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  • Professional Gladiator Group, Intelligent, Cautious
    Unusual blade or polearm (b[2d8+2] damage 1 piercing) 6 HP 3 armor
    Close, Reach

    These are the professionals, the bread and butter of the arena, and the heroes of the people. Who cares if most of them are slaves? Instinct: to win

    • grandstand after an impressive attack
    • entangle with a whip, net, or hooked throwing blade
    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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  • Kitchen Slave Horde, Intelligent, Cautious
    inexpertly-wielded sword (w[2d6] damage) 3 HP 2 armor
    Close

    One of the churches entered these poor souls in as some kind of political statement. Propaganda is not a good way to die. Instinct: to survive

    • drop weapon
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  • Foolish Richman's Son Group, Organized, Intelligent
    Expensive and impractical weapon (d8 damage) 6 HP 3 armor
    Close

    The musketeers joined the competition to show off. So did these fools. The problem is, the musketeers have skill. These people only have money. Instinct: to bask in the spotlight

    • Overdo an attack
    • summon vengeance-seeking family
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  • Pyresburg Musketeer Group, Stealthy, Intelligent, Cautious
    duelling sword (b[2d8] damage 1 piercing) 6 HP 3 armor
    Close

    When they heard of a chance to show off in front of the emperor, of course they signed up. Brought their Owlbear mascot with them, as well. Instinct: to show how much better they are

    • Parry and riposte
    • feint and disarm
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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
    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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  • 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
    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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  • 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
    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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  • 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
    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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  • 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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