You are on page 1of 42

CONTENTS

Aboleth............................ 3 Elvish High Arcanist.......... 16 Orc Berserker................... 30


Abomination.................... 3 Elvish Warrior................... 17 Orc Bloodwarrior.............. 30
Angel.............................. 3 Ethereal Filcher................. 17 Orc Breaker..................... 31
Ankheg............................ 3 Ettin................................. 17 Orc One-Eye.................... 31
Assassin Vine................... 4 Fire Beetle........................ 18 Orc Shadowhunter............ 31
Bakunawa........................ 4 Formian Centurion............ 18 Orc Shaman..................... 32
Banshee........................... 4 Formian Drone.................. 19 Orc Slaver....................... 32
Barbed Devil.................... 5 Formian Queen................. 19 Orc Warchief................... 32
Basilisk............................ 5 Formian Taskmaster........... 20 Otyugh............................ 32
Black Pudding.................. 5 Frogman.......................... 20 Owlbear.......................... 33
Blink Dog......................... 5 Gargoyle......................... 20 Pegasus........................... 33
Bulette............................. 6 Gelatinous Cube............... 20 Purple Worm.................... 33
Cave Rat.......................... 6 Ghost.............................. 21 Quasit............................. 33
Centaur........................... 6 Ghoul.............................. 21 Razor Boar....................... 34
Chain Devil...................... 6 Girallon........................... 21 Roper.............................. 34
Chaos Ooze.................... 7 Gnoll Alpha..................... 21 Rot Grub.......................... 34
Chaos Spawn................... 7 Gnoll Emissary................. 22 Rust Monster..................... 34
Chimera.......................... 7 Gnoll Tracker.................... 22 Sahuagin......................... 35
Choker............................ 7 Goblin............................. 22 Salamander..................... 35
Chuul.............................. 8 Goblin Orkaster................ 22 Satyr............................... 36
Cloaker........................... 8 Golem, Flesh.................... 23 Sauropod......................... 36
Cockatrice....................... 8 Golem, Iron...................... 23 Shadow........................... 36
Corrupter......................... 8 Goliath............................ 23 Sigben............................. 36
Coutal............................. 9 Gray Render.................... 23 Skeleton........................... 37
Crocodilian...................... 9 GriffIn.............................. 24 Spectre............................ 37
Deep Elf Assassin.............. 9 Hell Hound....................... 24 Spiderlord........................ 37
Deep Elf Priest.................. 10 Hill Giant......................... 24 Sprite.............................. 37
Deep Elf Swordmaster....... 10 Hydra.............................. 24 Swamp Shambler.............. 38
Derro............................... 10 Imp................................. 25 The Tarrasque................... 38
Devourer.......................... 11 Inevitable......................... 25 Treant.............................. 38
Digester........................... 11 Kobold............................ 25 Triton Noble..................... 38
Djinn............................... 12 Kraken............................. 25 Triton Spy......................... 39
Doppelganger.................. 12 Larva............................... 26 Triton Sub-Mariner............. 39
Dragon............................ 12 Lich................................. 26 Triton Tidecaller................ 39
Dragon, Apocalypse......... 13 Lizardman........................ 27 Troglodyte........................ 40
Dragon Turtle.................... 13 Maggot-Squid................... 27 Troll................................. 40
Dragon Whelp................. 13 Magmin........................... 27 Vampire........................... 40
Dragonbone..................... 13 Manticore........................ 28 Werewolf......................... 41
Draugr............................. 14 Medusa........................... 28 Wight-Wolf...................... 41
Dryad.............................. 14 Mohrg............................. 28 WIll-o-wisp....................... 41
Dwarven Warrior.............. 14 Mummy........................... 28 Word Demon.................... 42
Eagle Lord........................ 15 Naga.............................. 29 Worg.............................. 42
Ekek................................ 15 Nightmare....................... 29 Xorn................................ 42
Elemental, Concept........... 16 Nightwing........................ 29 Zombie............................ 42
Elemental, Earth................ 16 Ogre............................... 30

ATTRIBUTION
All text taken from Dungeon World by Adam Koebel and Sage LaTorra,
licensed under a Creative Commons Attribution 3.0 Unported license.
2
ABOLETH ANGEL
SETTING: Lower Depths SETTING: Planar Powers
TAGS: Group, Huge, Intelligent TAGS: Solitary, Terrifying, Divine,
HP: 18 ARMOR: 0 Intelligent, Organized
ATTACK: Tentacle (1d8+3 damage) HP: 18 ARMOR: 4
ATTACK TAGS: Reach ATTACK: Sword of Flames (2d10·b+4
SPECIAL QUALITIES: Telepathy damage, ignores armor)
INSTINCT: To command ATTACK TAGS: Close, Forceful
yyInvade a mind SPECIAL QUALITIES: Wings
yyTurn minions on them INSTINCT: To share divine will
yyPut a plan in motion yyDeliver visions and prophecy
yyStir mortals to action
Deep below the surface of the world, in freshwater
yyExpose sin and injustice
seas untouched by the sun, dwell the aboleth.
Fish the size of whales, with strange growths ”So was it written that the heavens opened up
of gelatinous feelers used to probe the lightless to Avra’hal and did an angel from the clouds
shores. They’re served by slaves: blind albino emerge to speak unto her and so did it appear to
victims of any race unfortunate enough to stumble her as her firstborn daughter—beautiful, of ebon
on them, drained of thought and life by the skin and golden eyes—and did Avra’hal weep
powers of the aboleth’s alien mind. In the depths to see it. ’Be not afraid’ it commanded her ‘go to
they plot against each other, fishy cultists building the villages I have shown you in your dreams and
and digging upward towards the surface until unto them show the word I have written on your
someday, they’ll breach it. For now, they sleep soul.’ Avra’hal wept and wept and did agree to
and dream and guide their pallid minions to do do this and did take up her sword and tome and
their bidding. did into the villages go, a great thirst for blood
on her lips for the word the angel wrote upon the
soul of Avra’hal was ‘kill’.” INSTINCT:
ABOMINATION
SETTING: Undead Legions ANKHEG
TAGS: Solitary, Large, Construct, Terrifying
HP: 20 ARMOR: 1 SETTING: Cavern Dwellers
ATTACK: Slam (1d10+3 damage) TAGS: Group, Large
ATTACK TAGS: Close, Reach, Forceful HP: 10 ARMOR: 3
SPECIAL QUALITIES: Many ATTACK: Bite (1d8+1 damage)
limbs, heads, and so on ATTACK TAGS: Close, Reach
INSTINCT: To end life SPECIAL QUALITIES: Burrowing
yyTear flesh apart INSTINCT: To undermine
yySpill forth putrid guts yyUndermine the ground
yyBurst from the earth
Corpses sewn unto corpses make up the bulk
yySpray forth acid, eating away metal and flesh
of these shambling masses of dark magic. Most
undead are crafted to be controlled—made A hide like plate armor and great crushing
to serve some purpose like building a tower or mandibles are problematic. A stomach full of acid
serving as guardians. Not so the abomination. that can burn a hole through a stone wall makes
The last aspect of the ritual used to grant fire to them all the worse. They’d be bad enough if they
their hellish limbs invokes a hatred so severe that were proper insect-sized, but these things have
the abomination knows but one task: to tear and the gall to be as long as any given horse. It’s just
rend at the very thing it cannot have—life. Many not natural! Good thing they tend to stick to one
students of the black arts learn to their mortal place? Easy for you to say—you don’t have an
dismay the most important fact about these hulks. Ankheg living under your corn field.
An abomination knows no master.

3
ASSASSIN VINE BANSHEE
SETTING: Dark Woods SETTING: Undead Legions
TAGS: Solitary, Stealthy, Gibbous TAGS: Solitary, Magical, Intelligent
HP: 15 ARMOR: 1 HP: 16 ARMOR: 0
ATTACK: Thorns (d10 damage, 1 piercing) ATTACK: Scream (1d10 damage)
ATTACK TAGS: Close, Reach, Messy ATTACK TAGS: Near
SPECIAL QUALITIES: Plant SPECIAL QUALITIES: Insubstantial
INSTINCT: To grow INSTINCT: To get revenge
yyShoot forth new growth yyDrown out all other sound with
yyAttack the unwary a ceaseless scream
yyUnleash a skull-splitting noise
Among the animals there exists a clear division
yyDisappear into the mists
‘tween hunter and hunted. All it takes is a glance
to know—by fangs and glowing eyes or claws Come away from an encounter with one of these
or venomous sting—which of the creatures of vengeful spirits merely deaf and count yourself
this world are meant to kill and which stand to lucky for the rest of your peaceful, silent days.
be killed. Such a split, if you have the eyes to Often mistaken at first glance for a ghost or
see it, cuts the world of leaves and flowers in wandering spirit, the banshee reveals a far more
twain, as well. Druids in their forest circles know deadly talent for sonic assault when angered.
it. Rangers, too, might spot such a plant before And her anger comes easy. A victim of betrayal
it’s too late. Lay-folk, though, they wander where (often by a loved one) the banshee makes known
they oughtn’t—along paths into the deep woods her displeasure with a roar or scream that can
covered in creeping vines and with a snap, these putrefy flesh and rend the senses. If you can help
hungry ropes twitch tight, dragging their meaty her get her vengeance, they say she might grant
prey into the underbrush. Mind your feet, traveler. rewards. Whether the affection of a spurned
spirit is a thing you’d want, well, that’s another
question.
BAKUNAWA
SETTING: Swamp Denizens
TAGS: Solitary, Large, Intelligent, Messy, Forceful
HP: 16 ARMOR: 2
ATTACK: Bite (1d10+3 damage, 1 piercing)
ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Amphibious
INSTINCT: To devour
yyLure prey with lies and illusions
yyLash out at light
yyDevour
Dragon-turtle’s sister is a mighty serpent queen. Ten
yards of scales and muscle, they say she wakes
with a hunger when the sun disappears from the
sky. She is attracted by bright light in the darkness
and like any snake, the Bakunawa is sneaky. She
will seek first to beguile and mislead and will only
strike out with violence when no other option is
available. When she does, though, her jaws are
strong enough to crack the hull of any swamp-
boat and certainly enough to slice through a steel
breastplate or two. Give the greedy snake your
treasures and she might just leave you alone.

