful Special Qualities: Horrifying squeals It was all a lie! There was no Golden God, just a monstrous, puss yellow grub larger than a barn. The caverns rumbled as it's roars became high pitched squeals, deafening them all and the walls trembled as the obscene beast stampeded towards them like an avalanche let loose trampling friend and foe with utter indifference. Instinct: Enrage when threatened!
- consume, consume, consume
- spawn, spawn, spawn
- Protect her children to the death
- Vomit acid
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Locusti Assassin Drone Group, Small, Devious razor sharp limbs (b[2d6+2] damage 2 piercing) 6 HP 2 armor Close Special Qualities: Camouflage, No need to eat or sleep Under the full moon, Talbert made his way down the narrow path in "The Garden of Whispering Death" near the heart of the Locusti Temple. The swaying of the tall grass was almost hypnotic, then the world seemed to spin. He barely noticed the first cut, which severed his tendon and sent him falling. The second opened his throat, silencing him. No sound but the rapid wet stabbing of the assassin drones and then silence, under the light of the full moon in The Garden of Whispering Death. Instinct: Suprise and overwhelm
- Lie in wait patiently for days
- Release mind fogging pheromones
- co-ordinate attacks with it's own kind
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Locusti Swarm Speaker Solitary swarm attack (d8+2 damage) 6 HP 2 armor Close, Reach, Ignores Armor, Far Special Qualities: Never suprised, Frightening Insect Man The Swarm Speakers, or "priests" as the fleshy ones call them, control and command the minions of the Queen Mother with pheromones and the clicking of their mandibles. Although blind they receive constant whispers from the cloud of insects that surround them and can send them lashing out stinging and biting. The only members of their race that might be considered "sentient" it is the twelve Swarm Speakers with their petty squabbles and strange machinations that command the Locusti Cult, fooling the outside world into thinking their powers divine when they are simple biology. Even so, when working in concert the Swarm Speakers can summon pests in the billions to ravage the lands of those that fail to pay them tribute. Instinct: to intimidate and extort
- Command Vermin
- Eavesdrop with Insects
- Leap to safety
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Snapsail Glider Horde, Tiny, Organized, Construct Leap onto prey, and drain energy (d6-2 damage 2 piercing) 7 HP 2 armor Hand, Near Special Qualities: can fly, climb solid surfaces, Constructed to survive and propagate The Snapsail Glider is the smallest of its kin. Designed as a harvester, it travels in groups, and can pierce through armor, cut off chunks of meat, hair, or bone to convert into energy. It stores and transports this energy to bigger constructs, which can usually be found nearby. Where this is one Glider, there are usually many more, and some larger constructs nearby. Instinct: It seeks energy
- cling to walls and attack
- Summon Swarm
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Planeskippin' Pirate Group, Organized, Intelligent, Hoarder, Planar Eclectic weaponry (1d8+2 damage) 6 HP 1 armor Close, Near We hail from worlds planes apart,
Through dimensions we skip and jump,
We take all but your horse and cart,
And leave on your head a great big bump.
Instinct: to steal valuables, magical and otherwise- Grab what he wants
- Call mates from across the planes
- Jump on board from nowhere