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Two-headed Basilisk Solitary, Hoarder Bite (d10 damage) 12 HP 2 armor Close Special Qualities: Two-headed, wall-crawling ## Sweeping Gaze: When the monster first draws the attention of unwary delvers, everyone must roll+LUC. Then go around the table, in order of highest roll to lowest. ✴On a 7+, you avoid catching the monster's gaze. ✴On a 10+, you also distract it momentarily: Pick one ally whose fate is undetermined, and say how you divert the monster's gaze from them. ✴On a miss, the creature arrests you in its stare. ## Stare: When you meet the monster's gaze, you feel your flesh freezing into stony crust. Burn 2d4 Dexterity and roll+CON. ✴On a 7+, you free yourself from the monster's stare. ✴On a 7–9, your body stiffens and your mind becomes sluggish: make your next roll with disadvantage. When the monster's stare reduces your Dexterity to 2 or less, you are immobilized and rooted to the spot. When it reduces your Dexterity to zero, you are petrified through and through. Instinct: To turn interesting creatures into memories.
- Draw their attention with a dissonant, chirruping song (see Sweeping Gaze)
- Capture one or two of them in a petrifying Stare
- Grab an enemy with long, sticky frog tongue with long starfish-like branches at the end
- Retreat into a maze of stalactites or statues
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Elfin High Priest Solitary, Magical, Devious, Organized, Intelligent, Cautious Shillelagh (b[2d8] damage) 12 HP 4 armor Close, Near, Far Special Qualities: Shapeshifting, Invincible under moonlight, Vulnerable only to silver and magic Instinct: To protect his kindred
- Draw down the moon's power to assume the form and vigor of any man or beast
- Command beasts of the Great Forest and Northern Twilight
- Unleash a withering gaze, weighing a foe down with your own immense age (stun damage)
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Saurian Locust Horde, Small, Organized Bite (d8 damage 1 piercing) 3 HP 1 armor Close Special Qualities: Wall-crawling, Nimble flight Head and body of a velociraptor, clinging to cave walls and surfaces with four taloned legs, and flying on four humming-bird-like wings, these reptilian monsters congregate in vast hordes like bats. Instinct: Blot out twilit sky, swarm over land, and devour all flesh
- Drop upon them from darkness
- Tear away armor
- Pierce unarmored flesh with a serrated tongue
- Flee to open skies, squawking a retreat
- Death move: It's body splits open, and its shrieking soul departs to the Void
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Drakania, Chaos Incarnate Solitary, Large, Stealthy, Divine, Magical, Organized, Intelligent, Hoarder, Planar, Terrifying Volley of heads, unrelenting claws (b[2d12+6] damage 4 piercing) 26 HP 4 armor Forceful, Reach, Near, Far Special Qualities: Unfazed by mundane weapons, preternaturally keen senses, powerless in sunlight Devourer from the Abyss, and mother of all horrors, the Dragon walks in mortal guise. Some say she was a witch queen transformed into an apocalyptic horror by eons of blasphemy and cannibalism, and some think she is an incarnation of Hecate, Echidna, Lamia, or Tiamat. Instinct: To loose the four hoursmen and reign over the damned
- Swarm them and knock them prone with flying gorgon heads
- Freeze a mortal in her horrible gaze
- Freeze a worthy enemy into stone with a look
- Command mists, shadows, squamous creatures, or raptors
- Drain a mortal's blood, life, and free-will
- Shred a mortal and regenerate in the hot spray of blood
- Draw sustenance from the touch of anything soaked in ancient blood, whether from battle or torture
- Overwhelm hoards of foes with claws, gaze, the coils of her tail, and swarms of flying heads
- Take the pleasing form of a princess, with noble bearing and wise eyes
- Summon storms, demons, devils, gorgons, or dragons under the full moon