4
BARBED DEVIL BLACK PUDDING
SETTING: Planar Powers SETTING: Swamp Denizens
TAGS: Solitary, Large, Planar, Terrifying TAGS: Solitary, Gibbous
HP: 16 ARMOR: 3 HP: 15 ARMOR: 1
ATTACK: Spines (1d10+3 damage, 3 piercing) ATTACK: Corrosive touch
ATTACK TAGS: Close, Reach, Messy (1d10 damage ignores armor)
SPECIAL QUALITIES: Spines ATTACK TAGS: Close
INSTINCT: To rend flesh and spill blood SPECIAL QUALITIES: Amorphous
yyImpale someone INSTINCT: To dissolve
yyKill indiscriminately yyEat away metal, flesh, or wood
yyOoze into a troubling place:
There are a thousand forms of devil, maybe more.
food, armor, stomach
Some common and some unique. Each time the
Inquisitors discover a new one they write it into the How do you kill a pile of goo? A great, squishy
Tormentors Codex and the knowledge is shared pile of goo that also happens to want to dissolve
among the abbeys in the hope that atrocities of you and slurp you up? That is a good question
that particular sort won’t find their way into the to which I have no answer. Do let us know when
world again. The barbed devil has long been you find out.
known to the brothers and sisters of the Inquisition.
It appears only at a site of great violence or when
called by a wayward summoner. Covered in
sharp quills, this particular demon revels in the BLINK DOG
spilling of blood, preferably by impaling victims SETTING: Dark Woods
piecemeal or in whole upon its thorns and letting TAGS: Group, Small, Magical, Organized
them die there. Cruel but not particularly effective HP: 6 ARMOR: 4
beyond slaughter. A low inquisitorial priority. ATTACK: Bite (d8 damage)
ATTACK TAGS: Close
SPECIAL QUALITIES: Illusion
BASILISK INSTINCT: To hunt
yyGive the appearance of being
SETTING: Swamp Denizens somewhere they’re not
TAGS: Solitary, Hoarder yySummon the pack
HP: 12 ARMOR: 2 yyMove with amazing speed
ATTACK: Bite (1d10 damage)
Now you see it, now you don’t. Hounds once
ATTACK TAGS: Close
owned by a sorcerer-lord and imbued with a kind
SPECIAL QUALITIES: Petrifying Gaze
of illusory cloak, they escaped into the woods
INSTINCT: To create new statuary
around his lair and began to breed with wolves
yyTurn flesh to stone with a gaze
and wild dogs of the forest. You can spot them, if
yyRetreat into a maze of stone
you’re lucky, by the glittering silver of their coats
”Few have seen a basilisk and lived to tell the tale. and their strange, ululating howls. They have a
Get it? Seen a basilisk? Little bit of basilisk humor remarkable talent for being not-quite where they
there. Sorry, I know you’re looking for something appear to be and use it to take down prey much
helpful, sirs. Serious stuff, I understand. The stronger than themselves. If you find yourself
basilisk, even without its ability to turn your flesh facing a pack of blink dogs you might as well
to stone with a gaze, is a dangerous creature. close your eyes and fight. You’ll have an easier
A bit like a frog, bulbous eyes and six muscled time when not betrayed by your natural sight. By
legs built for leaping. A bit like an alligator, with such sorceries are the natural places of the world
snapping jaws and sawing teeth. Covered in polluted with unnatural things.
stony scales and very hard to kill. Best avoided,
if possible.”

5
BULETTE CENTAUR
SETTING: Twisted Experiments SETTING: Dark Woods
TAGS: Solitary, Huge, Construct TAGS: Horde, Large, Organized, Intelligent
HP: 20 ARMOR: 2 HP: 11 ARMOR: 1
ATTACK: Bite (1d10+5 damage, 3 piercing) ATTACK: Bow (d6+2 damage, 1 piercing)
ATTACK TAGS: Close, Forceful ATTACK TAGS: Close, Reach, Near
SPECIAL QUALITIES: Burrowing SPECIAL QUALITIES: Half-horse, Half-man
INSTINCT: To devour INSTINCT: To rage
yyDrag prey into rough tunnels yyOverrun them
yyBurst from the earth yyFire a perfect bullseye
yySwallow whole yyMove with unrelenting speed
A seasoned caravan guard learns to listen for ”It will be a gathering of clans unseen in this
the calls of a scout or sentry with a keen ear. A age. Call Stormhoof and Brightspear. Summon
few extra seconds after the alarm is raised can Whitemane and Ironflanks. Sound the horn and
mean life or death. Different cries mean different we shall begin our meeting—we shall speak the
responses, too—a call of “orcs!” means draw words and bind our people together. Too long
your sword and steady for blood but a call of have the men cut the ancient trees for their ships.
“bandits!” says you might be able to bargain. The elves are weak and cowardly, friends to these
One alarm from the scouts that always, always mannish slime. It will be a cleansing fire from the
means it’s time to pack up, whip your horse and darkest woods. Raise the red banner of war!
run for the hills? “LAND SHARK!” Today we strike back against these apes and
retake what is ours!”

CAVE RAT
CHAIN DEVIL
SETTING: Cavern Dwellers
TAGS: Horde, Small SETTING: Planar Powers
HP: 7 ARMOR: 1 TAGS: Solitary, Planar
ATTACK: Gnaw (1d6 damage 1 piercing) HP: 12 ARMOR: 3
ATTACK TAGS: Close, Messy ATTACK: Crush (1d10 damage, ignores armor)
SPECIAL QUALITIES: Burrowing ATTACK TAGS: Close, Reach
INSTINCT: To devour SPECIAL QUALITIES:
yySwarm INSTINCT: To capture
yyRip something (or someone) apart yyTake a captive
yyReturn to whence it came
Who hasn’t seen a rat before? It’s like that, but
yyTorture with glee
nasty and big and not afraid of you anymore.
Maybe this one was a cousin to that one you Do you think the phrase “drag him to hell” means
caught in a trap or the one you killed with a knife nothing? It is unfortunately literal, in the case of
in that filthy tavern in Darrow. Maybe he’s looking the chain devil. Appearing differently to each
for a little ratty revenge. victim, this summoned creature has but a single
purpose: to wrap its victim up in binding coils and
take it away to a place of torment. Sometimes it
will come as a man-shaped mass of rusting iron,
hooks and coils of mismatched links. Other times,
a roiling tangle of rope or kelp or twisted bloody
bedsheets. The results are always the same.
INSTINCT:

6
CHAOS OOZE CHIMERA
SETTING: Dark Woods SETTING: Twisted Experiments
TAGS: Solitary, Planar, Terrifying, Gibbous TAGS: Solitary, Large, Construct
HP: 23 ARMOR: 1 HP: 16 ARMOR: 1
ATTACK: Warping touch ATTACK: Bite (1d10+1 damage)
(1d10 damage ignores armor) ATTACK TAGS: Reach
ATTACK TAGS: Close SPECIAL QUALITIES: Burrowing
SPECIAL QUALITIES: Ooze, INSTINCT: To do as commanded
Fragments of other planes embedded in it yyBelch forth flame
INSTINCT: To change yyRun them over
yyCause a change in appearance or substance yyPoison them
yyBriefly bridge the planes
Well known and categorized, the chimera is
The barrier between this world and the elemental a perfected creature. From the codices of the
planes is not, as you might hope, a wall of stone. Mage’s Guild to the famous pages of Cullaina’s
It’s much more porousPlaces where the civil races Creature Compendium, there’s no confusion about
do not often tread can sometimes, how to put this, what chimera means. Two parts lioness, one part
spring a leak. Like a dam come just a little loose. serpent, head of a she-goat, and all the vicious
Bits and pieces of the chaos spill out. Sometimes, magic one can muster. The actual ritual might vary,
they’ll congeal like an egg on a pan—that’s as might a detail or two—more creative sorcerers
where we get the material for many of the Guild’s switch the flame breath for acid, perhaps. Used as
magical trinkets. Useful, right? Sometimes, though, a guardian, an assassin or merely an instrument
it squirms and squishes around a bit and stays of chaos unchained, it matters little. The chimera
that way, warping all it touches into some other, is the worst sort of abomination: an intentional
strange form. Chaos begets chaos, and it grows. affront to all natural life.

