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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
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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
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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