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  • Cavewight Horde, Cautious
    Swords, clubs, other melee weapons (d6+4 damage) 3 HP 3 armor
    Close, Forceful

    Originally denizens of the caverns beneath mount thunder, they mined gems and precious metals to trade with humans. In time they fell under the sway of evil puissant creatures such as the Demondim, Ur-Viles or Ravers. They made up the bulk of Lord Foul's Army in his wars with the people of the Land. Instinct: They are typically fodder in evil armies, and under the command of malevolent beings.

    • Incredibly strong creatures with the strength to move mountains
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  • Cthulhu Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Hoarder, Planar, Terrifying, Amorphous
    Claws and tentacled maw (d12+9 damage) 33 HP 5 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Amphibious, winged, regenerate after being destroyed, Drive mad with a glance

    “That is not dead which can eternal lie, yet with stranger eons, even death may die” "A monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind." An ancient and terrible cosmic god, great Cthulhu cares little for humanoid life except as a means to facilitate his return on earth. Mountainous in size, there is no hope of defeating him (unless, perhaps, you can drive a boat through his head. Even then, he'll be back.) Instinct: To bring chaos

    • Consume humanoids
    • Corrupt the dreams of mortals.
    • Warp geometry
    • Raise R'lyeh when the stars are right
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  • Mr. Nobody Solitary, Divine, Devious, Intelligent
    tacky umbrella (d12+2 damage) 22 HP 0 armor
    Close
    Special Qualities: pitiable, vague features

    Poor Mr. Nobody. He's been all alone for so long clutching his ugly umbrella to his tattered suit, watching empires rise and fall. It would seem even Death has forgotten this unfortunate, cursed man. Mr. Nobody has no memory of any life before this cursed non-existence, but clings tightly to his old umbrella and clothes as proof that he was once somebody. With little need for food or drink, Mr. Nobody most hungers for attention, and would glut himself should he find it. Instinct: to be noticed

    • All creatures that interact with Mr. Nobody must make a check to remember doing so
    • Aura of Nonexistence-Mr. Nobody emits an aura of forgetfulnes about him that makes him very difficult for most to notice, and even more difficult to keep noticing as all memory of him quickly slips from your mind. The strange few able to remember him are put at risk by this aura, as the longer they interact with Mr. Nobody, the more forgettable to others they become until eventually fading from the notice of others entirely.
    • The Man that The World Forgot-Mr. Nobody suffers no ill effecs from fatigue, starvation, dehydration, or suffocation
    • Below Death's Eye-Mr. Nobody cannot be killed, but can be severely wounded. All damage Mr. Nobody takes fades away with time.
    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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  • 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
    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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