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  • The White King Solitary, Magical, Devious, Organized, Intelligent, Hoarder, Planar
    Frozen skewers (b[2d10+4] damage 1 piercing) 16 HP 4 armor
    Close, Forceful, Near, Far

    The White King is a fallen planar power, banished for some offense against its own warring, deadly kin. Here, in Dungeon World, it has found a place to begin anew -- building up its power base with those power-hungry enough to wish to serve in The White King's frozen hell. The White King has earned the service of frost spirits in its time here, or perhaps has mastered certain spells, or might have even brought its own frozen servants here in exile. Regardless, The White King's powers are great! Rumors that its power pales in comparison to its kin will, hopefully, remain only rumors. Instinct: To accumulate power

    • Overwhelm with a growing frost
    • Command winter winds
    • Obscure and conceal with a sudden snow storm
    • Call upon hungry wraiths and their corpse-hosts
    • Soar across the planes with a storm-portal
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  • Subterria Solitary, Huge, Stealthy, Divine, Devious, Construct, Terrifying
    CReeping underground, sending tenticles and sucking the soul from people before they can react (b[2d8+7] damage 3 piercing) 26 HP 5 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: Stealth, Designed to haverst souls for arcane magic long forgotten, Because no one knows what it looks likwe

    Instinct: Souls

    • unknown - no survivors
    • It pretends to be a rotten log
    • Its a soul eater
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  • Subterria Solitary, Huge, Stealthy, Divine, Devious, Construct, Terrifying
    CReeping underground, sending tenticles and sucking the soul from people before they can react (b[2d8+7] damage 3 piercing) 26 HP 5 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: Stealth, Designed to haverst souls for arcane magic long forgotten, Because no one knows what it looks likwe

    Instinct: Souls

    • unknown - no survivors
    • It pretends to be a rotten log
    • Its a soul eater
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  • Strom Serpent Group, Huge, Devious, Planar
    Lightning strikes from mouth (d8+3 damage 1 piercing) 14 HP 2 armor
    Reach, Far

    Storm serpents are ancient. Since before man walked the globe these alien creatures have ridden the airborne waves of the storm and delighted in the fear and chaos of its coming. It is said that they fly without wings, they are the source of every bolt of lightning, and that their only sustenance comes from the meat of fear and the water of chaos. Seldom do they come to the surface of the planet, they don't need to feed so close. However, every pirate with a flying ship knows to land rather than brave a storm for there is a reason every flying creature either retreats from the storm or is missing by the time the storm ends. That reason is the Storm Serpent. Instinct: To feed off fear and chaos

    • Ride the storm
    • Feed off fear, drink in chaos
    • Hide in clouds
    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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  • Spore Bearer Group, Small, Devious
    Mandibles & Probiscus, Venom Sac (w[2d4] damage) 6 HP 0 armor
    Close, Near

    Instinct: To protect and nurture the spore nodules. To burst a nodule and then die.

    • Grows and nourishes Squamous Hoard spore nodules. Eventually the nodules rupture, releasing clouds of demonic spores into the air.
    • When you breath in Demonic Spores, roll + CON. On a 10+ you shake it off no problem. On a 7-9 you shake it off, but are left weakened. Take -1 ongoing for future rolls vs Demonic Spore. On a 6-, take +1 infection. I don't quite know what that means just yet.
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  • Barrog, the Squamous Balor Solitary, Huge, Magical, Intelligent, Cautious, Terrifying
    The Inferno Flail (b[2d10+7] damage) 24 HP 5 armor
    Reach, Forceful, Near
    Special Qualities: covered in rotting scales beneath which embers of flame can be seen. Smoke coils about it, making its shape indistinct and amorphous, while simultaneously huge and terrifying.

    Instinct: Barrog has one goal: to open the spore modules within the Portarium, spreading the seed of the Squamous Hord to all of Mobius World

    • As the Hoard encroached ever deeper into the Abyss, even the mighty Balor were consumed. Now this beast leads the charge into the Portarium.
    • Master of smoke and fire. Able to controll lesser Hoardlings telepathically.
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  • The Crimson Sun Solitary, Large, Stealthy, Organized, Intelligent, Hoarder
    Serrated Longsword (b[2d10+4] damage 2 piercing) 16 HP 1 armor
    Forceful

    Everyone has heard of the Crimson Suns, the notorious gang of thieves. Nothing seems to be off-limits to their touch. If it's got a value it's got their attention. The Crimson Sun, their leader, is a hulk of a man made large by the gorging of stolen delicacies both mundane and sometimes, often times, magical. His size prevents him from entering into direct operations but with the whole Crimson Sun gang at his command, he doesn't really need to now does he? Instinct: To gain infamy

    • Propose one-on-one duels
    • Improvise to get the upper-hand
    • Call for reinforcements from the shadows
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  • Ahken'Tep Solitary (with companions), Magical, Stealthy, Divine, Intelligent, Cautious, Hoarder, Planar
    Dark Energy (d8+2 damage) 9 HP 5 armor
    Close, Reach, Ignores Armor, Far

    If you want the job done right, you gotta do it yourself. Prince Ahken'tep, 3rd Prince of the Ma'ak dynasty, learned this the hard way. When his dreams of grandeur were not satisfied at death, he made a pact with death to rise again and finish what he started. Perhaps to turn the whole world into his kingdom, to cover the land in gold, or just be a total-dick to the rest of us. What ever the reason, he has risen again and that really sucks. Instinct: To fulfill his pact with Death

    • Summons skeletons with ancient power
    • Set a pre-arranged scenerio into motion
    • Drains life force with dark magic
    • Stop at nothing to fulfill goals
    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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  • Corpse Spider Solitary, Large, Stealthy, Devious, Hoarder
    Venemous fangs (b[2d8] damage) 16 HP 1 armor
    Near
    Special Qualities: Wrap foe in webs

    The corpse spider hides in the thick jungle foliage, often in shallow burrows, and leaps out on the unwary. In combat, it tries to paralyze its prey, wrap it in webs, and haul it off, still living, to its larder. The larder of a corpse spider is filled with the drained husks of its victims, all wrapped in thick webbing. There are often interesting bits of treasure still on the corpses of the sentient beings it has drained. Instinct: To fill its larder

    • Leap on the unwary
    • Hide in the foliage
    • Paralyzing venom
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  • Vanis Burke Solitary, Magical, Stealthy, Intelligent, Hoarder
    Bolt of negatie energy (d10 damage) 16 HP 4 armor
    Close, Ignores Armor, Far

    Instinct: to seek power at any cost

    • Cast necromantic spells
    • Lull heroes into letting their guard down
    • Summon dead from the ground
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