CHAOS SPAWN CHOKER


SETTING: Lower Depths SETTING: Cavern Dwellers
TAGS: Solitary, Gibbous TAGS: Solitary, Stealthy, Intelligent
HP: 19 ARMOR: 1 HP: 15 ARMOR: 2
ATTACK: Chaotic touch (1d10 damage) ATTACK: Choke (1d10 damage)
ATTACK TAGS: Close, Reach ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Chaos form SPECIAL QUALITIES: Flexible
INSTINCT: Instinct INSTINCT: To deny light
yyRewrite reality yyHold someone, wringing the breath from them
yyUnleash chaos from containment yyFling a held creature
Driven from the city, a cultist finds sanctuary in Some say these things descended from the family
towns and villages. Discovered there, he flees to of a cruel wizard who forced them to live out their
the hills and scratches his devotion on the cave lives underground. They say his experiments led
walls. Found out again, he is chased with knife him to fear the sun and ages passed while he
and torch into the depths, crawling deeper and descended into unlife, dragging his folk along
deeper until, in the deepest places, he loses his with him. These things resemble men, in a way.
way. First, he forgets his name. Then he forgets Head, four limbs and all that. Only their skin is
his shape. His chaos gods, most beloved, bless wet and rubbery and their arms long and fingers
him with a new one. grasping. They hate all life that bears the stink of
the sun’s touch, as one might expect. Jealousy,
long instilled, is hard to shake.

7
CHUUL COCKATRICE
SETTING: Lower Depths SETTING: Dark Woods
TAGS: Group, Large, Cautious TAGS: Group, Small, Hoarder
HP: 10 ARMOR: 4 HP: 6 ARMOR: 1
ATTACK: Claws (1d8+1 damage, 3 piercing) ATTACK: Beak (d8 damage)
ATTACK TAGS: Close, Reach, Messy ATTACK TAGS: Close
SPECIAL QUALITIES: Amphibious SPECIAL QUALITIES: Stone touch
INSTINCT: To split INSTINCT: To defend the nest
yySplit something in two with mighty claws yyStart a slow transformation to stone
yyRetreat into water
”I ain’t ever seen such a thing, sir. Rodrick thought
Your worst seafood nightmare come to life. A it a chicken, maybe. Poor Rodrick. I figured it to
vicious sort of half-man half-crawdad, cursed be a lizard of a sort, though he was right—it had
with primal intelligence and blessed with a pair a beak and grey feathers like a chicken. Right,
of razor-sharp claws. Strange things lurk in the well, see, we found it in the woods, in a nest
stinking pools in caverns best forgotten and the at the foot of a tree while we were out with the
chuul is one of them. If you spot one, your best sow. Looking for mushrooms, sir. I told Rodrick
hope is a heavy mace to crack its shell and maybe we were—yes, sir, right sir, the bird—see, it was
a little garlic butter. Mmmm. glaring at Rodrick and he tried to scare it off with
a stick to steal the eggs but the thing pecked his
hand. Quick it was, too. I tried to get him away
but he just got slower and slower and…yes, as
CLOAKER you see him now, sir. All frozen up like when
SETTING: Cavern Dwellers we left the dog out overnight in winter two years
TAGS: Solitary, Stealthy back. Poor, stupid Rodrick. Weren’t no bird nor
HP: 12 ARMOR: 1 lizard, were it, sir?”
ATTACK: Constrict (1d10
damage ignores armor)
ATTACK TAGS: Close CORRUPTER
SPECIAL QUALITIES: Looks like a cloak
INSTINCT: To engulf SETTING: Planar Powers
yyEngulf the unsuspecting TAGS: Solitary, Devious, Planar, Hoarder
HP: 12 ARMOR: 0
Don’t put on that cloak, Gareth. Don’t. You don’t
ATTACK: Secret dagger (2d8·w damage)
know where it’s been. I tell you, it’s no good. See!
ATTACK TAGS: Close
It moved! I’m not mad, Gareth, it moved! Don’t do
SPECIAL QUALITIES:
it! No! GARETH!
INSTINCT: To bargain
yyOffer a deal with horrible consequences
yyPlumb the vaults of hell for a bargaining chip
yyMake a show of power
”Surely, my good man, you must know why I am
here. Must know who I am. You said the words.
You spilled the blood and followed the instructions
almost to the letter. Your pronunciation was a bit
off but that’s to be expected. I’ve come to give
you what you’ve always wanted, friend. Glory,
love, money? Paltry things when you’ve the vaults
of hell to plumb. Don’t look so shocked, you knew
what this was. You have but one thing we desire.
Promise it to us, and the world shall be yours for
the taking. Trust me.”

8
COUTAL DEEP ELF ASSASSIN
SETTING: Swamp Denizens SETTING: Lower Depths
TAGS: Solitary, Intelligent Devious TAGS: Group, Intelligent, Organized
HP: 12 ARMOR: 2 HP: 6 ARMOR: 1
ATTACK: Light ray (1d8 damage, ignores armor) ATTACK: Poisoned blade(1d8
ATTACK TAGS: Close damage, 1 piercing)
SPECIAL QUALITIES: Wings, Halo ATTACK TAGS: Close
INSTINCT: To cleanse SPECIAL QUALITIES:
yyPass judgment on a person or place INSTINCT: To spite the surface races
yySummon divine forces to cleanse yyPoison them
yyOffer information in exchange for service yyUnleash an ancient spell
yyCall reinforcements
As if in direct defiance of the decay and filth of
the world, the gods granted us the Coutal. As if to It was not so simple a thing as a war over religion
say, “there is beauty, even in this grim place.” A or territory. No disagreement of queens led to
serpent in flight on jeweled wings, these beautiful the great sundering of the elves. It was sadness.
creatures glow with a soft light, as the sun does It was the very diminishing of the world by the
through stained glass. Bright, wise, and calm, a lesser races. The glory of all the elves had built
Coutal often knows many things and sees many was cracking and turning to glass. Some, then,
more. You might be able to make a trade with it chose to separate themselves from the world;
in exchange for some favor. They seek to cleanse wracked with tears they turned their backs on
and to purge and to make of this dark world a men and dwarves. There were others, though,
better one. Shame we have so few. The gods are that were overcome with something new. A
cruel. feeling no elf had felt before. Spite. Hatred filled
these elves and twisted them and they turned on
their weaker cousins. Some still remain after the
great exodus below. Some hide amongst us with
CROCODILIAN spider-poisoned blades, meting out that strangest
SETTING: Swamp Denizens of punishments: elven vengeance.z
TAGS: Group, Large
HP: 12 ARMOR: 2
ATTACK: Bite (1d8+3 damage)
ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Amphibious, Camouflage
INSTINCT: To eat
yyAttack an unsuspecting victim
yyEscape into the water
yyHold something tight in its jaws
It’s a really, really big crocodile. Seriously. So big.

9
DEEP ELF PRIEST DERRO
SETTING: Lower Depths SETTING: Twisted Experiments
TAGS: Solitary, Divine, Intelligent, Organized TAGS: Horde, Devious, Intelligent, Organized
HP: 14 ARMOR: 0 HP: 3 ARMOR: 2
ATTACK: Smite (1d10+2 damage) ATTACK: Pickaxe (2d6·w damage)
ATTACK TAGS: Close, Reach ATTACK TAGS: Close
SPECIAL QUALITIES: Divine connection SPECIAL QUALITIES: Telepathy
INSTINCT: To pass on divine vengeance INSTINCT: To replace dwarves
yyWeave spells of hatred and malice yyFill a mind with foreign thoughts
yyRally the deep elves yyTake control of a beast’s mind
yyPass on divine knowledge
It’s typical to think that all the malignant arcane
The spirits of the trees and the lady sunlight monsters made in this world are birthed by
are far, far from home in the depths where the wizards, sorcerers, and their ilk. That the colleges
deep elves dwell. New gods were found there, and towers of Dungeon World are womb to every
waiting for their children to come home. Gods bleak experiment. There are mistakes made in the
of the spiders, the fungal forests, and things that depths of the earth, too. These ones, the Derro,
whisper in the forbidden caves. The deep elves, are the mistakes of a long-forgotten dwarven
ever attuned to the world around them, listened alchemist. The derro don’t forget, though. Twisted
with hateful intent to their new gods and found a and hateful, the Derro can be spotted by their
new source of power. Hate calls to hate and grim swollen skulls, brain-matter grown too large. They
alliances were made. Even among these spiteful do not speak except in thoughts to one another
ranks, piety finds a way to express itself. and plot in the silent dark to extract sweetest
revenge—that of the created on the creator.

DEEP ELF SWORDMASTER


SETTING: Lower Depths
TAGS: Group, Intelligent, Organized
HP: 6 ARMOR: 2
ATTACK: Barbed blade
(2d8·b+2 damage,1 piercing)
ATTACK TAGS: Close
SPECIAL QUALITIES:
INSTINCT: To punish unbelievers
yyInflict pain beyond measure
yyUse the dark to advantage
The deep elves lost the sweetness and gentle
peace of their bright cousins ages ago, but
they did not abandon grace. They move with a
swiftness and beauty that would bring a tear to
any warrior’s eye. In the dark, they’ve practiced.
A cruelty has infested their swordsmanship—a
wickedness comes to the fore. Barbed blades
and whips replace the shining pennant-spears of
elven battles on the surface. The swordmasters
of the deep elf clans do not merely seek to kill,
but to punish with every stroke of their blades.
Wickedness and pain are their currency.

