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Buttleton the Butler Skeleton Solitary, Magical, Intelligent, Construct Biting sarcasm (d12+4 damage 1 piercing) 20 HP 4 armor Close, Forceful, Ignores Armor, Near Special Qualities: Buttleton is designed to withstand extreme punishment in the performance of its duties. "If there is anything else I can do, oh, please oh please: Do not hesitate to let me know. It's not like I was reanimated centuries ago by an entire circle of great archmagi who were too busy preserving the secrets of the world to see to their own essential needs. One lump, or two, my most esteemed master? *bone-rattling sigh*" Buttleton, as the impeccably dressed skeleton constantly reminds those who hold his key and thus his temporal allegience, has seen and done it all in the service of masters much more grand and important than his current masters. Woe to those who lose his key, however. Light on his phalanges and with many years to hone his razored "tongue" to the point of being able to do more than just hurt one's feelings, Buttleton's only remaining joy (if it could be called such) is to make everyone around him just as miserable as he is. No insult too great, no failing too small to point out, and no master too important to replace, if the opportunity presents itself... Instinct: To perform its buttling functions in the most irritating way possible.
- Complete its assigned task in the most put-upon manner possible.
- Painfully and obtrusively insult its master or its master's guests
- Arrange a complicated scheme to obtain its freedom
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Thorny Devil Group, Small, Magical, Stealthy, Hoarder, Planar Claw (d8 damage 1 piercing) 6 HP 3 armor Close Lil rascal, up to no good. Thorny Devils often gladly put themselves in harms way to do no more than hex or inconvenience a filthy mortal. When their death seems imminent, Thorny Devils burst into whips of sulfurous smoke and are sent back to whence they came. Instinct: Cause trouble
- Vicious claw
- Dirty lies
- Hex
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Sucubus/Sucubi Solitary, Stealthy, Devious back stab (d6+2 damage) 12 HP 0 armor Close, Far Special Qualities: Can turn alies against eachother All your carnal desires come true (you pervert)...but at a cost. Instinct: seduce or enslave
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Degenerate Cannibal Group, Stealthy, Devious, Organized, Intelligent, Hoarder, Terrifying Sharpened fingernails and bite (d6 damage) 6 HP 0 armor Close Special Qualities: Blood-stained, rotting maw They exist in primitive societies in the underground mazes. Their ancestors may have been prisoners or trapped miners. But now they are twisted cannibals with wiry frames and crazed eyes, and reeking mouths full of rotten teeth, stained with the dried blood and flesh of their victims. Instinct: to feast on human flesh
- Use fingernails like scalpels
- Stage a distraction or lay a trap
- Transmit cannibal fever
- Shriek for reinforcements
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Mushroom 'Spore-mage' Solitary, Intelligent, Amorphous magic missiles (2d4+2 damage) 10 HP 1 armor poison spore (1d4 damaga ongoing to all in vacinity), Far Special Qualities: project visions/hallucinations (confused or sick -1 ongoing)- Leaders among the Mushroom folk. Spore-mages are ancient by fungal standards and thus the furthest along in decomposition. They guard ancient secrets dating back to before beings became self aware. They farm the root systems that grow to become the colonies young. Instinct: Guide colony, protect secrets
- cast spells and poison spore
- protect young
- communicate with local ecosystem
- detect alignment
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Mushroom champion Solitary, Large (8-10 ft), Amorphous Rotting clobber (1d8 damage) 10 HP 2 armor Forceful Special Qualities: Poison on contact (1d4 damage ongoing) This decaying mass of fungal flesh is a longstanding warrior of the mushroom folk. Old enough to know only mycelial language, the brute has no means of communicating with anyone of a different race. Poison spores rot off its every cell, making close combat a deadly task as any contact is dangerously intoxicating. The roots of these brutes can hold fast against hurricane level winds, allowing any of these ancient champignals to simply entwine itself to a spot and defend until kingdom come. Only a select few mushroom folk have the composition to hold together this well and the few per colony that do are held in high enough esteem to be legends in their own time. Instinct: Protect colony
- grow roots (immovable)
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Mushroom Folk Group, Small, Magical, Amorphous Spear (1d4 damage) 5 HP 1 armor Close, Near Special Qualities: Projects visions (confused or sick -1 ongoing) Mushroom folk have been found thriving in the moist and humid areas of Dungeon World for as long as anyone can remember. Though historians often enjoy their company, as they have much more knowledge of earlier years, it can be hard to win their favor as civilization encroaches on their living environments. Rather than fingers, they have opposable mycelial roots. When in their villages, they can interweave these with their fungal structures as a means of communication amongst each other. This process, called solidelipathy, also allows them to share any collected nutrition. This nutrition comes from often comes rot and decay. It has become an important part of their way of thinking and a loose hierarchy forms in the mushroom communities based on which individuals have moved further along in their own natural decaying processes. Often, this simply matches their age, though a mushroom who has undergone a particularly harrowing life will rise in ranks faster than an elder. The mushroom folk are intimately acquainted with many forms of poison and are known to use them to create powerfully hallucinogenic toxins. These toxins are for the most part used to confuse and terrify enemies in battle but the mushroom folk can modify them in a way that will grant allies visions of the near future. Instinct: Protect their teritory (forest/caverns)
- Spore burst (Blood weed poison, 1d4 ongoing damage))
- Solidelipathy (Call for help)
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Gnashor, Champion of the Gilded Arena Solitary, Large, Stealthy, Intelligent, Cautious, Planar Spine whip (d10+4 damage 1 piercing) 20 HP 4 armor Forceful, Reach, Ignores Armor, Near Instinct: Feed on the souls and blood of challengers
- Discard its bone giant form and burrow beneath the sand // Burst from the sand and assemble its bone giant form
- Burst from the sand // Crush with mighty bone fists
- Siphon life from a challenger
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Fire Giant Group, Large, Organized, Intelligent Greatsword (1d8+5] damage) 10 HP 3 armor Reach, Forceful, Close You've heard of hill giants right? Now imagine one smart enough to have ambition with an appreciation for smithing and military tactics. How do you plan on stopping a finely honed 15 foot greatsword? Better figure it out fast. Instinct: to conquer
- Blade Sweep
- Horn of Calling
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Sand Scarab Group, Tiny, Cautious, Hoarder sharp claws, mandibles (d8-2 damage 1 piercing) 4 HP 1 armor Hand Special Qualities: golden shell on it's back is thick and hard, sees in near darkness, afraid of fire A golden, dinner plate sized beetle, the Sand Scarab is found in the desert. Fleeing the midday heat, they seek caves, tombs, and other dark places during the day. The shell covering their back is thick and looks like dusty gold. When closed, only the largest of weapons can damage it. The sand scarab can also fly for limited distances, which makes a loud sound. They attack with their sharp legs or mandibles, but are generally only interested in protecting their homes. Instinct: To protect its hiding place.
- Skitter around in the shadows
- Suddenly fly in for an attack.
- Burrow into the ground.
- Call for more scarabs