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Bog Mummy Strangle (d8 damage) 14 HP 0 armor Close, Near Special Qualities: Undead A bog mummy is a human cadaver that has been naturally mummified in a peat bog. Such mummy bodies, are also called as a bog zombie; a type of undead it resembles more than a traditional mummy. Unlike most ancient human remains, bog mummies have retained their skin and internal organs due to the unusual conditions of the surrounding area. These conditions include highly acidic water, low temperature, and a lack of oxygen, and combine to preserve but severely tan their skin. While the skin is well-preserved, the bones are generally not, due to the acid in the peat having dissolved the calcium phosphate of bone. The overall impact is to make them tougher than the average zombie. Instinct: Guard
- Lurch
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Toadfolk Group, Small, Stealthy, Intelligent, Hoarder Talons (d6 damage 1 piercing) 6 HP 0 armor Close Cunning little tribal denizens of the swamp, Toadfolk view outsiders as a useful sources of beloved shiny objects to gaze at in wonder or extra protein. Toadfolk love to disarm intruders and then demand protection money. If wounded they will attempt to flee. Instinct: Disarm with tongue
- Leaps
- Extort Bribes
- Disarm with Tongue
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Terror Bird Solitary, Large Bite (b[2d12] damage) 16 HP 0 armor Near Think of an ostrich on steroids, then add the ferocious hunting skills of an eagle. That's roughly the picture of extinct South American birds called phorusrhacids, or terror birds, that lived from 60 million to 2 million years ago. Instinct: apex predator
- Hunts
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Time Elemental Solitary, Large, Magical, Planar, Amorphous Withering arm (d12 damage 1 piercing) 23 HP 5 armor Near Time elementals are creatures from a plane most scholars are unaware even exists. A time elemental is a powerful creature formed of pure time and matter such as is unknown to even the most learned of sages. It is unknown how or why time elementals enter the Dungeon World, as they cannot be summoned using the standard summoning spells.Time elementals attack by forming misty or smoky arms from their forms and lashing at opponents. A time elemental can see a few seconds into the future. This ability prevents it from being surprised. Time elementals are immune to all time-related spells and effects. Instinct: Causes Time Ripples
- Eliminates time paradoxes
- Can Teleport thru time and space
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Solitary, Devious, Construct, Terrifying (b[2d8] damage 1 piercing) 12 HP 0 armor Close, Near Special Qualities: Created by mistake, The Flukeman – a form of quasi-vertebrate human – was an example of reproductive and physiological cross-traiting due to radiation, abnormal cell fusion and/or the suppression of natural genetic processes; essentially, the creature was a result of human science rather than nature. Its vestigial features seemed parasitic but it also had primate physiology. The Flukeman transmitted its larvae, a form of flatworm, through its bite. The being searched for hosts, in order to multiply, and attacked because its victims' bodies provided generative nourishment. A photograph of a wound from an encounter with the Flukeman. Typically, a survivor of a bite by the Flukeman would be infected with a flatworm which the victim would cough up, at a later point. The wound pattern from the Flukeman's bite looks similar to scolex attachment but is much larger. There is evidence to suggest a bite by the Flukeman might result in a survivor subsequently experiencing a peculiar, unfavorable taste in their mouth that would be difficult to remove, although not be accompanied by a difficulty with swallowing. In the one recorded case of a Flukeman bite-victim experiencing such an unpleasant taste, the victim had also swallowed a mouthful of sewage, at the time of the attack. It is therefore unknown whether the Flukeman or the sewage was to blame for the unfavorable taste. Like other fluke or flatworms, the Flukeman had no sex organs and was genderless but was, even though technically human, capable of spontaneous regeneration. Instinct:
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Flukeman Solitary, Devious, Terrifying Infecting Bite (b[2d8] damage 1 piercing) 12 HP 0 armor Close Special Qualities: Regenerates unless killed by fire, magic or acid The Flukeman – a form of quasi-vertebrate human – was an example of reproductive and physiological cross-traiting due to radiation, abnormal cell fusion and/or the suppression of natural genetic processes; essentially, the creature was a result of human science rather than nature. Its vestigial features seemed parasitic but it also had primate physiology. The Flukeman transmitted its larvae, a form of flatworm, through its bite. The being searched for hosts, in order to multiply, and attacked because its victims' bodies provided generative nourishment. A photograph of a wound from an encounter with the Flukeman. Typically, a survivor of a bite by the Flukeman would be infected with a flatworm which the victim would cough up, at a later point. The wound pattern from the Flukeman's bite looks similar to scolex attachment but is much larger. There is evidence to suggest a bite by the Flukeman might result in a survivor subsequently experiencing a peculiar, unfavorable taste in their mouth that would be difficult to remove, although not be accompanied by a difficulty with swallowing. In the one recorded case of a Flukeman bite-victim experiencing such an unpleasant taste, the victim had also swallowed a mouthful of sewage, at the time of the attack. It is therefore unknown whether the Flukeman or the sewage was to blame for the unfavorable taste. Like other fluke or flatworms, the Flukeman had no sex organs and was genderless but was, even though technically human, capable of spontaneous regeneration. Instinct: Infect
- Inhabit Sewers
- Infects with spawn
- Regenerate
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Nehwon Devourer Solitary, Stealthy, Planar Sword (d10 damage 1 piercing) 12 HP 5 armor Close, Near The Devourers are a race of rapacious alien merchants whose only purpose is to sell trash and reap huge profits. They set up shop in large urban areas and, using their potent powers of illusion, persuade the populace that they are selling fabulous treasures at bargain rates. The Devourers originate in a parallel universe, but they have spread to numerous other worlds, bankrupting them and ransacking their wealth. In their true form, Devourers resemble large iron statues, something like iron golems. Their illusionary powers allow them to appear as anything and anyone they desire (usually the most inoffensive and naive salesman imaginable, for example). Their illusions cannot be dispelled, they can only be penetrated by magical means. Instinct: Bankrupt
- Sell trash and reap huge profits
- Cast Illusions
- Makes trash appear valuable
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Garden Gnome Group, Construct Strike (d8-2 damage 1 piercing) 3 HP 4 armor Hand, Near Special Qualities: Relentless This small comic stone gnome golem is a gardener's dream, but woe betide intruders! Instinct: Protect the garden!
- Tends the Witch's Garden
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Exorcist Solitary, Divine Silver blade (d10 damage 1 piercing) 14 HP 0 armor Close, Near In some religions, an exorcist is a person who is believed to be able to cast out the devil or other demons. A priest, a nun, a monk, a healer, a shaman or other specially prepared or instructed person can be an exorcist. An exorcist is a person who performs the ridding of demons or other supernatural beings who are alleged to have possessed a person, or (sometimes) a building or even an object. Instinct: Be Ruthless
- Kill the dead
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Vampire Rose Solitary, Stealthy Entangle and drain (b[2d10] damage) 10 HP 0 armor Close, Near Special Qualities: Hypnotic anesthetic A vampire rose look like normal white rose bush. It can, however, uproot itself to move about slowly. The thorny stalks of vampire rose can whip around a victim, inflicting points of damage. The thorns are hollow. Once a thorn stalk has stuck and wrapped around a victim, the vampire rose injects a hypnotic anesthetic into the victim’s bloodstream, the victim must Roll+CON or lose all willpower, allowing the vampire rose to continue sucking blood until the victim dies (Last Breath roll). If the player pulls free and rolls 10+ they gain an additional attack on the rose. After a vampire rose has completely drained a victim, the roses will be colored blood red instead of white for one day and will not attack while that color. Instinct: Trap prey
- Drain blood
- Looks like a white rose bush