10
DEVOURER DIGESTER
SETTING: Undead Legions SETTING: Twisted Experiments
TAGS: Solitary, Large, Intelligent, Hoarder TAGS: Solitary, Large, Construct
HP: 16 ARMOR: 1 HP: 16 ARMOR: 1
ATTACK: Smash (1d10+3 damage) ATTACK: Acid (1d10+1 damage ignores armor)
ATTACK TAGS: Close, Reach, Forceful ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Many SPECIAL QUALITIES: Digestive acid secretion
limbs, heads, and so on INSTINCT: To digest
INSTINCT:T o feast on souls yyEat away at something
yyDevour or trap dying soul yyDraw sustenance
yyBargain for a soul’s return
It’s okay, magical experimentation is a messy
Most folk know that the undead feed on flesh. science. For every beautiful pegasus there’s a
The warmth, blood and living tissue continue half-done creature that wasn’t quite right. We
their unholy existence. This is true for most of the understand. The goblin-elephant you thought was
mindless dead, animated by black sorcery. Not so such a great idea. The Gelatinous Drake. Just
the devourer. When a particularly wicked person examples. No judgement here. Anyway, we’ve
(often a manipulator of men, an apostate priest or got something for that. We call it the Digester.
the like) dies in a gruesome way, the dark powers Yes, just like it sounds. Strange looking, I know,
of Dungeon World might bring them back to a and the smell isn’t the best, but this thing—it’ll eat
kind of life. The devourer, however, does not feed magic like Svenloff the Stout drinks ale. Next time
on the flesh of men or elves. The devourer eats one of these unfortunate accidents occurs, just
souls. It kills with a pleasure only the sentient can point the Digester at it and all your troubles drain
enjoy and in the moments of its victims’ expiry, away. Just keep an eye on it. Damn thing ate my
draws breath like a drowning man and swallows wand last week.
a soul. What does it mean to have your soul
eaten by such a creature? None dare ask for fear
of finding out.

11
DJINN DOPPELGANGER
SETTING: Planar Powers SETTING: Swamp Denizens
TAGS: Group, Large, Magical TAGS: Solitary, Devious, Intelligent
HP: 14 ARMOR: 4 HP: 12 ARMOR: 0
ATTACK: Flame (1d8+1 damage, ignores armor) ATTACK: Dagger (1d6 damage)
ATTACK TAGS: Close, Reach ATTACK TAGS: Close
SPECIAL QUALITIES: Made of flame SPECIAL QUALITIES: Shapeshifting
INSTINCT: To burn eternally INSTINCT: To infiltrate
yyGrant power for a price yyAssume the shape of a person
yySummon the forces of the City of Brass who’s flesh it’s tasted
yyUse another’s identity to advantage
”Stop rubbing that lamp, you idiot. I do not care
yyLeave someone’s reputation shattered
what you have read, it will not grant you wishes.
I brought you here to show you something real, Their natural form, if you ever see it, is hideous.
something true. See this mural? It shows the Like a creature who stopped growing part-way,
ancient city. The true city that came before. They before it decided it was elf or man or dwarf. Then
called it Majilis and it was made of brass by again, maybe that’s how you get to be the way
the spirits. They had golem servants and human a doppelganger is—without form, without shape
lovers and, in that day, it was said you could to call their own, maybe all they really seek is a
trade them a year of your life for a favor. We are place to fit in. If you go out into the world, when
not here to gather treasure this night, fool, we you come back home, make sure your friends are
are here to learn. The djinn still sometimes come who you think they are. They might, instead, be
to these places, and you must understand their a doppelganger and your friend might be dead
history if you are to know how to behave. They at the bottom of a well somewhere. Then again,
are powerful and wicked and proud and you must depending on your friends, that might be an
know them if you hope to survive a summoning. improvement.
Now, bring the lamp here and we will light it,
it grows dark and these ruins are dangerous at
night.”
DRAGON
SETTING: Lower Depths
TAGS: Solitary, Huge, Terrifying,
Cautious, Hoarder
HP: 16 ARMOR: 5
ATTACK: Bite (2d10·b+5 damage, 4 piercing)
ATTACK TAGS: Reach, Messy
SPECIAL QUALITIES: Elemental blood, Wings
INSTINCT: To rule
yyBend an element to its will
yyDemand tribute
yyAct with disdain
They are the greatest and most terrible things this
world will ever have to offer.

12
DRAGON, APOCALYPSE DRAGON WHELP
SETTING: Lower Depths SETTING: Swamp Denizens
TAGS: Solitary, Huge, Magical, Divine TAGS: Solitary, Small, Intelligent,
HP: 26 ARMOR: 5 Cautious, Hoarder
ATTACK: Bite (2d10·b+9 damage, 4 piercing) HP: 16 ARMOR: 3
ATTACK TAGS: Reach, Forceful, Messy ATTACK: Elemental breath (1d10+2)
SPECIAL QUALITIES: Inch-thick metal hide, ATTACK TAGS: Close, Near
Supernatural knowledge, Wings SPECIAL QUALITIES: Wings, Elemental Blood
INSTINCT: To end the world
yySet a disaster in motion INSTINCT: To grow in power
yyBreathe forth the elements yyStart a lair, form a base of power
yyAct with perfect foresight yyCall on family ties
yyDemand oaths of servitude
The end of all things shall be a burning—of tree
and earth and of the air itself. It shall come upon What? Did you think they were all a mile long?
the plains and mountains not from beyond this Did you think they didn’t come smaller than that?
world but from within it. Birthed from the womb Sure, they may be no bigger than a dog and no
of deepest earth shall come the Dragon that Will smarter than an ape, but a dragon whelp can
End the World. In its passing all will become ash still belch up a hellish ball of fire that’ll melt your
and bile and the Dungeon World a dying thing armor shut and drop you screaming into the mud.
will drift through planar space devoid of life. They Their scales, too, are softer than those of their
say to worship the Apocalypse Dragon is to invite bigger kin, but can still turn aside an arrow or
madness. They say to love it is to know oblivion. sword not perfectly aimed. Size is not the only
The awakening is coming. measure of might.

DRAGON TURTLE DRAGONBONE


SETTING: Swamp Denizens SETTING: Undead Legions
TAGS: Solitary, Huge, Cautious TAGS: Solitary, Huge
HP: 20 ARMOR: 4 HP: 20 ARMOR: 2
ATTACK: Bite (1d10+3 damage) ATTACK: Bite (1d10+3 damage, 3 piercing)
ATTACK TAGS: Reach ATTACK TAGS: Reach, Messy
SPECIAL QUALITIES: Shell, Amphibious SPECIAL QUALITIES: Many
INSTINCT: To resist change limbs, heads, and so on
yyMove forward implacably INSTINCT: To serve
yyBring its full bulk to bear yyAttack unrelentingly
yyDestroy structures and buildings
Mystical sorcerers debate: is this creature truly
Bakunawa has a brother. Where she is quick to undead or is it a golem made of a particularly
anger and hungry for gold, he is slow and sturdy. rare and blasphemous material? The bones,
She is a knife and he is a shield. A great turtle sinews and scales of a dead dragon make up this
that lies in the muck and mire for ages as they bleak automaton. Winged but flightless, dragon-
pass, mud piled upon his back—sometimes trees shaped but without the mighty fire of such a noble
and shrubs. Sometimes a whole misguided clan thing, the dragonbone serves its master with a
of goblins will build their huts and cook their twisted devotion and is often set to assault the
ratty meals on the shell of the dragon turtle. His keeps and towers of rival necromancers. It would
snapping jaws may be glacier-slow, but they can take a being of some considerable evil to twist the
rend a castle wall. Careful where you tread. remains of a dragon thus.

13
DRAUGR DRYAD
SETTING: Undead Legions SETTING: Dark Woods
TAGS: Horde, Organized TAGS: Solitary, Magical, Intelligent, Devious,
HP: 7 ARMOR: 2 HP: 12 ARMOR: 2
ATTACK: Rusty sword (1d6+1 damage) ATTACK: Crushing vines (w[2d8]damage)
ATTACK TAGS: Close, Reach ATTACK TAGS: Close
SPECIAL QUALITIES: Icy touch SPECIAL QUALITIES: Plant
INSTINCT: To take from the living INSTINCT: To love nature passionately
yyFreeze flesh yyEntice a mortal
yyCall on the unworthy dead yyMerge into a tree
yyTurn nature against them
In the Nordemark, the men and women tell
tales in their wooden halls of a place where the More beautiful by far than any man or woman
noble dead go. A mead hall atop their heavenly born in the civil realms. To gaze upon one is to
mountain where men of valor go to await the final fall in love. Deep and punishing, too. Thing is,
battle for the world. It is a goodly place. It is a they don’t love—not the fleshy folk who often
place where one hopes to go after death. And find them, anyway. Their love is a primal thing,
the inglorious dead? Those who fall to poison married to the woods—to a great oak that serves
or in an act of cowardice, warriors though they as home and mother and sacred place to them.
may be? Well, those mead halls aren’t open to all It’s a curse to see one, too, they’ll never love you
and sundry. Some come back, frozen and twisted back. No matter what you do. No matter how you
and empowered by jealous rage and wage their pledge yourself to them, they’ll always spurn you.
eternal war not on the forces of giants or trolls but If ever their oak comes to harm, you’ve not only
on the towns of the men they once knew. the dryad’s wrath to contend with, but in every
nearby village there’s a score of men with a secret
longing in their heart, ready to murder you where
you sleep for just a smile from such a creature.

DWARVEN WARRIOR
SETTING: Cavern Dwellers
TAGS: Horde, Organized
HP: 7 ARMOR: 2
ATTACK: Axe (1d6 damage)
ATTACK TAGS: Close
SPECIAL QUALITIES:
INSTINCT: To defend
yyDrive them back
yyCall up reinforcements
For ages, men believed all dwarves were men
and all were of this ilk: stoic and proud warriors.
Axe-wielding and plate-wearing. Stout bearded
battle-hungry men who would push them, time
and time again, back up out of their mines and
tunnels with ferocity. It just goes to show how little
men know about the elder races. These folk are
merely a vanguard, and they bravely do their
duty to protect the riches of the Dwarven realm.
Earn their trust and you’ve an ally for life. Earn
their ire and you’re not like to regret it very long.

