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Dreamweaver Spider Solitary, Small, Stealthy, Magical, Devious, Hoarder Mandibles (d6 damage) 12 HP 1 armor Close Psuedosilk Arachanis, more commonly know as Dreamweaver or Treasurer Trap Spiders, are roughly the size of a large dog. Their pattern and coloring make their abdomen appear like an exposed brain and each of it's eight eyes has a different brightly colored pattern, though most often they won't be seen at all, hiding behind the illusions they spin with their unique silk they use it to lure in prey. A common tactic is to spin illusory floors over open pits but these little monsters can be quite creative and industrious in their use of deceptions. Some accounts report large nests of these monstrosities working together to creating entire illusionary castles or mazes out of webs, attacking only when the foolhardy or unobservant are in too deep. Instinct: to ensnare with deception
- Spin webs that create illusions
- Make danger look like oppourtunity
- Strike quickly and retreat
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Triceratops Group, Large, Cautious Razor sharp horns (d8+4 damage 1 piercing) 14 HP 4 armor Forceful Some areas of Dungeon World lie long forgotten, seemingly by time itself. It's in these primal wilds where small clutches of these ancient beasts still roam. Usually peaceful herbivores they can be formidable foes in defense of their family unit. Instinct: Defend the young!
- Gore and trample
- Deflect blows with it's bony crest
- Cry out for others of it's kind
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Locusti Queen Mother Solitary, Huge, Cautious, Terrifying Bone crushing trample (d10+7 damage 2 piercing) 24 HP 4 armor Reach, Close, Forceful Special Qualities: Horrifying squeals It was all a lie! There was no Golden God, just a monstrous, puss yellow grub larger than a barn. The caverns rumbled as it's roars became high pitched squeals, deafening them all and the walls trembled as the obscene beast stampeded towards them like an avalanche let loose trampling friend and foe with utter indifference. Instinct: Enrage when threatened!
- consume, consume, consume
- spawn, spawn, spawn
- Protect her children to the death
- Vomit acid
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Locusti Assassin Drone Group, Small, Devious razor sharp limbs (b[2d6+2] damage 2 piercing) 6 HP 2 armor Close Special Qualities: Camouflage, No need to eat or sleep Under the full moon, Talbert made his way down the narrow path in "The Garden of Whispering Death" near the heart of the Locusti Temple. The swaying of the tall grass was almost hypnotic, then the world seemed to spin. He barely noticed the first cut, which severed his tendon and sent him falling. The second opened his throat, silencing him. No sound but the rapid wet stabbing of the assassin drones and then silence, under the light of the full moon in The Garden of Whispering Death. Instinct: Suprise and overwhelm
- Lie in wait patiently for days
- Release mind fogging pheromones
- co-ordinate attacks with it's own kind
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Locusti Swarm Speaker Solitary swarm attack (d8+2 damage) 6 HP 2 armor Close, Reach, Ignores Armor, Far Special Qualities: Never suprised, Frightening Insect Man The Swarm Speakers, or "priests" as the fleshy ones call them, control and command the minions of the Queen Mother with pheromones and the clicking of their mandibles. Although blind they receive constant whispers from the cloud of insects that surround them and can send them lashing out stinging and biting. The only members of their race that might be considered "sentient" it is the twelve Swarm Speakers with their petty squabbles and strange machinations that command the Locusti Cult, fooling the outside world into thinking their powers divine when they are simple biology. Even so, when working in concert the Swarm Speakers can summon pests in the billions to ravage the lands of those that fail to pay them tribute. Instinct: to intimidate and extort
- Command Vermin
- Eavesdrop with Insects
- Leap to safety
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The Order of the Answer Group, Stealthy, Magical, Intelligent, Cautious Axe and Shield (d8+2 damage) 8 HP 3 armor Close, Forceful The Order of the Answer defends lost Dwarven cities and ruins. Whether out of shame or a desire not to see their history plundered is not clear. They sometimes lay in wait in settlements near these places, watching for the curios wizard or out of place Knight in the backwaters or outskirts of civilization all the while in the guise of a helpful smith or tavern owner. They've been know to wait until a party is under ground then destroy their means of escape, possibly sealing themselves inside with a group of like minded zealots. Instinct: Defend Dwarven Secrets at all costs
- Overhear adventurer's plans
- Lay traps in forgotten places
- Use Ancient Dwarven magic to defend lost secrets
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Plague Chirurgeons Group, Magical, Intelligent, Planar, Terrifying Bony claws (D8) 8 HP 1 armor Close, Hand Special Qualities: Revolting apperance It's long beak-like mouth is a parody of the plague mask and can vomit forth the foulest of stenches or grotesque parasites by the dozens. It's lesion marked skin is a sickly green to pale white, easily bruised and it's joints and ribs seem ready to gouge their way through at any moment as worms and less nameble things crawl under it's flesh. Whatever other worldly realm they originate from must be a mad parody of our own as they are often garbed robes and carrying reeking incense burners in mockery of men who seek to stem the tide of death and disease. Instinct: Infect the healthy, spread the plague
- Befoul the air around it
- Blight with fever
- Excrete foul parasites
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Grizzly Bear Solitary, Large Claws that maul! (b[2d8]+3 damage) 20 HP 2 armor Forceful, Messy, Hand Woe to those who come into it's territory, for the Grizzly Bear does not fear man. It will attack intruders with tooth and claw. Few survive without the proof in form of scars, crippling injuries, lost limbs and friends. Some say is better to face a Dragon than a mother bear, defending cubs. Yet they still come to track and trap these beast, to face the raw wild of nature's fury made flesh. The pelt alone worth a fortune but living to tell the tale's the real prize. Instinct: To defend the territory, defend the cubs!
- Roar that sends them fleeing
- Attacks that maul, leaving scars for life
- A blind rage
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Lumpkin Group, Small, Stealthy, Devious, Amorphous Gnarled and knotty fists (d6 damage 3 piercing) 7 HP 2 armor Hand "Lumpkins? Aye is true,they're about in these woods. Ugly gnarled wooden root-men, bout my size. That's why I keep a sack 'o rocks on me mule." The small hobbit yanked on the worn beast's reins. "Wreck any blade and have a cart torn to pieces before you're able to bash their heads in!" He spat. "Hittin' em with a sack filled with rocks seems to work. Sump in' bout them bein' natural, I suppose." Instinct: Destroy man made items
- Wreck the works of man
- Ambush from the plants!
- Destructive touch
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Oggards Group, Large, Hoarder, Terrifying Tooth & claw (d8+4 damage) 14 HP 2 armor Forceful Special Qualities: Grotesque mutations Oggards were created by some wizard ages ago combining Ogres and Boggards to form a slow witted, vicious, mean spirited race of gigantic frogmen that are often plagued by deformities and mutations. They form small bands in swamplands and defend their territory to the death using whatever primitive or improvised weapons they might find. Rare reports speak of ones that can be reasoned with, to a degree, and occasionally one will exhibit some shamanistic powers but these are the exception, not the rule. They rarely have any treasure other than what they've stolen from others and most adventures consider Oggard territory to be "high risk, low profit" and avoid at as best they can. Instinct: to act overly agressive
- Bash violently
- Swallow whole
- Defend our territory
- Suprising leap