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  • Eagle Lord Group, Large, Organized, Intelligent
    Talons (b[2d8]+1 damage, 1 piercing) 10 HP 1 Armor
    Close, Reach
    Special Qualities: Mighty wings

    Some the size of horses. Bigger, even—the kings and queens of the eagles. Their cry pierces the mountain sky and woe to those who fall under the shadow of their mighty wings. The ancient wizards forged a pact with them in the primordial days. Men would take the plains and valleys and leave the mountaintops to the eagle lords. These sacred pacts should be honored, lest they set their talons into you. Lucky are the elves, for the makers of their treaties yet live and when danger comes to elvish lands, the eagle lords often serve as spies and mounts for them. Long-lived and proud, some might be willing to trade their ancient secrets for the right price, too. Instinct: To rule the heights

    • Attack from the sky
    • Pull someone into the air
    • Call on ancient oaths
    This monster is from the core Dungeon World book
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  • Dryad Solitary, Magical, Intelligent, Devious
    Crushing vines (w[2d8]damage) 12 HP 2 Armor
    Close
    Special Qualities: Plant

    More beautiful by far than any man or woman born in the civil realms. To gaze upon one is to fall in love. Deep and punishing, too. Thing is, they don’t love—not the fleshy folk who often find them, anyway. Their love is a primal thing, married to the woods—to a great oak that serves as home and mother and sacred place to them. It’s a curse to see one, too, they’ll never love you back. No matter what you do. No matter how you pledge yourself to them, they’ll always spurn you. If ever their oak comes to harm, you’ve not only the dryad’s wrath to contend with, but in every nearby village there’s a score of men with a secret longing in their heart, ready to murder you where you sleep for just a smile from such a creature. Instinct: To love nature passionately

    • Entice a mortal
    • Merge into a tree
    • Turn nature against them
    This monster is from the core Dungeon World book
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  • Cockatrice Group, Small, Hoarder
    Beak (d8 damage) 6 HP 1 Armor
    Close
    Special Qualities: Stone touch

    “I ain’t ever seen such a thing, sir. Rodrick thought it a chicken, maybe. Poor Rodrick. I figured it to be a lizard of a sort, though he was right—it had a beak and gray feathers like a chicken. Right, well, see, we found it in the woods, in a nest at the foot of a tree while we were out with the sow. Looking for mushrooms, sir. I told Rodrick we were—yes, sir, right sir, the bird—see, it was glaring at Rodrick and he tried to scare it off with a stick to steal the eggs but the thing pecked his hand. Quick it was, too. I tried to get him away but he just got slower and slower and…yes, as you see him now, sir. All frozen up like when we left the dog out overnight in winter two years back. Poor, stupid Rodrick. Weren’t no bird nor lizard, were it, sir?” Instinct: To defend the nest

    • Start a slow transformation to stone
    This monster is from the core Dungeon World book
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  • Chaos Ooze Solitary, Planar, Terrifying, Amorphous
    Warping touch (d10 damage ignores armor) 23 HP 1 Armor
    Close
    Special Qualities: Ooze, Fragments of other planes embedded in it

    The barrier between Dungeon World and the elemental planes is not, as you might hope, a wall of stone. It’s much more porous. Places where the civil races do not often tread can sometimes, how to put this, spring a leak. Like a dam come just a little loose. Bits and pieces of the chaos spill out. Sometimes, they’ll congeal like an egg on a pan—that’s where we get the material for many of the Guild’s magical trinkets. Useful, right? Sometimes, though, it squirms and squishes around a bit and stays that way, warping all it touches into some other, strange form. Chaos begets chaos, and it grows. Instinct: To change

    • Cause a change in appearance or substance
    • Briefly bridge the planes
    This monster is from the core Dungeon World book
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  • Centaur Horde, Large, Organized, Intelligent
    Bow (d6+2 damage, 1 piercing) 11 HP 1 Armor
    Close, Reach, Near
    Special Qualities: Half-horse, Half-man