14
EAGLE LORD EKEK
SETTING: Dark Woods SETTING: Swamp Denizens
TAGS: Group, Large, Organized, Intelligent TAGS: Horde
HP: 10 ARMOR: 1 HP: 3 ARMOR: 1
ATTACK: Talons (2d8·b+1 damage, 1 piercing) ATTACK: Talons (1d6 damage)
ATTACK TAGS: Close, Reach ATTACK TAGS: Close
SPECIAL QUALITIES: Mighty wings SPECIAL QUALITIES: Wing-arms
INSTINCT: To rule the heights INSTINCT: To lash out
yyAttack from the sky yyAttack from the air
yyPull someone into the air yyCarry out the bidding of a
yyCall on ancient oaths more powerful creature
Some the size of horses. Bigger, even—the kings Ugly, wrinkled bird-folk, these. Once, maybe, in
and queens of the eagles. Their cry pierces the some ancient past, they were a race of angelic
mountain sky and woe to those who fall under men from on high, but now they eat rats that they
the shadow of their mighty wings. The ancient fish from the murk with talon-feet and devour with
wizards forged a pact with them in the primordial needle-teeth. They understand the tongues of
days. Men would take the plains and valleys and men and dwarves but speak in little more than
leave the mountaintops to the eagle lords. These gibbering tongues, mimicking the words they
sacred pacts should be honored, lest they set hear with mocking laughter. It’s a chilling thing to
their talons into you. Lucky are the elves, for the see a beast so close to man or bird but not quite
makers of their treaties yet live and when danger either one.
comes to elvish lands, the eagle lords often serve
as spies and mounts for the them. Long-lived
and proud, some might be willing to trade their FIRE EELS
ancient secrets for the right price, too. SETTING: Swamp Denizens
TAGS: Horde, Tiny
HP: 3 ARMOR: 0
ATTACK: Burning touch
(1d6−2 damage, ignores armor)
ATTACK TAGS: Close
SPECIAL QUALITIES: Flammable oil, aquatic
INSTINCT: To ignite
yyCatch someone or something
on fire (even underwater)
yyConsume burning prey
These strange creatures are no bigger or smarter
than their mundane kin. They have the same
vicious nature. Over their relations they have one
advantage—an oily secretion that oozes from
their skin. It makes them hard to catch. On top of
that, with a twist of their body they can ignite the
stuff, leaving pools of burning oil atop the surface
of the water and roasting prey and predator alike.
I hear the slimy things make good ingredients for
fire-resistant gear, but you have to get your hands
on one, first.

15
ELEMENTAL, CONCEPT ELVISH HIGH ARCANIST
SETTING: Planar Powers SETTING: Dark Woods
TAGS: Solitary, Devious, Planar, Gibbous TAGS: Solitary, Magical, Intelligent, Organized
HP: NA ARMOR: NA HP: 12 ARMOR: 0
ATTACK: NA ATTACK: Arcane fire (d10
ATTACK TAGS: NA damage ignores armor)
SPECIAL QUALITIES: Ideal form ATTACK TAGS: Near, Far
INSTINCT: To perfect its concept SPECIAL QUALITIES: Sharp senses
yyDemonstrate its concept in its purest form INSTINCT: To unleash power
Work the magic that nature demands
The planes are not as literal as our world. Clothed
in the elemental chaos are places of stranger Cast forth the elements
stuff than air and water. Here, rivers of time True elvish magic isn’t like the spells of men.
crash upon shores of crystal fear. Bleak storms Mannish wizardry is all rotes and formulas. They
of nightmare roil and churn in a laughter-bright cheat to find the arcane secrets that resound
sky. Sometimes, the spirits of these places can be all around them. They are deaf to the arcane
lured into our world, though they are infinitely symphony that sings in the woods. Elvish magic
more unpredictable and strange than mere fire requires the fine ear to hear it and the voice with
or earth might be. Easier to make mistakes, too— which to sing. To harmonize with what is already
one might try calling up a wealth elemental and resounding. Men bind the forces of magic to their
be surprised to find a murder elemental instead. will; elves simply pluck the strings and hum along.
The High Arcanists, in a way, have become more
and less than any elf. The beat of their pulse is the
throbbing of all magic in this world.
ELEMENTAL, EARTH
SETTING: Cavern Dwellers
TAGS: Solitary, Huge
HP: 27 ARMOR: 4
ATTACK: Smash (1d10+5 damage)
ATTACK TAGS: Reach, Forceful
SPECIAL QUALITIES: Made of stone
INSTINCT: To show the strength of earth
yyTurn the ground into a weapon
yyMeld into stone
Our shaman says that all the things of the world
have a spirit. Stones, trees, a stream. Now that
I’ve seen the earth roil under my feet and fists
of stone beat my friends half to death I’m like to
believe that crazy old man. The one I saw was
huge—big as a house! It came boiling up from
a rockslide out of nowhere and had a voice like
an avalanche. I pay my respects, now. Rightly so.

16
ELVISH WARRIOR ETHEREAL FILCHER
SETTING: Dark Woods SETTING: Twisted Experiments
TAGS: Horde, Intelligent, Organized TAGS: Solitary, Devious, Planar
HP: 3 ARMOR: 2 HP: 12 ARMOR: 1
ATTACK: Sword (2d6·b damage) ATTACK: Stolen dagger (2d8·w damage)
ATTACK TAGS: Close ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Sharp sense SPECIAL QUALITIES: Burrowing
INSTINCT: To seek perfection INSTINCT: To steal
yyStrike at a weak point yyTake something important to its planar lair
yySet ancient plans in motion yyRetreat to the Ethereal plane
yyUse the woods to advantage yyUse an item from its lair
”As with all things they undertake, the elves Things go missing. A sock, a silver spoon, your
approach war as an art. I saw them fight, once. dead mother’s bones. We blame the maid, or bad
The Battle of Astrid’s Veil. Yes, I am that old, boy, luck, or just a moment of stupid forgetfulness and
now hush. A warrior-maiden, she was clad in we move on. We never get to see the real cause
plate that shone like the winter sky. White hair of these problems. The spidery thing with human
streaming and a pennant of ocean blue tied hands and eyes as blue as the deep Ethereal
to her spear. She seemed to glide between the plane from whence the creature comes. We never
trees the way an angel might, striking out and see the nest it makes of astral silver webbing and
bathing her blade in blood that steamed in the stolen objects arranged in some mad pattern.
cold air. I never felt so small before. I trained with We never watch it assemble its collection of
the master-at-arms of Battlemoore, you know. I’ve halfling finger-bones, stolen from the hands of the
held a sword longer than you’ve been alive, boy, sleeping. We’re lucky, that way.
and in that one moment I knew that my skill meant
nothing. Thank the gods the elves were with us
then. A more beautiful and terrible thing I have
never seen.” ETTIN
SETTING: Twisted Experiments
TAGS: Solitary, Large, Construct
HP: 16 ARMOR: 1
ATTACK: Club (1d10+3 damage)
ATTACK TAGS: Close, Reach, Forceful
SPECIAL QUALITIES: Two heads
INSTINCT: To smash
yyAttack two enemies at once
yyDefend its creator
What could possibly be better than an idiotic
angry hill giant? One with two heads. Fantastic
idea, really. Grade A stuff.

17
FIRE BEETLE FORMIAN CENTURION
SETTING: Cavern Dwellers SETTING: Ravenous Hordes
TAGS: Horde, Small TAGS: Horde, Intelligent, Organized
HP: 3 ARMOR: 3 HP: 7 ARMOR: 3
ATTACK: Flames (1d6 damage ignores armor) ATTACK: Barbed spear (2d6·b+2)
ATTACK TAGS: Near ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Full of flames SPECIAL QUALITIES: Insectoid,
INSTINCT: To enflame Hive connection, Wings
yyUndermine the ground INSTINCT: To fight as ordered
yyBurst from the earth yyAdvance as one
yySpray forth flames yySummon reinforcements
yyGive a life for the hive
Scarabaeus Pyractomena! What a delightful
creature—see how its carapace glitters in the Whether in the form of a legionnaire, part of
light of our torches? Not too close now, they’re the pormian standing army, or as a praetorian
temperamental, you see. The fire in their belly guard to the queen, every formian hive contains a
isn’t just metaphorical, no. Watch as I goad the great number of these most dangerous insectoids.
beast. Aha! A spout of flame! Unexpected, isn’t it? Darker in carapace, often scarred with furrows
One of these creatures alone, if it comes up from and the ceremonial markings that set them apart
below, can be a hellish nuisance to a farmstead from their drones, the formian centurions are
or village. A whole swarm? There’s a reason they their fighting force and rightly so. Born, bred
call it a conflagration of fire beetles. and living for the singular purpose of killing the
enemies of their hive, they fight with one mind and
a hundred swords. Thus far, the powers of Law
have seen fit to spare mankind a great war with
these creatures, but we’ve seen them in skirmish—
descending sometimes on border towns with their
wings flickering in the heat or spilling up from a
sandy mound to wipe clean a newly-dug mine.
Theirs is an orderly bloodshed, committed with no
pleasure but the completion of a goal.

