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  • Plague Rats Horde, Tiny, Devious
    Bite (d4-2 damage) 3 HP 0 armor
    Hand

    One is a pest. A few is a problem. Unfortunately, they usually come in numbers reserved for bakers and the like. Instinct: to Breed

    • Chew to Pieces
    • Spread the infection
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  • Tree-Insects Solitary, Huge, Stealthy, Devious
    Crush and tear with insect strength (d10+7 damage 1 piercing) 20 HP 2 armor
    Reach, Forceful
    Special Qualities: Leg glands secrete a fluid that fertilizes the plains

    The tree-insect is much like a sitck-insect, but far larger, many of them reaching the size of redwood trees. They tear down old growth trees and drink the heartsap, constantly roaming the plains and forests they call home. The secretions from their leg glands fertilize the disaster they leave behind, but bold tribesmen will clamber up the long legs to steal it and ferment a potent liquor. Those slow enough to be caught up in their might claws will find that tree-insects also crave the heartsap of men. Instinct: to drink the heartsap of trees and men

    • Bend the trees with horrible insect strength
    • Strike from ambush disguised as a tree
    • Rat-sized mites crawl its shell and bite with deadly poison
    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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  • Sir Stumpgouger Solitary, Stealthy, Intelligent, Cautious, Hoarder
    Longsword (d10 damage) 12 HP 4 armor
    Close

    A Hobgoblin bandit with delusions of grandeur. Sir Stumpgouger found the arms and armor of a knight on a caravan he raided and, despite it not being made for a slightly lumpier than average hobgoblin, managed to cram himself into the plate mail. Ever since, he has demanded he be addressed as a knight and behaves in a manner he believes to be "chivalrous". This mainly just equates to putting thee's and thou's before most sentences, however, as he is still a murderous thief. Instinct: To Demand

    • Into the Breach!
    • Coerce from an Ambush
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  • The Grand Duke's Guard Group
    Halberd (b[2d8] damage) 6 HP 2 armor
    Close, Reach, Near

    The Grand Duke's Guard are made of his garrison's elite fighters. They will defend the castle and their lord to the last man. Instinct: to Defend the Keep

    • They Shall Not Pass
    • Sweep the Legs
    • Divide and Neutralize
    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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  • Vrak the Jailer Solitary, Intelligent
    Cudgel (d10 damage 1 piercing) 12 HP 1 armor
    Close

    Vrak is the jailer in the grand duke's keep. Vrak can seem a bit dim when he speaks to authority figures, but he delights in beating his prisoners and breaking their will. Does such a dark place create such a man or is such a man simply drawn to the world's dark places? Instinct: To Demoralize

    • Beat with a Cudgel
    • Mock his Captives
    • Raise the Alarm
    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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  • Giant Rat King Solitary, Small, Terrifying
    Bite (b[2d10+2] damage) 16 HP 0 armor
    Close
    Special Qualities: A Dozen Screeching Mouths

    The large rats that are common to dungeons, remote keeps and even some castles can sometimes be driven to gather into groups. Sometimes this will result in two or more getting their tails tangled in such a way that a bit feces, blood, hair, or dirt could make the knot permanent. A giant rat king is when several of these large rats are entangled but learn to move, and hunt, as one. Instinct: To Feed and Grow

    • Gnashing in All Directions
    • Spring from the Shadows
    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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  • The Degloved Solitary, Large, Devious, Intelligent, Terrifying
    Long Deft Fingers (d8+2 damage 2 piercing) 24 HP 0 armor
    Forceful, Reach
    Special Qualities: Touches you with its soft, agonized fingers

    The tragic result of the increasing industrialization in certain regions of the Dungeon World, the Degloved is an intelligent undead arising from those who have been maimed by machinery. When they die, all the individuals injured by a given machine release their hatred and malice, which flows back to the site of the injury, congealing into a creature resembling two human torsos (often one male, one female) covered in pale gray skin. The hands on each set of arms are long-fingered and apparently cuffed with festive red strips. Only on closer investigation or exposure does an adventurer realize that the strips are the very skin of those muscle-bare hands. The Degloved leap around on their powerful arms, stripping the skin from any so unlucky as to be caught by them. They fashion gloves from this skin which soothe their terrible pain for a time. The decadent nobles of a certain kingdom cherish these gloves, for each pair is unique and bound to those industries which have raised the kingdom up from mud-farming. Instinct: to clothe itself in new skin; to destroy machinery

    • Remove skin without harming muscle beneath
    • Rips skin that will never heal
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  • Half-things Group, Small, Intelligent, Construct
    Club (d8+2 damage) 6 HP 1 armor
    Close
    Special Qualities: Leaping, Tail, Simply stitched together

    Once Halflings, these poor souls have been the subject of terrible experiments, their bodies merged with those of animals. They are some strange amalgamation of halfling and animal, with a hatred for those that still walk upright or appear normal. Instinct: Take vengeance on the "normals"

    • Act like an animal
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  • The Fungus Amongus Horde, Small, Stealthy, Devious, Organized, Terrifying
    fleshy limbs (d4 damage) 3 HP 0 armor
    Close
    Special Qualities: stare at someone for hours on end

    The fungous among us, chuckle, is a strange urban creature. Small humanoid and apparently pointless these "mushroom men" idle about in the cooridors of some cities. As far as I know there are no records of them ever harming, well, anyone or anything without provocation. From time to time they have been known to become interested in an individual.They will follow the person of interest around, always maintaining a respectful distance and never entering any buildings. Eventually they wander off having apparently observed what ever they were hoping to see, or perhaps not. Who knows? If attacked, they invariably release a cloud of spores and attempt to flee. The spores can be quite harmful if inhaled and are sometimes invisible. The effects of the spores seems to vary ranging from mild throat irritation all the way to death and complete decomposition via mushrooms. There are whispered rumors that those who survive the spores often disappear the following night supposedly abducted to some subterranean locale where they are subjected to whom knows what. Instinct: to take up space

    • Sleep in public spaces
    • Infect someone with its spores
    • run away and report to other fungus people
    • come back at night and abduct someone
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  • "Treated" townsperson Solitary, Construct, Terrifying
    Slashes with metal limbs (d8 damage) 20 HP 0 armor
    Close, Near
    Special Qualities: A wizard's twisted experiment, Limbs have been replaced with metal

    Instinct: It is mindlessly ruthless and aggressive

    • Lunges at the adventurers, using its experimented upon limbs to attack
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