    “It will be a gathering of clans unseen in this age. Call Stormhoof and Brightspear. Summon Whitemane and Ironflanks. Sound the horn and we shall begin our meeting—we shall speak the words and bind our people together. Too long have the men cut the ancient trees for their ships. The elves are weak and cowardly, friend to these mannish slime. It will be a cleansing fire from the darkest woods. Raise the red banner of war! Today we strike back against these apes and retake what is ours!” Instinct: To rage

    • Overrun them
    • Fire a perfect bullseye
    • Move with unrelenting speed
    This monster is from the core Dungeon World book
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  • Blink Dog Group, Small, Magical, Organized
    Bite (d8 damage) 6 HP
    Close
    Special Qualities: Illusion

    Now you see it, now you don’t. Hounds once owned by a sorcerer lord and imbued with a kind of illusory cloak, they escaped into the woods around his lair and began to breed with wolves and wild dogs of the forest. You can spot them, if you’re lucky, by the glittering silver of their coats and their strange, ululating howls. They have a remarkable talent for being not quite where they appear to be and use it to take down prey much stronger than themselves. If you find yourself facing a pack of blink dogs you might as well close your eyes and fight. You’ll have an easier time when not betrayed by your natural sight. By such sorceries are the natural places of the world polluted with unnatural things. Instinct: To hunt

    • Give the appearance of being somewhere they’re not
    • Summon the pack
    • Move with amazing speed
    This monster is from the core Dungeon World book
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  • Assassin Vine Solitary, Stealthy, Amorphous
    Thorns (d10 damage, 1 piercing) 15 HP 1 Armor
    Close, Reach, Messy
    Special Qualities: Plant

    Among the animals there exists a clear division ‘tween hunter and hunted. All it takes is a glance to know—by fangs and glowing eyes or claws or venomous sting—which of the creatures of this world are meant to kill and which stand to be killed. Such a split, if you have the eyes to see it, cuts the world of leaves and flowers in twain, as well. Druids in their forest circles know it. Rangers, too, might spot such a plant before it’s too late. Lay folk, though, they wander where they oughtn’t—paths into the deep woods covered in creeping vines and with a snap, these hungry ropes snap tight, dragging their meaty prey into the underbrush. Mind your feet, traveller. Instinct: To grow

    • Shoot forth new growth
    • Attack the unwary
    This monster is from the core Dungeon World book
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  • Zombie Horde
    Bite (d6 damage) 11 HP 1 Armor
    Close

    When there’s no more room in Hell… Instinct: Braaaaaains

    • Attack with overwhelming numbers
    • Corner them
    • Gain strength from the dead, spawn more zombies
    This monster is from the core Dungeon World book
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  • Wight-Wolf Horde, Organized, Intelligent
    Pounce (d6+1 damage 1 piercing) 7 HP 1 Armor
    Close
    Special Qualities: Shadow form

    Like the nightwing, the wight-wolf is a creature not spawned in our world. Somehow slipping the seals of the Black Gates of Death, these spirits take the shape of massive hounds or shadowy wolves and hunt the living for sport. They travel in packs, led by a mighty alpha, but bear a kind of intelligence unknown to true canines. Their wild hunts draw the attention of intelligent undead—liches, vampires and the like—who will sometimes make pacts with the alpha and serve a grim purpose together. Listen for the baying of the hounds of Death and pray that they do not howl for you. Instinct: To hunt

    • Encircle prey
    • Summon the pack
    This monster is from the core Dungeon World book
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  • Vampire Group, Stealthy, Organized, Intelligent
    Supernatural force (d8+5 damage, 1 piercing) 10 HP 2 Armor
    Close, Forceful
    Special Qualities: Changing form, ancient mind

    We fear them, because they call to us. So much like us, or how we hope to be: beautiful, passionate, and powerful. They are drawn to us for what they cannot be: warm, kind, and alive. These tormented souls can only hope, at most, to pass their dreadful curse along. Every time they feed they run the risk of passing along their torture to another and in each one lives the twisted seed of its creator. Vampires beget vampires. Suffering begets suffering. Do not be drawn in by their seduction or you may be given their gift—a crown of shadows and the chains of eternal undying grief. Instinct: To manipulate

    • Charm someone
    • Feed on their blood
    • Retreat to plan again
    This monster is from the core Dungeon World book
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