18
FORMIAN DRONE FORMIAN QUEEN
SETTING: Ravenous Hordes SETTING: Ravenous Hordes
TAGS: Horde, Organized, Cautious TAGS: Solitary, Huge, Organized,
HP: 7 ARMOR: 4 Intelligent, Hoarder
ATTACK: Bite (1d6 damage) HP: 24 ARMOR: 3
ATTACK TAGS: Close ATTACK: Crushing mandibles (1d10+5 damage)
SPECIAL QUALITIES: Hive connection, Insectoid ATTACK TAGS: Reach, Forceful
INSTINCT: To follow orders SPECIAL QUALITIES: Insectoid, Hive connection
yyRaise the alarm INSTINCT: To spread formians
yyCreate value for the hive yyCall every formian it spawned
yyAssimilate yyRelease a half-formed larval mutation
yy Organize and issue orders
With good cause, they say that these creatures
(like all insects, really) are claimed by the At the heart of every hive, no matter its size or
powers of Law. They are order made flesh—a kind, lives a queen. As large as any giant, she sits
perfectly stratified society in which every larva, protected by her guard, served by every drone
hatchling and adult knows its place in the great and taskmaster with her own, singular purpose:
hive. The formian is some strange intersection of to spread her kind and grow the hive. To birth
men and ants I’ve heard. And some with great the eggs. To nurture. We do not understand the
saw-tooth arms like mantids in the forests of the minds of these creatures but it is known they can
east). Tall, with a hard shell and a harder mind, communicate with their children, somehow, over
these particular formians are the bottom caste. vast distances and that they begin to teach them
They work the hills and honeycombs with single- the ways of earth and stone and war while still
minded joy that can be known only by such an pale and wriggling larvae, without a word. To
alien mind. kill one is to set chaos on the hive; without their
queen, the rest turn on one another in a mad,
blind rage.

19
FORMIAN TASKMASTER GARGOYLE
SETTING: Ravenous Hordes SETTING: Cavern Dwellers
TAGS: Group, Organized, Intelligent TAGS: Horde, Stealthy, Hoarder
HP: 4 ARMOR: 3 HP: 3 ARMOR: 2
ATTACK: Spiked whip (1d8 damage) ATTACK: Claw (1d6 damage)
ATTACK TAGS: Close, Reach ATTACK TAGS: Close
SPECIAL QUALITIES: Hive connection, Insectoid SPECIAL QUALITIES: Wings
INSTINCT: To command INSTINCT: To guard
yyOrder drones into battle yyAttack with the element of surprise
yySet great numbers in motion yyTake to the air
yyBlend into stonework
It takes two hands to rule an empire: one to wield
the scepter and one to crack the whip. These ant- It’s a sad thing, really. Guardians bred by Magi
folk are that whip. Lucky for them, with two extra of the past with no more castles to guard. Their
arms, that’s a lot of whip to crack. They oversee the ancestors’ sacred task bred into their blood
vast swarms of worker drones that set to build the leads them to find a place—ruins, mostly but
mighty caverns and ziggurats that dot the places sometimes a cave or hill or mountain cliff—and
that formians can be found. One in a hundred, guard it as though their masters yet lived below.
these brutes stand two or three feet taller than They’re notoriously good at finding valuables
their pale, near-mindless kin and have a sharper, buried below the earth, though. Find one of these
crueler wit to match. They’ll often ignore the soft winged reptiles and you’ll find yourself a treasure
races (as we’re known) if we don’t interfere in a nearby. Just be careful, they’re hard to spot and
project, but get in the way of The Great Work and tend to move in packs.
expect nothing less than their full attention. You
don’t want their full attention.
GELATINOUS CUBE

FROGMAN SETTING: Cavern Dwellers


TAGS: Solitary, Large, Stealthy, Gibbous
SETTING: Swamp Denizens HP: 20 ARMOR: 1
TAGS: Horde, Small, Intelligent ATTACK: Engulf (1d10+1
HP: 7 ARMOR: 1 damage ignores armor)
ATTACK: Spear (1d6 damage) ATTACK TAGS: Hand
ATTACK TAGS: Close SPECIAL QUALITIES: Transparent
SPECIAL QUALITIES: Amphibious INSTINCT: To clean
INSTINCT: To wage war yyFill an apparently empty space
yyDissolve
Croak croak croak. Little warty munchkins. How many adventurers’ last thought was
Some wizard or godling’s idea of a bad joke, “strange, this tunnel seems cleaner than most?”
these creatures are. They stand as men, dress in Too many and all because of this transparent
scavenged cloth and hold court in their froggy menace. A great acidic blob that expands to fill
villages. They speak a rumbling pidgin form of a small chamber or corridor and then slides, ever
the tongue of man and are constantly at war so slowly along, eating everything in its path.
with their neighbors. They’re greedy and stupid It cannot eat stone or metal and will often have
but clever enough when they need to defend them floating in its jelly mass. Blech.
themselves. Some say, too, their priests have a
remarkable skill at healing. Or maybe they’re just
really, really hard to kill.

20
GHOST GIRALLON
SETTING: Undead Legions SETTING: Twisted Experiments
TAGS: Solitary, Devious, Terrifying TAGS: Solitary, Huge
HP: 16 ARMOR: 0 HP: 20 ARMOR: 1
ATTACK: Phantom touch (1d6 damage) ATTACK: Rending hands (1d10+5 damage)
ATTACK TAGS: Close, Reach ATTACK TAGS: Reach, Forceful
SPECIAL QUALITIES: Insubstantial SPECIAL QUALITIES: Many arms
INSTINCT: To haunt INSTINCT: To rule
yyReveal the terrifying nature of death yyAnswer the call of sacrifice
yyHaunt a place of importance yyDrive them from the jungle
yyOffer information from the yyThrow someone
other side, at a price
The pounding of the jungle drums calls to it. The
Every culture tells the story the same way. You live, slab of meat on the sacrificial stone to lure in the
you love or you hate, you win or you lose, you die great ape. Girallon, they call it—a name from the
somehow you’re not too fond of and here you are, long-forgotten tongue of the kings who bred the
ghostly and full of disappointment and what have beast. Taller than a building, some say. Cloaked
you. Some people take it upon themselves, brave in ivory fur with tusks as long as scimitars. Four
and kindly folks, to seek out the dead and help arms? Six? The rumors are hard to verify. Every
them pass to their rightful rest. You can find them, year it is the same: some explorer visits the jungle
most times, down at the tavern drinking away the villages seeking the ape and returns, never quite
terrors they’ve seen or babbling to themselves in the same, never with a trophy. The pounding of
the madhouse. Death takes a toll on the living, no the drums goes on.
matter how you come by it.

GNOLL ALPHA
GHOUL
SETTING: Ravenous Hordes
SETTING: Undead Legions TAGS: Solitary, Intelligent, Organized
TAGS: Group HP: 12 ARMOR: 2
HP: 10 ARMOR: 1 ATTACK: Sword (2d10·b damage, 1 piercing)
ATTACK: Talons (1d8 damage, 1 piercing) ATTACK TAGS: Close
ATTACK TAGS: Close, Messy SPECIAL QUALITIES: Scent
SPECIAL QUALITIES: Many limbs INSTINCT: To drive the pack
INSTINCT: To eat yyDemand obedience
yyGnaw off a body part yySend the pack to hunt
Gain the memories of their meal Every pack has its top dog. Bigger, maybe—
that’d be the simplest way. Often, though, with
Hunger. Hunger hunger hunger. Desperate
these lank and filthy mutts, it’s not about size or
clinging void-stomach-emptiness hunger. Sharp
sharp teeth but about cruelty. About a willingness
talons to rend flesh and teeth to tear and crack
to kill your brothers and eat them while the pack
bones and suck out the soft marrow inside.
watches. Willingness to desecrate the pack in a
Vomit up hate and screaming jealous anger and
way that cows them to you. If they’re that awful to
charge on twisted legs—scare the living flesh and
each other—to their living kin—think about how
sweeten it ever more with the stink of fear. Feast.
they must view us. It’s hard to be mere meat in a
Peasant or knight, wizard, sage, prince, or priest
land of carnivores.
all make for such delicious meat.

21
GNOLL EMISSARY GOBLIN
SETTING: Ravenous Hordes SETTING: Cavern Dwellers
TAGS: Solitary, Divine, Intelligent, Organized TAGS: Horde, Small, Intelligent, Organized
HP: 18 ARMOR: 1 HP: 3 ARMOR: 1
ATTACK: Ceremonial dagger (1d10+2 damage) ATTACK: Spear (1d6 damage)
ATTACK TAGS: Close, Reach ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Scent SPECIAL QUALITIES:
INSTINCT: To share divine insight INSTINCT: To multiply
yyPass on demonic influence yyCharge!
yyDrive the pack into a fervor yyCall more goblins
yyRetreat and return with (many) more
Oh, an emissary! How nice. I suspect you didn’t
know the gnolls had ambassadors, did you? Yes, Nobody seems to know where these things came
even these mangy hyenas have to make nice from. Elves say they’re the Dwarves’ fault—
sometimes. No, no, not with us. Nor the dwarves, dredged up from a hidden place beneath the
neither. No, the Emissary is the one, among his earth. Dwarves say they’re bad Elvish children,
packmates, who trucks directly with their dripping taken away at birth and raised in the dark. The
demon lord. Frightening? Too right. Every hound truth of the matter is that goblins have always
has a master with his hand on the chain. This gnoll been here and they’ll be here once all the civilized
hears his master’s voice. Hears it and obeys. races have fallen and gone away. Goblins never
die out. There are just too damn many of them.

