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Steel Clan Warrior Group, Organized, Intelligent, Cautious, Hoarder Hammer (d8+4 damage) 14 HP 6 armor Close, Forceful, Near Decades ago, the dwarves of Emrahil fell victim to a terrible plague, one that killed most of their people. They retreated into their mountain holds and nobody had heard from them for more ten years; everyone pretty much forgot about them. They're back and, unlucky for you, the blame surface-worlders for the plague. They spent their time in the mountains building great coal-powered armor suits that keep them alive, and man do those things pack a punch. Good luck! Instinct: To wreak revenge.
- Resist huge amounts of damage.
- Call reinforcements.
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Voidlock Spellsword Group, Magical, Organized Finely crafted longsword. (b[2d8+2] damage 2 piercing) 6 HP 3 armor Close Clothed in black, silver-edged leathers, these Voidlock initiates work in small strike teams. They specialize in magic that can confuse, conceal, and poison, which they use to get to their targets, kill them efficiently, and leave without a trace. A team is generally headed by a leader whose job it is to report back if things go wrong on a mission. Instinct: Prevent the spread of knowledge at all costs.
- Work as a team.
- Confuse and weaken before striking hard.
- Aid the leader's escape if things go wrong.
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Lost Knight Group, Magical, Organized, Intelligent, Cautious, Hoarder Massive blade (d8+4 damage 3 piercing) 14 HP 6 armor Close, Forceful, Reach They had one duty: to guard their master. They failed in life, but they will continue to soldier on in death . . . Instinct: To avenge
- Defend an ancient battleground
- Vanish into mist
- Prioritize opponents
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Those Without Hearts Horde, Small, Stealthy, Devious, Organized, Planar Claws (d8 damage 1 piercing) 7 HP 1 armor Close Those without hearts are small, dark, wretched shadow-creatures who travel between worlds with the ultimate goal of feeding on the heart of the universe itself. It is rumored that stronger forms exist. Instinct: Consume worlds
- Steal hearts
- Emerge from shadows
- Those it defeats rise as monsters without hearts
- Attack from behind
- Hunt those who wield magical weapons
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First Guardian Solitary, Stealthy, Divine, Magical, Intelligent, Planar, Construct, Amorphous Space distortion (d12+2 damage) 21 HP 1 armor Close, Ignores Armor, Far Special Qualities: Friendly appearence, Create stable time loops Every world with intelligent life has a First Guardian, and Dungeon World is no exception. Mysterious and paradoxical, part of a First Guardian's duty is to ensure its own creation using logically impossible time manipulation. Capable of tapping into nearly infinite knowledge and manipulating space-time, First Guardian's nonetheless prefer to manipulate others to do their work for them. Their one goal is to bring about their universe's ultimate purpose, for good or ill. Instinct: Bring about the universe's ultimate purpose
- Establish strange time paradoxes
- Inconvenient teleportation
- Warp reality
- Predict using near-omniscience
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Killer Rabbit Solitary, Tiny, Stealthy, Hoarder Bucky little rabbit teeth (b[2d12-2] damage 4 piercing) 12 HP 0 armor Hand This rabbit is dynamite! It often grazes peacefully outside of ancient caves, quietly guarding magical secrets. Instinct: To guard ancient secrets
- Tear apart warriors
- It looks adorable
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Skeletal King Hadrian Group, Magical, Divine, Organized, Intelligent, Terrifying, Hoarder Scepter (d10+2 damage) 10 HP 2 armor Close Special Qualities: Decaying flesh and bones Since his death King Hadrian's realm has shrunk considerably. His realm is his crypt beneath Kings Mountain. Instinct: To rule
- Command his skeletal court
- Drain life
- Call forth the Skeletal Court
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The Black Knight Solitary, Stealthy Enormous sword (swung or thrown) (b[2d10+4] damage 1 piercing) 20 HP 2 armor Close, Forceful, Reach, Near The Black Knight is the best guard you can hire. He can kill almost anyone in a fight, and he's been known to insist that even the most grievous injuries are mere "flesh wounds." Instinct: Prevent any from passing
- Fight relentlessly
- Bite your legs off
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The Reaper Solitary, Magical, Stealthy, Divine, Intelligent, Hoarder, Planar, Terrifying, Amorphous The Scythe (b[2d12+6] damage) 25 HP 5 armor Close, Forceful, Reach, Ignores Armor Special Qualities: You can't kill death, Burning eyes Death isn't such a bad guy, really. He just needs to make sure that everything happens on schedule. In fact, he's been known to make deals from time to time, especially if he hears a real sob story. He's kind of tired of his job, to be honest, and probably wouldn't mind finding an apprentice to take over for him . . . Instinct: To move the universe towards its predestined conclusion
- Claim living souls
- Take the form of a lost loved one
- Call on the souls of the departed
- Teleport instantly to any point on any plane
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Maxwell Solitary, Stealthy, Intelligent Silver Hammer (b[2d10+4] damage 1 piercing) 12 HP 0 armor Close, Forceful, Reach Maxwell was once a physician, but an encounter with a mysterious drifter with juju eyeballs entrusted him with an ancient Silver Hammer. Now he is a deadly force of the absurd, luring the compassionate to their dooms with his charm and seemingly good intentions. The silver hammer he wields is a mysterious planar artifact not to be used lightly. Instinct: Lash out against those who would aid him
- Strike living things until they are dead
- Creep up from behind