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Wild Boars Group, Small Slash at you with it's sharp tusks. (d8+4 damage) 6 HP 1 armor Close, Forceful The wild boars that infest Bloodsail Island are both food and protection for the pirates. The pirates have taught them to fear the red sashes that they wear so that they can walk the island without fear. Instinct: To drive intruders from it's lands.
- Attack from the underbrush
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The Pike Solitary, Huge, Devious, Terrifying Mighty jaws (d10+7 damage 3 piercing) 24 HP 2 armor Reach, Forceful, Near Special Qualities: Terrifying visage The Pike has hunted the waters off of Bloodsail island for thousands of years. Many speak of it in whispers though few have seen it and lived. In the past it has rarely ventured up to the light but the over fishing of the Danbury fisher folk has driven it to start destroying boats. Instinct: To protect it's territory from fishermen.
- Entrap and crush ships at sea.
- Throw you into the sea.
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Sir David the Wise Solitary, Organized, Cautious A broadsword named Justice. (b[2d10] damage) 12 HP 6 armor Close Sir David the Wise is not the very happy serving Duke Adris due to the duke's avarice but he is a dutiful knight. If the duke were revealed as a traitor to the crown Sir David would have no qualms taking him into custody. Instinct: To keep the peace that the Duke wants.
- Places you under arrest.
- Call for more guards.
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Sapphire Tower Disciple Group, Magical, Intelligent Bonded Blade (d8 damage) 6 HP 2 armor Close, Near A warrior disciple of the order of the Sapphire Tower, trained by the masters there after undergoing a joining ritual with his weapon, making the two as one. As the disciples can magically call their weapons to their side, instantly and regardless of distance, a number of fighting techniques have been developed exploiting this advantage. The most popular technique is throwing their weapon against an incoming assailant, and when he descents upon them, they recall their weapon and run him through, exploiting that the foe lowers his guard in anticipation of facing an unarmed foe. Instinct: to improve his skill
- Recall bonded blade with a thought
- Teleport within reach of his weapon
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The Whisper Solitary, Magical, Stealthy, Planar, Amorphous, Neutral Strangulation (d12 damage) 15 HP 5 armor Close, Ignores Armor Special Qualities: Invisible The whisper is a quiet and strange thing. None have ever seen the whisper. But those who have shattered the gentle silence have felt its suffocating embrace. The whisper was said to have been born on the moment the first death came to pass. In the silence of realization that the deceased was never coming back, the whisper came into being and from that point on sought its own peace. Instinct: To enjoy the silence.
- To silence the loud.
- Separate the group.
- It can only be seen through sound, or detected due to its Alignment.
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Dinosaur Blob Solitary, Huge, Terrifying, Amorphous Dino Skull Smash (d10+5 damage) 27 HP 1 armor Reach, Near Special Qualities: Gooey flesh, Spiked Spine Instinct: To find what it is tasked
- Consume dead flesh
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Snipe Horde, Tiny, Stealthy, Devious, Organized, Intelligent, Hoarder Shiv (d4-2 damage 1 piercing) 3 HP 0 armor Hand, Near These small, weasel-like creatures are the apex predators within urban environments. Capable of killing and eating everything from cockroaches to dogs, and occasionally humans, snipes have evolved to live in the shadows of the city. Humans would not tolerate such intelligent and deadly creatures so close to home, so snipes keep their presence amongst the humans a complete and total secret. Being unfortunate enough to come to suspect the existence of snipes is not likely to live very long after. (Adapted from Scott Siggler's "The Great Snipe Hunt".) Instinct: to preserve the secret.
- Kill those that know
- Make "accidents" happen
- Rocks fall... Make use of the environment to trap and kill
- Call in others from the shadows
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Lantern Goblins Horde, small, organized, magical, intelligent Spear (d6 damage) close 7 HP 1 armor When a lantern goblin dies it’s light distributes to any nearby lantern goblins equally. Each lantern goblin that receives a dead goblin’s light increases its damage die by one size, up to d10 (or d12 if you have them—nothing else in Dungeon World uses a d12). If a lantern goblin with maximum-sized damage dice receives more light give it an additional die of the same size and take the best result, or give it +1 armor, or heal it of all damage, your choice. (Cloned from http://www.dungeon-world.com/the-electric-eye-and-lantern-goblins/) Instinct: to share the light.
- Do as The Light commands
- Die to harm an enemy
- Unleash the light within
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Gmork the Hunter Solitary, Stealthy, Intelligent, Planar Fangs (d12+2 damage 2 piercing) 12 HP 3 armor Close Special Qualities: Can't be harmed by mundane weapons. Gmork the Hunter is a servant of the End of All Things, and relentlessly hunts the heroes who would prevent it from coming to pass. He can travel between worlds in the blink of an eye, and is most at home in the Astral Plane. Gmork can appear as anything, but most often takes the shape of a dire wolf. He will also take the shape of a person in need of aid in order to lure in his heroic prey. Gmork's true form (and origin) are completely unknown. Instinct: To bring about the End of All Things
- Teleport to another plane
- Lure them in by appearing as a helpless person
- Whisper secrets about the End of All Things