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Dwarf Reclaimers Group, Organized, Intelligent, Cautious, Hoarder old, worn, but sturdy axes (d8 damage 1 piercing) 10 HP 5 armor Close They came looking for the crown, hoping to take it back without incident. When they found it was the prize for the latest arena championship, they were not happy. They'll probably take that frustration out on whoever they're set up against. Instinct: get back the Crown
- present a wall of shields and axes
- have others come looking for them
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Ancient Wurm Solitary, Huge, Terrifying Erupt from underneath (d12+5 damage 2 piercing) 28 HP 6 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Skin of living stone, Imposing presence, Unstoppable momentum Awakened from some deep place, this monster towers over any artificial construct. Or it would, if it remained above ground for longer than a few seconds. It resembles a massive worm, its rocky body extending for over a hundred metres, with a girth greater than that of a house, and of immeasurable weight. Using its specialised mandibles and the sheer enormity of its body it propels itself through the ground at fantastic speeds, erupting from below in showers of rock and displaced earth to crash down again several hundred metres away. Instinct: to consume
- Consume mineral deposits
- Cause widespread destruction
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Slime Beast Solitary, Huge, Amorphous Massive bite (d10+7 damage 3 piercing) 27 HP 2 armor Reach, Forceful, Ignores Armor The slime beast is a massive slug like creature with a huge maw. It resides in swamps and forests, preying on those creatures that stray close enough for it to strike at. It resembles a mass of vegetation and tends to only strike once or twice to grab its prey. It is then content to digest the unfortunate, only striking to defend itself. Instinct: to consume...
- Ambush
- Slow
- Swallow whole
- Digest
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Firebane Solitary, Elemental, Magical, Divine, Intelligent, Planar, Amorphous Reclaim Fire (b[2*d12] damage) 25 HP 5 armor Hand, Ignores Armor Special Qualities: Sustained by heat and fire The Firebane is the great fire elemental responsible for reclaiming lost and used fire from Dungeon World, to feed and sustain the elemental plane itself and to ensure that no fire grows big enough to challenge the dominance of the fire elemental plane. It has the innate ability to reclaim any sort of fire or heat at will. This will extungish fires of any size, and leave the living in a very cold state. It theoretically has to touch its targets to do this but it can form fiery tendrils of any length to accomplish this. As any other fire elemental, it can also create, command and manipulate fire as it sees fit. The Firebane is an intelligent and responsible elemental with a strong sense of duty, but æon after æon of responsibility sometimes takes its toll on it, and it imparts on a rampage, trying to suck all the fire out of Dungeon World all at once, trying to "be done with it and finally be able to rest". It continues this rampage until it has no more fires to extinguish or somebody with enough power can remind it what it means to derelict such an important duty. The Firebane manifests looking like a flame of any size burning in reverse. Instinct: to deprive
- Steal the fire from all
- Command fire to do its bidding
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Swamp Kraken Solitary, Huge, Amorphous Many-headed Strike (d10+5 damage) 15 HP 3 armor Reach, Forceful Special Qualities: Multi-headed, Aquatic This is actually a misnomer, as the Swamp Kraken is not a squid, but rather a writhing mass of mutated eels that have become fused together and unnaturally grown to a giant size. Those who have ventured far enough into the tanglemire to witness this creature and live to tell the tale, probably didn't get a good enough look to make the distinction though. The Swamp Kraken is utterly mad, murderously territorial and insanely aggressive. It viciously attacks all who trespass into it's lair, which is marked by a tall, long forgotten star obelisk. Instinct: To rend, crush and devour all who wander within it's domain
- Constrict foes within it's coils
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Magma Giant Group, Large, Organized, Intelligent, Hoarder Greatclub (w[2d8+2] damage) 14 HP 1 armor Forceful, Near Special Qualities: Near immunity to heat and fire The adventurers thought that the statues they discovered deep in the temple ruins were of dwarves, maybe a long lost line of them, immortalized in the stone monoliths. Turns out, that the statues were more life-sized than they expected. Red-hued Dark-skinned giant dwarves that dwell deep within the ground, usually around volcanoes or volcanic activity. Their natural resistance to heat makes their guarding of such areas to be a natural fit. Those in service to fire elementals or with extraplanar contact of some sort have found bonding with the unlikliest of companions, hellhounds, to be easier than you'd expect. Instinct: to upkeep the ancient temples
- Guard locations of power in volcanic places
- Yell for help with intruders
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Fire Elemental Solitary, Large, Magical, Intelligent, Planar, Amorphous Molten Claws (d12 damage) 27 HP 7 armor Reach, Near Special Qualities: Made of living fire Fire set free is a fearsome force—destructive, merciless, always hungry. Given direction, it is much worse. Made of living fire, their form on our plane of existence is usually blessedly short. Many of them are kept in service by ancient pacts, summoned forth from their home to do the bidding of forces that wield magics cast by long dead sorcerers. Instinct: to see the world burn
- Intensify the essence of fire in it's current location
- Conjure fire
- Know secrets beyond normal ken
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Consortium Warriors Group, Stealthy, Intelligent, Hoarder, Planar Dual Ethereal Blades (b[2d8] damage 1 piercing) 6 HP 4 armor Close, Near The Warriors of the Consortium are the basic fighters in the pursuit of profit and gain. They wear the standard bandages of the Consortium and no armour. Any they find in the wasted world are clearly enemies and they will execute them on sight. Feared by all, the consortium will eliminate anything with the potential to make them see red. Instinct: "to execute"
- Attack without provocation
- Tell a convincing lie
- Invisible while naked
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Last of Tumecha Solitary, Small, Intelligent, Amorphous Slowly Dissolve Victim (w[2d8] damage 1 piercing) 19 HP 1 armor Close, Ignores Armor Special Qualities: Fit into any crevice, Alter Density The Last Of Tumecha is a small black oily substance made from the last rulers of Tumecha. The pair of them are saddened by their condition and the loss of their friend. Vowing never to leave the city they used to rule, they pledge to protect everything that exists in the city which still holds value. However, they do so quietly, for fear of the Goblin Remnants that live above them seeking revenge. Instinct: To protect Tumecha
- Engulf Face
- Suffocate
- Plead for Mercy
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The Goblin Remnants Solitary, Huge, Stealthy, Intelligent, Construct, Terrifying, Amorphous Slam with its body 45 HP 3 armor Reach, Forceful Special Qualities: Volatile Metabolism, Devour things it is stuck to., Incinerate materials in on contact, Highly adhesive The Goblin Remnants add up to more than the sum of its parts. With a thousand insane alchemists amalgamated into a single glob of pure hate it seeks revenge for what has been done to it. It always looks for a chance to con others into killing those responsible for its condition and if they refuse to cooperate then it will kill them...violently and slowly. Instinct: to seek revenge
- Absorb an Enemy
- Tell a convincing lie
- Return to life after a short period.