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  • Spectre Solitary, Hoarder
    Withering touch (d10 damage) 12 HP 0 Armor
    Close
    Special Qualities: Insubstantial

    For some folk, when they pass, Death himself cannot release their grip on the places they love most. A priest whose devotion to the temple is greater than that of his god. A banking guild official who cannot bear to part with his vault. A drunk and his favorite tavern. All make excellent spectres. They act not out of the usual hunger that drives the undead, but jealousy. Jealousy that anyone else might come to love their home as much as they do and drive them out. These places belong to them and these invisible spirits will kill before they’ll let anyone send them to their rest. Instinct: To drive life from a place

    • Turn their haunt against a creature
    • Bring the environment to life
    This monster is from the core Dungeon World book
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  • Skeleton Horde
    Slam (d6 damage) 7 HP 1 Armor
    Close

    Dem bones, dem bones, dem dry bones. Instinct: To take the semblance of life

    • Act out what it did in life
    • Snuff out the warmth of life
    • Reconstruct from miscellaneous bones
    This monster is from the core Dungeon World book
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  • Sigben Horde, Large, Construct
    Tail whip (d6+1 damage) 11 HP 2 Armor
    Close, Reach
    Special Qualities: Vampire spawn

    “Aswang-hound and hopping whip-tail! Sent by vampires on their two, twisted legs, these ugly things look like the head of a rat or a crocodile, maybe, furry though and sharp of tooth. They have withered wings, but cannot use them and long, whipping tails, spurred with poison tips. Stupid, vengeful and mischievous they cause all kinds of chaos when let out of the strange clay jars in which they’re born. Only a vampire could love such a wretched thing.” Instinct: To disturb

    • Poison them
    • Do a vampire’s bidding
    This monster is from the core Dungeon World book
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  • Shadow Horde, Large, Magical, Construct
    Shadow touch (d6+1 damage) 11 HP 4 Armor
    Close, Reach
    Special Qualities: Shadow Form

    We call to the elements. We call on fire, ever-burning. We summon water, life-giving. We beseech the earth, stable-standing. We cry to the air, forever-changing. These elements we recognize and give our thanks but ask to pass. The elemental we call upon this night knows another name. We call upon the element of Night. Shadow, we name you. Death’s messenger and black assassin, we claim for our own. Accept our sacrifice and do our bidding ’til the morning come. Instinct: To darken

    • Snuff out light
    • Spawn another shadow from the dead
    This monster is from the core Dungeon World book
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  • Nightwing Horde, Stealthy
    Rend (d6 damage) 7 HP 1 Armor
    Close
    Special Qualities: Wings

    Scholars of the necromantic arts will tell you that the appellation “undead” applies not only to those who have lived, died, and been returned to a sort of partway living state. It is the proper name of any creature whose energy originates beyond the Black Gates. The creature men call the nightwing is one such—empowered by the negative light of Death’s domain. Taking the shape of massive, shadowy, winged creatures (some more bat-like, some like vultures, others like some ancient, leathery things) nightwings travel in predatory flocks, swooping down to strip the flesh from cattle, horses and unlucky peasants out past curfew. Watch the night sky for their red eyes. Listen for their screeching call. And hope to the gods you have something to hide under until they pass. Instinct: To hunt

    • Attack from the night sky
    • Fly away with prey
    This monster is from the core Dungeon World book
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  • Mummy Solitary, Divine, Hoarder
    Smash (d10+2 damage) 16 HP 1 Armor
    Close

    There are cultures who revere the dead. They do not bury them in the cold earth and mourn their passing. These people spend weeks preparing the sacred corpse for its eternal rest. Temples, pyramids, and great vaults of stone are built to house them and are populated with slaves, pets and gold. The better to live in luxury beyond the Black Gates, no? Do not be tempted by these vaults—oh, I know that greedy look! Heed my warnings or risk a terrible fate, for the honored dead do not wish to be disturbed. Thievery will only raise their ire—don’t say I did not warn you! Instinct: To enjoy eternal rest

    • Curse them
    • Wrap them up
    • Rise again
    This monster is from the core Dungeon World book
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  • Mohrg Group
    Bite (d8 damage) 10 HP 0 Armor
    Close

    You never get away with murder. Not really. You might evade the law, might escape your own conscience in the end and die, fat and happy in a mansion somewhere. When the gods themselves notice your misdeeds, though, that’s where your luck runs out and a mohrg is born. The mohrg is a skeleton—flesh and skin and hair all rotted away. All but their guts—their twisted, knotted guts still spill from their bellies, magically preserved and often wrapped, noose-like, about their necks. They do not think, exactly, but they suffer. They kill and wreak havoc and their souls do not rest. Such is the punishment, both on them for the crime and on all mankind for daring to murder one another. The gods are just and they are harsh. Instinct: To wreak havoc

    • Rage
    • Add to their collection of guts
    This monster is from the core Dungeon World book
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  • Lich Solitary, Magical, Intelligent, Cautious, Hoarder, Construct
    Magical Force (d10+3 damage, ignores armor) 16 HP 5 Armor
    Near, Far

    “At the end, they give you a scroll and a jeweled medallion to commemorate your achievements. Grand Master of Abjuration, I was called, then. Old man. Weak and wizened and just a bit too senile for them—those jealous halfwits. Barely apprentices, and they called themselves The New Council. It makes me sick, or would, if I still could be. They told me it was an honor and I would be remembered forever. It was like listening to my own eulogy. Fitting, in a way, don’t you think? It took me another ten years to learn the rituals and another four to collect the material and you see before you the fruits of my labor. I endure. I live. I will see the death of this age and the dawn of the next. It pains me to have to do this, but, you see, you cannot be permitted to endanger my research. When you meet Death, say hello for me, would you?” Instinct: To un-live

    • Cast a perfected spell of death or destruction
    • Set a ritual or great working into motion
    • Reveal a preparation or plan already completed
    This monster is from the core Dungeon World book
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  • Ghoul Group
    Talons (d8 damage, 1 piercing) 10 HP 1 Armor
    Close, Messy

    Hunger. Hunger hunger hunger. Desperate clinging void-stomach-emptiness hunger. Sharp talons to rend flesh and teeth to tear and crack bones and suck out the soft marrow inside. Vomit up hate and screaming jealous anger and charge on twisted legs—scare the living flesh and sweeten it ever more with the stink of fear. Feast. Peasant or knight, wizard, sage, prince, or priest all make for such delicious meat. Instinct: To eat

    • Gnaw off a body part
    • Gain the memories of their meal
    This monster is from the core Dungeon World book
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  • Ghost Solitary, Devious, Terrifying
    Phantom touch (d6 damage) 16 HP 0 Armor
    Close, Reach
    Special Qualities: Insubstantial

    Every culture tells the story the same way. You live, you love or you hate, you win or you lose, you die somehow you’re not too fond of and here you are, ghostly and full of disappointment and what have you. Some people take it upon themselves, brave and kindly folks, to seek out the dead and help them pass to their rightful rest. You can find them, most times, down at the tavern drinking away the terrors they’ve seen or babbling to themselves in the madhouse. Death takes a toll on the living, no matter how you come by it. Instinct: To haunt

    • Reveal the terrifying nature of death
    • Haunt a place of importance
    • Offer information from the other side, at a price
    This monster is from the core Dungeon World book
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