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  • Crocodilian Group, Large
    Bite (d8+3 damage) 10 HP 2 Armor
    Close, Reach
    Special Qualities: Amphibious, Camouflage

    It’s a really, really big crocodile. Seriously. So big. Instinct: To eat

    • Attack an unsuspecting victim
    • Escape into the water
    • Hold something tight in its jaws
    This monster is from the core Dungeon World book
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  • Coutal Solitary, Intelligent Devious
    Light ray (d8 damage, ignores armor) 12 HP 2 Armor
    Close
    Special Qualities: Wings, Halo

    As if in direct defiance of the decay and filth of the world, the gods granted us the coutal. As if to say, “there is beauty, even in this grim place.” A serpent in flight on jeweled wings, these beautiful creatures glow with a soft light, as the sun does through stained glass. Bright, wise, and calm, a coutal often knows many things and sees many more. You might be able to make a trade with it in exchange for some favor. They seek to cleanse and to purge and to make of this dark world a better one. Shame we have so few. The gods are cruel. Instinct: To cleanse

    • Pass judgment on a person or place
    • Summon divine forces to cleanse
    • Offer information in exchange for service
    This monster is from the core Dungeon World book
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  • Black Pudding Solitary, Amorphous
    Corrosive touch (d10 damage, ignores armor) 15 HP 1 Armor
    Close
    Special Qualities: Amorphous

    How do you kill a pile of goo? A great, squishy pile of goo that also happens to want to dissolve you and slurp you up? That is a good question to which I have no answer. Do let us know when you find out. Instinct: To dissolve

    • Eat away metal, flesh, or wood
    • Ooze into a troubling place: food, armor, stomach
    This monster is from the core Dungeon World book
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  • Basilisk Solitary, Hoarder
    Bite (d10 damage) 12 HP 2 Armor
    Close

    “Few have seen a basilisk and lived to tell the tale. Get it? Seen a basilisk? Little bit of basilisk humor there. Sorry, I know you’re looking for something helpful, sirs. Serious stuff, I understand. The basilisk, even without its ability to turn your flesh to stone with a gaze, is a dangerous creature. A bit like a frog, bulbous eyes and six muscled legs built for leaping. A bit like an alligator, with snapping jaws and sawing teeth. Covered in stony scales and very hard to kill. Best avoided, if possible.” Instinct: To create new statuary

    • Turn flesh to stone with a gaze
    • Retreat into a maze of stone
    This monster is from the core Dungeon World book
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  • Bakunawa Solitary, Large, Intelligent, Messy, Forceful
    Bite (d10+3 damage, 1 piercing) 16 HP 2 Armor
    Close, Reach
    Special Qualities: Amphibious

    Dragon-Turtle’s sister is a mighty serpent queen. Ten yards of scales and muscle, they say she wakes with a hunger when the sun disappears from the sky. She is attracted by bright light in the darkness and like any snake, the Bakunawa is sneaky. She will seek first to beguile and mislead and will only strike out with violence when no other option is available. When she does, though, her jaws are strong enough to crack the hull of any swamp-boat and certainly enough to slice through a steel breastplate or two. Give the greedy snake your treasures and she might just leave you alone. Instinct: To devour

    • Lure prey with lies and illusions
    • Lash out at light
    • Devour
    This monster is from the core Dungeon World book
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  • Word Demon Solitary, Planar, Magical

    All of mortal magic is just words. Spells are prayers, rote formula, runes cast, or songs sung. Letters, words, sentences, and syntax strung together in a language that the whole world itself might understand. By way of words we can make our fellows cry or exult, can paint pictures and whisper desire to the gods. No little wonder, then, that in all that power is intent. That every word we utter, if repeated and meaning or emotion given to it, can spark a kind of unintentional summoning. Word daemons are called by accident, appear at random and are often short-lived, but come to attend a particular word. Capricious, unpredictable and dangerous, yes—but possibly useful, depending on the word. Instinct: To further their word

    • Cast a spell related to their word
    • Bring their word into abundance
    This monster is from the core Dungeon World book
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  • The Tarrasque Solitary, Huge, Planar
    Special Qualities: Impervious

    The Tarrasque. Legendary unstoppable juggernaut—eater of cities and swallower of ships, horses, and knights. A creature unseen in an age but about whom all kinds of stories are told. One thread of truth weaves through these stories. It cannot be killed. No blade can pierce its stony shell nor spell penetrate the shield it somehow bears. Stories say, though, that the will of one pure soul can send it to slumber, though what that means and, by the gods, where such a thing might be found, pray we do not ever need to learn. It slumbers. Somewhere in the periphery of the planar edge, it sleeps for now. Instinct: To consume

    • Swallow a person, group, or place whole
    • Release a remnant of a long-eaten place from its gullet
    This monster is from the core Dungeon World book
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  • Quasit Horde, Planar
    Hellish weaponry (d6 damage) 7 HP 2 Armor
    Close
    Special Qualities: Adaptable form

    An imp with some ambition. A quasit is a kind of foot soldier in the demon realm. A commoner, armed with fangs or claws or wings or some other thing to give it just a little edge over its hellish peers. Commonly bound by warlocks to carry heavy loads or build bridges or guard their twisted towers, a quasit can take on many forms, none of them pleasant. Instinct: To serve

    • Attack with abandon
    • Inflict pain
    This monster is from the core Dungeon World book
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  • Nightmare Horde, Large, Magical, Terrifying, Planar
    Trample (d6+1 damage) 7 HP 4 Armor
    Close, Reach
    Special Qualities: Flame and shadow

    The herd came from a pact made in the days when folk still inhabited the Blasted Steppes. Horselords, they were, who travelled those lands. Born in the saddle, it was said. One of theirs, in a bid to dominate his peers, made a black pact with some fell power and traded away his finest horses. He had some power, sure—but what’s a thousand year dynasty when a life is so short? Now the fiends of the pit ride on the finest horses ever seen. Coats of shining oil and manes of tormented flame: these are steeds of hell’s cavalry. Instinct: To ride rampant

    • Sheath a rider in hellish flame
    • Drive them away
    This monster is from the core Dungeon World book
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  • Larvae Horde, Devious, Planar, Intelligent
    Slime (w[2d4] damage) 10 HP 0 Armor
    Close

    Those who have seen visions of the Planes Below, and survived with their sanity intact, speak of masses of these writhing wretches. Maggots with the faces of men and women, crying out for salvation in a nest of flames. Sometimes, they can be goaded out through a rip in the planar caul and emerge, wriggling and in torment, into our world. Once here, they spread misery and sickness during their mayfly lives before expiring into a slurry of gore. All in all, an enticement to do good deeds in life. Instinct: To suffer

    • Fill them with despair
    • Beg for mercy
    • Draw evil attention
    This monster is from the core Dungeon World book
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