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Medusa (Demon Castle Dracula) Solitary, Magical, Devious, Intelligent, Cautious, Hoarder Volley of heads, claws (d10 damage) 12 HP 3 armor Close, Reach, Near, Far The Medusa of Demon Castle Dracula spawns flying serpent-haired heads that sweep through her lair to spy out and drive off intruders. Heroes who pass this hideous gauntlet may come face to face with their foul brood-mother. To these, the Medusa may grant the gift of eternal slumber, as a statue among the ruins of this age. Instinct: To make heroes immortal
- Overwhelm them or knock them down with a gale of medusa heads
- Turn a worthy enemy to stone with a look
- Draw someone's gaze
- Summon winds
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Triad of Brinemaidens Solitary, Large, Divine, Intelligent, Hoarder, Terrifying Claws (b[2d12+4] damage 1 piercing) 16 HP 5 armor Special Qualities: Aquatic, Hide of dragon scales (dragon-blooded) Their hair is golden kelp, their eyes black pearls, and their skin is pale blue— like the men they have pulled into the abyss. Their faces are beautiful and inquisitive, or twisted with startling ferocity. Their long tails twist like the bodies of eels. Three giant mermaids with a single mind, bellies bristling with the fins and claws of crustaceans, and backs clad in the mail of dragons, Brinemaidens are the incarnation of surging Chaos worshipped by mer-people and creatures of the deep. Instinct: Avenge the looting of her temple treasures
- Answer the petitions of their aquatic subjects
- Subdue the minds of men with a siren song
- Drown someone
- Wreck a seagoing vessel
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Cephaloteuthis Solitary, Huge, Divine, Magical, Devious, Intelligent, Planar, Terrifying Psychic stun (d8+3 damage) 22 HP 5 armor Ignores Armor, Near, Far Special Qualities: Aquatic, Alien Cephaloteuthis, terrible archon of the Teuthid race, can traverse the void between worlds and battle gods in the ether while carrying its brood. But in Dungeon World, the archon is confined to life support pods that house its vast anatomy, and can only attack with its psionic power. A central vat bubbles with the monster's brain and eye polyps gazing on apparently without defense. Adjacent tanks hold its flailing tentacles, which reach in from above and below. Other tanks line the walls, filled with gelatinous eggs that the archon continuously sprays. Instinct: Infest everything
- Reach into someone's mind with icy alien intelligence
- Heal self or a planar ally
- Freeze someone in place with psychic tentacles
- Grant a vision of the Teuthid apocalypse, and demand tribute
- Whisper madness of the void into the mind
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Teuthid spawning swarm Horde, Tiny, Magical, Devious, Intelligent Mind worms (w[2d4-2] damage) 3 HP 0 armor Hand, Near Special Qualities: Aquatic For breeding their blight— and sometimes culinary delights —Teuthids fill their lairs with glass spawning vats brimming with luminescent mind worms. How much do you want to bet that those spawning tanks will break if there is a fight nearby? When a mind worm enters a bodily orifice, gross! Roll+INT. On a 10+, pick two from the list below. One a 7-9, pick one: * The worm doesn't cause damage. * You are not confused (debility). * You don't attack an ally. * The parasite can't live long in your body. Instinct: To infest
- Swim and pulse with enchanting rhythm
- Burrow into an orifice, causing psychic disarray
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Teuthid warrior Group, Organized, Intelligent, Cautious, Planar, Amorphous Hoko, scimitar, and flail (b[2d10+2] damage 1 piercing) 9 HP 4 armor Close, Reach Special Qualities: Aquatic The Teuthids are a race of squid-men from beyond the inky void who worship the pitiless archon Cephaloteuthis. Their society is divided into a strict caste system, and each of their warriors is a walking armory capable of hacking down and fending off bunches of foes simultaneously. A typical Teuthid warrior wears a helm and fights with a hooked spear, whirling scimitar, and spiked flail at the same time, while actively turning aside blows with a shield. Instinct: Serve Cephaloteuthis to the death
- Smite multiple foes with whirling arms and blades.
- Summon nearby allies with a blast from a black conch shell