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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)
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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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
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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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
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Seeker Group, Intelligent
    Shortsword (d8 damage) 6 HP 0 armor
    Close

    The Seeker is a Misting that 'burns' the metal Bronze to detect pulses of allomantic energy around them. They are used to find people using allomancy, killing their target is the next logical step, but the Seeker will often call on their friends to do the dirty work... Instinct: To seek out Allomancers

    • Detect the use of Allomancy
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Goblin Stalker Group, Small, Stealthy, Intelligent, Hoarder
    Long, wickedly-sharp knife (b[2d8] damage 2 piercing) 6 HP 2 armor
    Close

    Found among goblin war bands, Goblin Stalkers hide among the shadows, waiting for the perfect moment to strike the back of an unsuspecting combatant. If a war band has the option, they will always keep at least one Goblin Stalker among them. Many is the time a goblin was outmatched by a larger combatant who suddenly dropped to their knees, a Goblin Stalker's long knife wedged deeply in their back. A Goblin Stalker will only engage in melee if there is no other option, for the shadows and sneak attacks are their closest allies and they use them to great effect. The presence of one or more Goblin Stalkers in a band of goblins raises the band's morale. Instinct: Stab you in the back

    • Hide in shadows
    • Sneak around quietly
    • Backstab unwitting or occupied victims
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Drakania, Chaos Incarnate Solitary, Large, Stealthy, Divine, Magical, Organized, Intelligent, Hoarder, Planar, Terrifying
    Volley of heads, unrelenting claws (b[2d12+6] damage 4 piercing) 26 HP 4 armor
    Forceful, Reach, Near, Far
    Special Qualities: Unfazed by mundane weapons, preternaturally keen senses, powerless in sunlight

    Devourer from the Abyss, and mother of all horrors, the Dragon walks in mortal guise. Some say she was a witch queen transformed into an apocalyptic horror by eons of blasphemy and cannibalism, and some think she is an incarnation of Hecate, Echidna, Lamia, or Tiamat. Instinct: To loose the four hoursmen and reign over the damned

    • Swarm them and knock them prone with flying gorgon heads
    • Freeze a mortal in her horrible gaze
    • Freeze a worthy enemy into stone with a look
    • Command mists, shadows, squamous creatures, or raptors
    • Drain a mortal's blood, life, and free-will
    • Shred a mortal and regenerate in the hot spray of blood
    • Draw sustenance from the touch of anything soaked in ancient blood, whether from battle or torture
    • Overwhelm hoards of foes with claws, gaze, the coils of her tail, and swarms of flying heads
    • Take the pleasing form of a princess, with noble bearing and wise eyes
    • Summon storms, demons, devils, gorgons, or dragons under the full moon
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Phalangulus Solitary, Intelligent, Hoarder, Terrifying
    Poison bite (d10+2 damage 1 piercing) 12 HP 3 armor
    Close, Reach
    Special Qualities: Abomination of man and spider

    This horror is a man-sized spider-thing whose eight legs all end in human hands. It grabs victims with its front hands, then pulls them in to deliver a poison, paralyzing bite. The Phalangulus drags its prey to its lair at the end of a twisted maze of dungeon crawlspace to devour at its leisure. Instinct: to ambush

    • Grab, pull, bite and poison
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  • Kharborim the Indestructible Solitary, Large, Magical, Divine, Organized, Intelligent, Planar
    wicked claws (d12+4 damage 2 piercing) 26 HP 4 armor
    Forceful

    Once he was bound to distant planes, while a chunk of his hide made the cover and binding for a book on his prior atrocities. Now the book is destroyed, his flesh is whole, and he can wander where he likes... Instinct: to rule with blood

    • knit bones, heal wounds, summon separated parts
    • summon green lightning
    • summon minion demons
    • create a gate to or from an unknown hell
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  • Orcish Deadwing Rider Group, Devious, Organized, Intelligent
    hooked chain (d6+2 damage) 6 HP 0 armor
    Close, Reach

    When the orcish slavers get cockey, or desperate, they start striking at shipping. Orc ships are clumsy, and cannot catch the ships of men or elves. Not unless they have these crazed orcs and their deadwing mounts, horrid-smelling beasts the size of an Eagle Lord but without the brains or good manners of one. Instinct: to harass and hamstring

    • toss flaming pitch on the decks
    • shred the sails
    • signal the nest-ship to attack
    • wrap an explosive bolas around the mast
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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