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  • Orc Warchief Solitary, Intelligent, Organized
    Iron Sword of Ages (b[2d10]+2 damage) 16 HP 0 Armor
    Close, Reach
    Special Qualities: One-Eye blessings, Shaman blessings, Divine protection from mortal harm

    There are chiefs and there are leaders of the tribes among the orcs. There are those who rise to seize power and fall under the machinations of their foes. There is but one Warchief. One orc in all the horde who stands above the rest, bearing the blessings of the One-Eyes and the Shamans both. But one who walks with the elements under Night. But one who bears the Iron Sword of Ages and carries the ancient grudge against the civil races on his shoulders. The Warchief is to be respected, to be obeyed and above all else, to be feared. All glory to the Warchief. Instinct: To lead

    • Start a war
    • Make a show of power
    • Enrage the tribes
    This monster is from the core Dungeon World book
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  • Orc Shadowhunter Solitary, Stealthy, Magical, Intelligent
    Poisoned dagger (d10 damage, 1 piercing) 10 HP 0 Armor
    Close, Reach
    Special Qualities: Shadow cloak

    Not every attack by orcs is torches and screaming and enslavement. Among those who follow He of Riven Sight, poison and murder-in-the-dark are considered sacred arts. Enter the shadowhunter. Orcs cloaked in Night’s magic who slip into camps, towns and temples and end the lives of those within. Do not be so distracted by the howling of the berserkers that you don’t notice the knife at your back. Instinct: To kill in darkness

    • Poison them
    • Melt into the shadows
    • Cloak them in darkness
    This monster is from the core Dungeon World book
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  • Orc Slaver Horde, Stealthy, Intelligent, Organized
    Whip (d6 damage) 3 HP 0 Armor
    Close, Reach

    Red sails fly in the southern sea. Red sails and ships of bone, old wood and iron. The warfleet of the horde. Orcs down that way have taken to the sea, harassing island towns and stealing away with fishermen and their kin. It’s said the custom is spreading north and the orcs learn the value of free work. Taken to it like a sacred duty—especially if they can get their hands on elves. Hard to think of a grimmer fate than to live out your life on an orcish galley, back bent under the lash. Instinct: To take

    • Take a captive
    • Pin someone under a net
    • Drug them
    This monster is from the core Dungeon World book
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  • Orc Shaman Solitary, Intelligent, Organized
    Elemental blast (d10 damage ignores armor) 12 HP 0 Armor
    Close, Reach, Near, Far
    Special Qualities: Elemental power

    The orcs are as old a race as any. They cast bones in the dirt and called to the gods in the trees and stone as the elves built their first cities. They have waged wars, conquered kingdoms, and fallen into corruption in the aeons it took for men to crawl from their caves and dwarves to first see the light of the sun. Fitting, then, that the old ways still hold. They summon the powers of the world to work, to fight and to protect their people, as they have since the first nights. Instinct: To strengthen orc-kind

    • Give protection of earth
    • Give power of fire
    • Give swiftness of water
    • Give clarity of air
    This monster is from the core Dungeon World book
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  • Orc One-Eye Group, Divine, Magical, Intelligent, Organized
    Inflict Wounds (d8+2 damage ignores armor) 6 HP 0 Armor
    Close, Reach, Near, Far
    Special Qualities: One eye

    In the name of He of Riven Sight and by the First Sacrifice of Elf-Flesh do we invoke the Old Powers. By the Second Sacrifice, I make my claim to what is mine—the dark magic of Night. In His image, I walk the path to Gor-sha-thak, the Iron Gallows! I call to the runes! I call to the clouded sky! Take this mortal organ, eat of the flesh of our enemy and give me what is mine! Instinct: To hate

    • Rend flesh with divine magic
    • Take an eye
    • Make a sacrifice and grow in power
    This monster is from the core Dungeon World book
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  • Orc Breaker Solitary, Large
    Hammer (d10+3 damage ignores armor) 16 HP 0 Armor
    Close, Reach, Forceful

