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  • Cave Rat Horde, Small
    Gnaw (d6 damage 1 piercing) 7 HP 1 Armor
    Close, Messy

    Who hasn’t seen a rat before? It’s like that, but nasty and big and not afraid of you anymore. Maybe this one was a cousin to that one you caught in a trap or the one you killed with a knife in that filthy tavern in Darrow. Maybe he’s looking for a little ratty revenge. Instinct: To devour

    • Swarm
    • Rip something (or someone) apart
    This monster is from the core Dungeon World book
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  • Ankheg Group, Large
    Bite (d8+1 damage) 10 HP 3 Armor
    Close, Reach
    Special Qualities: Burrowing

    A hide like plate armor and great crushing mandibles are problematic. A stomach full of acid that can burn a hole through a stone wall makes them all the worse. They’d be bad enough if they were proper insect-sized, but these things have the gall to be as long as any given horse. It’s just not natural! Good thing they tend to stick to one place? Easy for you to say—you don’t have an ankheg living under your corn field. Instinct: To undermine

    • Undermine the ground
    • Burst from the earth
    • Spray forth acid, eating away at metal and flesh
    This monster is from the core Dungeon World book
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  • Tinkerer

    It’s said that if you see a tinker on the road and you don’t offer him a swig of ale or some of your food that he’ll leave a curse of bad luck behind. A tinker is a funny thing. These strange folk often travel the roads between towns with their oddment carts and favorite mules. With a ratty dog and always a story to tell. Sometimes the mail, too, if you’re lucky and live in a place where Queen’s Post won’t go. If you’re kind, maybe they’ll sell you a rose that never wilts or a clock that chimes with the sound of faerie laughter. Or maybe they’re just antisocial peddlers. You never know, right? Instinct: To create

    • Offer an oddity at a price
    • Spin tales of great danger and reward in far-off lands
    This monster is from the core Dungeon World book
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  • Spy

    Beloved of kings but never truly trusted. Mysterious, secretive and alluring, the life of a spy is, if you ask a commoner, full of romance and intrigue. They’re a knife in the dark and a pair of watchful eyes. A spy can be your best friend, your lover or that old man you see in the market every day. One never knows. Hells, maybe you’re a spy—they say there’s magic that can turn folks’ minds without them ever knowing it. How can we trust you? Instinct: To infiltrate

    • Report the truth
    • Double cross
    This monster is from the core Dungeon World book
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  • Soldier Horde, Intelligent, Organized
    Spear (d6 damage) 3 HP 1 Armor
    Close, Reach

    For a commoner with a strong arm, sometimes it’s this or be a bandit. It’s wear the colors and don ill-fitting armor and march into the unknown with a thousand other scared men and women conscripted to fight the wars of our time. They could be hiding out in the woods instead, living off poached elk and dodging the king’s guard. Better to risk one’s life in service to a cause. To bravely toss one’s lot in with one’s fellows and hope to come out the other side still in one piece. Besides, the nobles need strong men and women. What is it they say? A handful of soldiers beats a mouthful of arguments. Instinct: To fight

    • March into battle
    • Fight as one
    This monster is from the core Dungeon World book
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  • Rebel Horde, Intelligent, Organized
    Axe (d6 damage) 3 HP 1 Armor
    Close

    In the countryside they’d be called outlaw and driven off or killed. The city, though, is full of places to hide. Damp basements to pore over maps and to plan and plot against a corrupt system. Like rats, they gnaw away at order, either to supplant it anew or just erode the whole thing. The line between change and chaos is a fine one—some rebels walk that thin line and others just want to see it all torched. Disguise, a knife in the dark or a thrown torch at the right moment are all tools of the rebel. The burning brand of anarchy is a common fear amongst the nobles of Dungeon World. These men and women are why. Instinct: To upset order

    • Die for a cause
    • Inspire others
    This monster is from the core Dungeon World book
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  • Peasant

    Covered in muck, downtrodden at the bottom of the great chain of being, we all stand on the backs of those who grow our food on their farms. Some peasants do better than others, but none will ever see a coin of gold in their day. They’ll dream at night of how someday, somehow, they’ll fight a dragon and save a princess. Don’t act like you weren’t one before you lost what little sense you had, adventurer. Instinct: To get by

    • Plead for help
    • Offer a simple reward and gratitude
    This monster is from the core Dungeon World book
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  • Noble

    Are they granted their place by the gods, perhaps? Is that why they’re able to pass their riches and power down by birth? Some trick or enchantment of the blood, maybe. The peasant bends his knee and scrapes and toils and the noble wears the finery of his place and, they say, we all have our burdens to bear. Seems to me that some of us have burdens of stone and some carry their weight in gold. It’s a tough life. Instinct: To rule

    • Issue an order
    • Offer a reward
    This monster is from the core Dungeon World book
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  • Merchant

    “Ten foot poles. Get your ten foot poles, here. Torches, bright and hot. Mules, too—stubborn but immaculately bred. Need a linen sack, do you? Right over here! Come and get your ten foot poles!” Instinct: To profit

    • Propose a business venture
    • Offer a “deal”
    This monster is from the core Dungeon World book
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  • Knight Solitary, Intelligent, Organized, Cautious
    Sword (b[2d10] damage) 12 HP 4 Armor
    Close

    What youngster doesn’t cling to the rail at the mighty joust, blinded by the sun on their glittering armor, wishing they could be the one adorned in steel and riding to please the King and Queen? What peasant youth with naught but a loaf of bread and a lame sow doesn’t wish to trade it all in for the lance and the bright pennant? A knight is many things—a holy warrior, a sworn sword, a villain sometimes, too, but a knight cannot help but be a symbol to all who see her. A knight means something. Instinct: To live by a code

    • Make a moral stand
    • Lead soldiers into battle
    This monster is from the core Dungeon World book
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