GNOLL TRACKER
GOBLIN ORKASTER
SETTING: Ravenous Hordes
TAGS: Group, Organized, Intelligent SETTING: Cavern Dwellers
HP: 6 ARMOR: 1 TAGS: Solitary, Small, Intelligent,
ATTACK: Bow (1d8 damage) Magical, Organized
ATTACK TAGS: Near, Far HP: 12 ARMOR: 0
SPECIAL QUALITIES: Scent-tracker ATTACK: Acid orb
INSTINCT: To prey on weakness (1d10+1 damage, ignores armor)
yyDoggedly track prey ATTACK TAGS: Near, Far
yyStrike at a moment of weakness SPECIAL QUALITIES:
INSTINCT: To tap power beyond their stature
Once they scent your blood, you can’t escape.
yyUnleash a poorly understood spell
Not without intervention from the gods, or the
yyPour forth magical chaos
duke’s rangers at least. The desert scrub is a
yyUse other goblins for shields
dangerous place to go exploring on your own
and if you fall and break your leg or eat the Oh Lord, who taught them magic?!!
wrong cactus, well, you’ll be lucky if you die of
thirst before the Gnolls find you. They prefer their
prey alive, see—cracking bones and the screams
of the dying lend a sort of succulence to a meal.
Sickening creatures, no? They’ll hunt you, slow
and steady, as you die. If you hear laughter in the
desert wind, well, best pray Death comes to take
you before they do.

22
GOLEM, FLESH GOLIATH
SETTING: Twisted Experiments SETTING: Cavern Dwellers
TAGS: Horde, Construct TAGS: Group, Huge, Organized, Intelligent
HP: 3 ARMOR: 0 HP: 14 ARMOR: 1
ATTACK: Miscellaneous Claws and ATTACK: Mace (1d8+7 damage)
Teeth (1d6+2 damage) ATTACK TAGS: Reach, Forceful
ATTACK TAGS: Close, Forceful SPECIAL QUALITIES: --
SPECIAL QUALITIES: Many body parts INSTINCT: To retake
INSTINCT: To live yyShake the earth
yyFollow orders yyRetreat, only to come back stronger
yyDetach a body part
They dwell beneath the earth because they do
Stolen bits and pieces in the night. Graveyards not belong above it any longer. An undying race
stealthily uprooted and maybe tonight an arm, of mighty titans fled the plains and mountains in
a leg, another head (the last one came apart ages past—driven out by men and their heroes.
too soon). Even the humblest hedge-enchanter Left to bide their time in the dark, hate and anger
can make do with what he can and, with a little warmed by the pools of lava deep below. It’s
creativity, well—it’s not only the college that can said that an earthquake is a goliath’s birthing cry.
make life, hmm? We’ll show them. Someday they’ll take back what’s theirs.

GOLEM, IRON GRAY RENDER


SETTING: Twisted Experiments SETTING: Lower Depths
TAGS: Group, Large, Construct TAGS: Solitary, Large
HP: 10 ARMOR: 3 HP: 16 ARMOR: 1
ATTACK: Metal fists (1d8+5 damage) ATTACK: Rending claws
ATTACK TAGS: Close, Reach, Forceful (1d10+3 damage, 3 piercing)
SPECIAL QUALITIES: Metal ATTACK TAGS: Close, Reach, Forceful
INSTINCT: To serve SPECIAL QUALITIES: Burrowing
yyFollow orders implacably INSTINCT: To serve
yyUse a special tool or adaptation, built-in yyTear something apart
A staple of the enchanter’s art. Every golemist and On its own, the render is a force of utter destruction.
mechano-thaumaturge in the kingdoms knows Huge and leathery, with a maw of unbreakable
this. Iron is a misnomer, though. These guardians teeth and claws to match, the render seems to
are crafted of any metal, really:steel, copper, or enjoy little more than tearing things apart. Stone,
even gold, in some small cases. As much an art flesh, or steel, it matters little. However, the gray
as a science, the crafting of a fine golem is as render is so rarely found alone. They bond with
respected in the Kingdoms as a bridge newly built other creatures. Some at birth, others as fully-
or a castle erected in the mountains. Unceasing grown creatures, and will follow their bonded
watchdog, stalwart defender, the iron golem master wherever it goes, bringing them offerings
lives to serve, following its orders eternally. Any of meat and protecting them while they sleep.
enchanter worth his salt can craft one, if he can Finding an un-bonded render means certain
afford the materials. If not… riches, if you survive to sell it.

23
GRIFFIN HILL GIANT
SETTING: Dark Woods SETTING: Dark Woods
TAGS: Group, Large, Organized TAGS: Group, Huge, Intelligent, Organized
HP: 10 ARMOR: 1 HP: 10 ARMOR: 1
ATTACK: Talons (d8+3 damage) ATTACK: Thrown rocks (d8+3 damage)
ATTACK TAGS: Close, Reach, Forceful ATTACK TAGS: Reach, Near, Far, Forceful
SPECIAL QUALITIES: Wings SPECIAL QUALITIES: Illusion
INSTINCT: To serve allies INSTINCT: Ruin everything.
yyJudge someone’s worthiness yyThrow something
yyCarry an ally aloft yyDo something stupid
yyStrike from above yyShake the earth
On first glance, one might mistake the griffin for Ever seen an ogre before? Bigger than that.
another magical mistake like the manticore or Dumber and meaner, too. Hope you like having
the chimera. It looks the part, doesn’t it? These cows thrown at you.
creatures have the regal haughtiness of a lion and
the arrogant bearing of an eagle, but they temper
those with the unshakeable loyalty of both. To
earn the friendship of a griffin is to have an ally HYDRA
all your living days. Truly a gift, that. If you’re SETTING: Swamp Denizens
ever lucky enough to meet one be respectful and TAGS: Solitary, Large
deferential above all else. It may not seem it but HP: 16 ARMOR: 2
they can perceive the subtlest slights and will ATTACK: Bite (1d10+3 damage)
answer them with a sharp beak and talons. ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Many heads,
Only killed by a blow to the heart
HELL HOUND INSTINCT: To grow
yyAttack many enemies at once
SETTING: Planar Powers yyRegenerate a body part (especially a head)
TAGS: Group, Planar, Organized
A bit like a dragon, wingless though it may be.
HP: 10 ARMOR: 1
Heads, nine in number at birth, spring from a
ATTACK: Fiery Bite (1d8 damage)
muscled trunk and weave a sinuous pattern in the
ATTACK TAGS: Close
air. A hydra is to be feared—a scaled terror of the
SPECIAL QUALITIES: Hide of shadow
marsh. The older ones, though, they have more
INSTINCT: To pursue
heads, for every failed attempt to murder it just
yyFollow despite all obstacles
makes it stronger. Cut off a head and two more
yySpew fire
grow in its place. Only a strike, true and strong,
yySummon the forces of hell on their target
to the heart can end a hydra’s life. Not time or
When one reneges on a deal, does not the debtor tide or any other thing but this.
come for payment? Does the owed party not send
someone to collect what is due? So too with the
Powers Below. They only want what is theirs. A
howling pack of shadows, flame and jagged
bone, driven by the hunting horn. They will not
cease, they cannot be evaded.

24
IMP KOBOLD
SETTING: Planar Powers SETTING: Swamp Denizens
TAGS: Horde, Planar, Intelligent, Organized TAGS: Horde, Small, Stealthy,
HP: 7 ARMOR: 1 Intelligent, Organized
ATTACK: Flame gout HP: 3 ARMOR: 1
(1d6 damage, ignores armor) ATTACK: Spear (1d6 damage)
ATTACK TAGS: Close, Near, Far ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Made of Order SPECIAL QUALITIES: Dragon connection
INSTINCT: To harass INSTINCT: To serve dragons
yySend information back to hell yyLay a trap
yyCause mischief yyCall on dragons or draconic allies
yyRetreat and regroup
These tiny observer-demons often act as a first-
time binding subject by neophyte warlocks. They Some are wont to lump these little, rat-like dragon-
can be found infesting arcane cabals, drinking men in with goblins and orcs, bugbears and
potions when no-one watches, and chasing pets hobgoblins. They are smarter and wiser than their
and servants with tiny pitchforks. A caricature kin, however. The koboldsare beholden slaves
of true demonhood, these little creatures are, to dragons and were, in ancient times, their
thankfully, not too difficult to bind or extinguish. lorekeepers and sorcerer-servants. Their clans,
with names like Ironscale and Whitewing, form
around a dragon master and live to serve and do
its bidding. Spotting a kobold means more are
INEVITABLE near—and if more are near then a mighty dragon
SETTING: Planar Powers cannot be far, either.
TAGS: Group, Large, Magical,
Cautious, Gibbous, Planar
HP: 21 ARMOR: 5 KRAKEN
ATTACK: Hammer (1d8+1 damage)
ATTACK TAGS: Close, Reach SETTING: Twisted Experiments
SPECIAL QUALITIES: Made of Order TAGS: Solitary, Huge
INSTINCT: To preserve order HP: 20 ARMOR: 2
yyEnd a spell or effect ATTACK: Giant tentacles (1d10+5 damage)
yyEnforce a law of nature or man ATTACK TAGS: Reach, Forceful
yyGive a glimpse of destiny SPECIAL QUALITIES: Aquatic
INSTINCT: To rule the ocean
All things come to an end. Reality bleeds from
yyDrag a person or ship to a watery grave
the cut of entropy’s knife. At the edge of time
yyWrap them in tentacles
itself stand the Inevitable. Massive, powerful and
seemingly carved from star-stuff themselves, the ”A cephalo-what? No, boy. Not “a kraken” but
Inevitable intervene only where magic or calamity “the kraken”. I don’t know what nonsense they
have undone the skein of fate. Where the arrogant taught you at that school you say you’re from,
and powerful boil the substance of destiny away but here, we know to respect the Hungerer. Right,
and seek to undermine the very laws of reality, that’s what we call it, The Hungerer in the Deep
the Inevitable arrive to guide things back to the to be more proper. Ain’t no god, though we’ve
proper order. Unshakable, seemingly immune to got those, too. It’s a squid! A mighty squid with
mortal harm and utterly enigmatic, it is said that tentacles thicker ‘round than a barrel and eyes the
the Inevitable are all that will remain when time’s size of the full moon. Smart, too, the Hungerer.
long thread has run out. Knows just when to strike—when you’re all too
drunk or too tired or run out of clean water, that’s
when he gets you. No, I ain’t ever seen him. I’m
alive, aren’t I?”

