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Karkinos Solitary, Huge, Devious, Cautious Claws (d8+5 damage 1 piercing) 20 HP 4 armor Reach Special Qualities: Aquatic "Nasty buggers, they are. Massive crabs, the size of a house or thereabouts. Normally docile but if they decide you're in their way, you're in trouble. Saw one snap a man clean in half once. Damn tasty though, that's the truth." Instinct: To defend its lair
- Crush and slice its prey
- Grab and devour an enemy
- Retreat into its shell
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Shadow Fiend Solitary, Stealthy, Magical, Intelligent, Hoarder, Planar, Terrifying, Amorphous Claws (d8 damage) 15 HP 3 armor Close, Reach, Ignores Armor Special Qualities: Insubstantial, Flying, Sunlight Vulnerability "Come in, come in. Yes, yes welcome, we know just what you want, we have what you need. This one, perhaps - a dwarf king from a world without a sky. It took us three years but it was worth it. Or perhaps this one is more to your liking? An elf wizard from a world without water. That one took us twelve days - the light was harsh but he was less paranoid. You've come all this way, we can give you what you want. But you, what do YOU have to offer? Everything has a price. If you can't pay... well, we can work something out, yes." Instinct: To take and sell mortal minds
- Steal a target's mind
- Possess a foe
- Become one with the shadows
- Sell captured minds for power and wealth
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Chillblains Solitary, Huge, Terrifying, Amorphous Crush (d10+7 damage) 31 HP 2 armor Reach, Forceful, Ignores Armor Special Qualities: Heat-sapping Aura Chilblains are, thankfully, rare. They arise when numerous creatures are killed by surprise in cold environments - avalanches are the most common cause. A mass of roiling flesh and tortured faces towering over the treetops, slithering across the ground and seeking to regain the warmth it once knew. Unfortunately, in doing so, it generally wipes out living creatures it comes into contact with, and the aura of cold it exudes prevents it from ever knowing heat again. Instinct: To seek out warmth
- Inadvertently snuff out sources of heat
- Crush living creatures
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Skull Lord Solitary, Divine, Magical, Organized, Intelligent, Hoarder, Terrifying Shadow Magic (d10 damage) 18 HP 2 armor Ignores Armor, Near, Far Special Qualities: Three Heads Servants of gods of death, unlife and vile magic, Skull Lords are an enigmatic kind of undead rarely seen above ground. They lurk in crypts or great necropolises, working dark plots and summoning armies of servitors. They lack the ability to regenerate like liches or death knights but have a most curious advantage - each Skull Lord has three heads, with each head knowing and whispering different terrible secrets. No-one knows their true origin, or how they achieved their three heads. Instinct: To conspire against the living
- Undermine the efforts of mortals
- Weave terrible spells
- Bring forth undead minions
- Whisper dreadful secrets from one of its heads
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Rutterkin Horde, Organized, Cautious, Planar Shortspear (d6+2 damage 1 piercing) 3 HP 2 armor Close Rutterkin are among the lowest creatures in the demonic hierarchy, barely about the Larvae and filth that crawl in the abyssal filth. Tortured and tormeted by their own failures and pains, they are herded into vast hordes by darker patrons and thrown at their foes en masse. Those who survive the subsequent massacres are rounded back up and thrown against enemies again and again - those who show a particular aptitude for cruelty might manage to ascend to forms that are less wracked with constant agony. Instinct: To take out its suffering on others
- Attack friends and foes alike
- Overwhelm with numbers
- Destroy on behalf of its master
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Eidolon Horde, Magical, Planar Wild Magic (d6+2 damage) 7 HP 3 armor Close, Ignores Armor, Near, Far Special Qualities: Flying "Magic isn't an exact science, and magic relating to the planes is even more risky. Inaccurate directions, an error in the rituals, interference by planar entities, or just sheer bad luck - the number of things that can go wrong is nearly endless. And when things do go wrong, those lost in the void don't always have the good luck to die. The least fortunate come back as creatures we have termed Eidolons - vaguely humanoid creatures wrought from some otherworldly stone and bursting with magical energy, which cluster in hordes around tears into mortal worlds. They can't get through, fortunately, so they love it when an ill-prepared mage ventures into world he doesn't understand, only to end up trapped with them in the void between worlds. Be careful when looking into other realms for, rest assured, the other worlds are looking back." -Excerpt from a lecture from an unnamed scholar. Instinct: To grab at the life it once had
- Covet the lifeforce of mortals
- Unleash raw magical energy
- Gather round portals between worlds
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Wrath Demon Group, Large, Planar Oversized Glaive (b[2d8+4] damage 2 piercing) 14 HP 1 armor Forceful, Reach Known as "Bulezau" by scholars, the monsters more commonly called Wrath Demons are huge, goat-headed monstrosities. They embody the destructive nature of the Lower Planes like few others - leaping into battle and reveling in the slaughter whether they're using their weapons or their bare claws. Fortunately they're rare in the mortal realms, lacking the intelligence to make their way through portals on their own initiative. One Wrath Demon's bad enough on its own, but fiendish powers have a nasty tendency to gather groups of them together and use them as strike teams in their vast armies. Instinct: To destroy
- Attack relentlessly
- Shrug off wounds
- Leap into the fray
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Tanin'Iver Solitary, Huge, Divine, Magical, Intelligent, Terrifying Plague Breath (b[2d12+7] damage) 24 HP 4 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Wings, Blindsight, Spread pestilence and suffering The Herald, the Harbinger, the First Wyrm - the prophecies disagree on the specifics but all state that the Tanin'Iver will bring sin and disease into the world. A demon lord, a cruel god, a mortal tyrant - whatever it serves, the fact remains that the beast itself is a horrible monstrosity. A great, blind dragon with skin that constantly rots and reknits itself, it slumbers beneath the earth, waiting for the clarion call from the dark forces it serves. Its eventual awakening will shake the Dungeon World and herald something even more sinister in the future. Instinct: To bring evil into the world
- Herald the coming of a great evil
- Curse its foes
- Spread pestilence and suffering
- Draw from untapped resources of dark power