    “Before you set out across the hordeland, brave sir, hark a moment to the tale of Sir Regnus. Regnus was like you, sir—a paladin of the Order, all a-shine in his plated armor and with a shield as tall as a man. Proud he was of it, too—Mirrorshield, he called himself. Tale goes that he’d set his eyes on rescuing some lost priest, a kidnap from the abbey on the borders. Regnus came across some orcs in his travels, a dozen or so, and thought, as one might, that they’d be no match. Battle was joined and all was well until one of them orcs emerged from the fray with a hammer bigger than any man ought to be able to wield. Built more like an ogre or a troll, they say it was, and with a single swing, it crushed Regnus to the ground, shield and all. It were no ordinary orc, they say. It were a breaker. They can’t make plate of their own, see, so maybe it’s jealousy drives these burly things to crush and shatter the way they do. Effective tactic, though. Careful out there.” Instinct: To smash

    • Destroy armor or protection
    • Lay low the mighty
    This monster is from the core Dungeon World book
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  • Orc Berserker Solitary, Large, Divine, Intelligent, Organized
    Cleaver (d10+5 damage) 20 HP 0 Armor
    Close, Reach
    Special Qualities: Mutations

    Stained in the unholy ritual of Anointing By The Night’s Blood, some warriors of the horde rise to a kind of twisted knighthood. They trade their sanity for this honor, stepping halfway into a world of swirling madness. This makes berserkers the greatest of their tribe, though as time passes, the chaos spreads. The rare berserker that lives more than a few years becomes horrible and twisted, growing horns or an extra arm with which to grasp the iron cleavers they favor in battle. Instinct: To rage

    • Fly into a frenzy
    • Unleash chaos
    This monster is from the core Dungeon World book
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  • Orc Bloodwarrior Horde, Intelligent, Organized
    Jagged blade (d6+2 damage, 1 piercing) 3 HP 0 Armor
    Close, Messy

    The orcish horde is a savage, bloodthirsty, and hateful collection of tribes. There are myths and stories that tell of the origin of their rage—a demon curse, a homeland destroyed, elven magic gone wrong—but the truth has been lost to time. Every able orc, be it man or woman, child or elder, swears fealty to the warchief and their tribe and bears the jagged blade of a bloodwarrior. Men are trained to fight and kill—orcs are born to it. Instinct: To fight

    • Fight with abandon
    • Revel in destruction
    This monster is from the core Dungeon World book
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  • Gnoll Alpha Solitary, Intelligent, Organized
    Sword (b[2d10] damage, 1 piercing) 12 HP
    Close
    Special Qualities: Scent

    Every pack has its top dog. Bigger, maybe—that’d be the simplest way. Often, though, with these lank and filthy mutts, it’s not about size or sharp teeth but about cruelty. About a willingness to kill your brothers and eat them while the pack watches. Willingness to desecrate the pack in a way that cows them to you. If they’re that awful to each other—to their living kin—think about how they must view us. It’s hard to be mere meat in a land of carnivores. Instinct: To drive the pack

    • Demand obedience
    • Send the pack to hunt
    This monster is from the core Dungeon World book
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  • Gnoll Emissary Solitary, Divine, Intelligent, Organized
    Ceremonial dagger (d10+2 damage) 18 HP 1 Armor
    Close, Reach
    Special Qualities: Scent

    Oh, an emissary! How nice. I suspect you didn’t know the gnolls had ambassadors, did you? Yes, even these mangy hyenas have to make nice sometimes. No, no, not with us. Nor the dwarves, neither. No, the emissary is the one, among his packmates, who trucks directly with their dripping demon lord. Frightening? Too right. Every hound has a master with his hand on the chain. This gnoll hears his master’s voice. Hears it and obeys. Instinct: To share divine insight

    • Pass on demonic influence
    • Drive the pack into a fervor
    This monster is from the core Dungeon World book
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