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  • Triton Sub-Mariner Group, Organized, Intelligent
    Harpoon (b[2d8] damage) 6 HP 3 Armor
    Close, Near, Far
    Special Qualities: Aquatic

    The triton are not a militant race by nature. They shy away from battle except when the sahuagin attack, and then they only defend themselves and retreat into the depths where their foes can’t follow. This trend begins to change. As the tidecallers come to rally their people, some triton men and women take up arms. They call these generals “sub-mariners” and build for them armor of shells and hardened glass. They swim in formation, wielding pikes and harpoons and attack the crews of ships that wander too far from port. Watch for their pennants of kelp on the horizon and the conch-cry of a call to battle and keep, if you can, your boats near shore. Instinct: To wage war

    • Lead tritons to battle
    • Pull them beneath the waves
    This monster is from the core Dungeon World book
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  • Triton Tidecaller Group, Divine, Magical, Intelligent
    Waves (d8+2 damage, ignores armor) 6 HP 2 Armor
    Near, Far
    Special Qualities: Aquatic, Mutations

    Part priest, part outcast among their kind, the tidecaller speaks with the voice of the deeps. They can be known by their mutations—transparent skin, perhaps, or rows of teeth like a shark. Glowing eyes or fingertips, angler-lights in the darkness of their underwater kingdom. They speak in a strange tongue that can call and command creatures of the sea. They ride wild hippocampi and cast strange spells that rot through the wooden decks of ships or encrust them with barnacles heavy enough to sink. It is the tidecallers who come, now, back to the cities of the triton, bearing word that the prophecy is coming to pass. The world of men will drown in icy brine. The tidecallers speak and the lords begin to listen. Instinct: To bring on The Flood

    • Cast a spell of water and destruction
    • Command beasts of the sea
    • Reveal divine proclamation
    This monster is from the core Dungeon World book
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  • Triton Spy Solitary, Stealthy, Intelligent, Organized
    Trident (w[2d10] damage) 12 HP 2 Armor
    Close, Near
    Special Qualities: Aquatic

    A fishing village caught one in their net, some time ago. Part a man and part some scaly sea creature, it spoke in a broken, spy-learned form of the common tongue before it suffocated in the open air. It told the fishermen of a coming tide, an inescapable swell of the power of some deep-sea god and that the triton empire would rise up and drag the land down into the ocean. The tale spread and now, when fishermen sail the choppy seas, they watch and worry that the dying triton’s tales were true. That there are powers deep below that watch and wait. They fear the tide is coming in. Instinct: To spy on the surface world

    • Reveal their secrets
    • Strike at weakness
    This monster is from the core Dungeon World book
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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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