25
LARVA LICH
SETTING: Planar Powers SETTING: Undead Legions
TAGS: Horde, Devious, Planar, TAGS: Solitary, Magical, Intelligent,
Intelligent, Planar Cautious, Hoarder, Construct
HP: 10 ARMOR: 0 HP: 16 ARMOR: 5
ATTACK: Slime (2d4·w damage) ATTACK: Magical Force (1d10+3
ATTACK TAGS: Close damage, ignores armor)
SPECIAL QUALITIES: ATTACK TAGS: Near, Far
INSTINCT: To suffer SPECIAL QUALITIES: To un-live
yyFill them with despair yyCast a perfected spell of death or destruction
yyBeg for mercy yySet a ritual or great working into motion
yyDraw evil attention yyReveal a preparation or plan
already completed
Those who have seen visions of the Planes Below,
and survived with their sanity intact, speak of “At the end, they give you a scroll and a jeweled
masses of these writhing wretches. Maggots medallion to commemorate your achievements.
with the face of men and women, crying out for Grand Master of Abjuration, I was called, then.
salvation in a nest of flames. Sometimes, they Old man. Weak and wizened and just a bit too
can be goaded out through a rip in the planar senile for them—those jealous halfwits. Barely
caul and emerge, wriggling and in torment, into apprentices, and they called themselves The New
our world. Once here, they spread misery and Council. It makes me sick, or would, if I still could
sickness during their mayfly lives before expiring be. They told me it was an honor and I would be
into a slurry of gore. All in all, an enticement to remembered forever. It was like listening to my
do good deeds in life. own eulogy. Fitting, in a way, don’t you think?
It took me another ten years to learn the rituals
and another four to collect the material and you
see before you the fruits of my labor. I endure. I
live. I will see the death of this age and the dawn
of the next. It pains me to have to do this, but,
you see, you cannot be permitted to endanger
my research. When you meet Death, say hello for
me, would you?”

26
LIZARDMAN MAGMIN
SETTING: Swamp Denizens SETTING: Lower Depths
TAGS: Group, Stealthy, Intelligent, Organized TAGS: Horde, Intelligent, Organized, Hoarder
HP: 6 ARMOR: 2 HP: 7 ARMOR: 4
ATTACK: Spear (1d6 damage) ATTACK: Flaming hammer (1d6+2 damage)
ATTACK TAGS: Close, Reach ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Amphibious SPECIAL QUALITIES: Firey blood
INSTINCT: To destroy civilization INSTINCT: To craft
yyAmbush the unsuspecting yyOffer a trade or deal
yyLaunch an amphibious assault yyStrike with fire or magic
yyProvide just the right item, at a price
A traveling sorcerer once told me that lizardmen
came before we did. That before elves and Dwarf-shaped and industrious, the magmin are
dwarves and men built even the first of their among the deepest-dwellers of Dungeon World.
wattle huts, a race of proud lizard kings strode Found in cities of brass and obsidian built nearest
the land. That they lived in palaces of crystal and the molten core of the planet, the magmin live a
worshipped their own scaly gods. Maybe that’s life devoted to craft—especially that of fire and
true and maybe it ain’t—now they dwell in places magical items related to it. Surly and strange,
men long forgot or abandoned, crafting tools they do not often deign to speak to petitioners
from volcano-glass and lashing against the works who appear at their gates, even those who have
of the civilized world. Maybe they just want back somehow found a way to survive the hellish heat.
what they lost. Even so, they respect little more than a finely
made item and to learn to forge from a magmin
craftsman means unlocking secrets unknown to
surface blacksmiths. Like so much else, visiting the
MAGGOT-SQUID magmin is a game of risk and reward.
SETTING: Cavern Dwellers
TAGS: Horde, Small
HP: 3 ARMOR: 1 MINOTAUR
ATTACK: Chew (1d6 damage) SETTING: Lower Depths
ATTACK TAGS: Close TAGS: Solitary, Large
SPECIAL QUALITIES: Amphibious, HP: 16 ARMOR: 1
Paralyzing Tentacles ATTACK: Axe (1d10+1 damage)
INSTINCT: To eat ATTACK TAGS: Close, Reach
yyParalyze with a touch SPECIAL QUALITIES: Unerring sense of direction
INSTINCT: To contain
The gods that made this thing were playing yyConfuse them
some sick joke on the civilized folk of the world. yyMake them lost
The maggot-squid wields a face full of horrible
squirming tentacles that, if they touch you, feel ”Head of a man, body of a bull. No, wait, I’ve
like being struck by lightning. They’ll paralyze you got that backwards. It’s the bull’s head and the
and chew you up slowly while you’re helpless. man’s body. Hooves sometimes? Is that right? I
Best to not let it get to that. remember the old king said something about a
maze? Blast! You know I can’t think under this
kind of pressure. What was that? Oh gods, I think
it’s coming…”

27
MANTICORE MOHRG
SETTING: Twisted Experiments SETTING: Undead Legions
TAGS: Solitary, Large, Construct TAGS: Group
HP: 16 ARMOR: 3 HP: 10 ARMOR: 0
ATTACK: Stinger (1d10+1 damage, 1 piercing) ATTACK: Bite (1d8 damage)
ATTACK TAGS: Close, Reach, Messy ATTACK TAGS: Close
SPECIAL QUALITIES: Wings SPECIAL QUALITIES: Many limbs
INSTINCT: To kill INSTINCT: To wreak havoc
yyPoison them yyRage, Add to their collection of guts
yyRip something apart
You never get away with murder. Not really. You
If the chimera is the first step down a dark path, might evade the law, might escape your own
the manticore is a door that can’t be closed once conscience in the end and die, fat and happy in a
it’s been opened. A lion, a scorpion, the wings of mansion somewhere. When the gods themselves
a drake. All difficult to obtain but not impossible notice your misdeeds, though, that’s where your
and just animals, anyway. The last component, luck runs out and a mohrg is born. The mohrg is a
the hissing hateful face of the beast, is the skeleton—flesh and skin and hair all rotted away.
ingredient that makes a manticore so cruel. Young All but their guts—their twisted, knotted guts still
or old, man or woman, it matters not but that they spill from their bellies, magically preserved and
are human, living and breathing, married to the often wrapped, noose-like, about their necks.
creature with twisted magic. All sense of who they They do not think, exactly, but they suffer. They kill
are is lost, and maybe that’s a blessing, but the and wreak havoc and their souls do not rest. Such
beast is born from human suffering. No wonder, is the punishment, both on them for the crime and
then, that they’re all so eager to kill. on all mankind for daring to murder one another.
The gods are just and they are harsh.

MEDUSA
MUMMY
SETTING: Swamp Denizens
TAGS: Solitary, Devious, Intelligent, Hoarder SETTING: Undead Legions
HP: 12 ARMOR: 0 TAGS: Solitary, Divine, Hoarder
ATTACK:Claws (1d6 damage) HP: 16 ARMOR: 1
ATTACK TAGS: Close ATTACK: Smash (1d10+2 damage)
SPECIAL QUALITIES: Look turns you to stone ATTACK TAGS: Close
INSTINCT: To collect SPECIAL QUALITIES: Many limbs
yyTurn a body part to stone with a look INSTINCT: To enjoy eternal rest
yyDraw someone’s gaze yyCurse them
yyShow hidden terrible beauty yyWrap them up
yyRise again
The medusae are children of a serpent-haired
mother, birthing them in ancient times to bear There are cultures who revere the dead. They do
her name across the ages. They dwell near not bury them in the cold earth and mourn their
places of civilization—luring folks to their caves passing. These people spend weeks preparing
with promises of beauty or riches untold. Fine the sacred corpse for its eternal rest. Temples,
appreciators of art, the medusa curate strange pyramids, and great vaults of stone are built to
collections of their victims, terror or ecstasy frozen house them and are populated with slaves, pets
forever in stone. It satisfies their vanity to know and gold. The better to live in luxury beyond the
they were the last thing seen in so many lives. Black Gates, no? Do not be tempted by these
Arrogant, proud, and spiteful, in their way, they vaults—oh, I know that greedy look! Heed my
seek what so many do—endless company. warnings or risk a terrible fate, for the honored
dead do not wish to be disturbed. Thievery will
only raise their ire—don’t say I did not warn you!

28
NAGA NIGHTWING
SETTING: Lower Depths SETTING: Undead Legions
TAGS: Solitary, Intelligent, TAGS: Horde, Stealthy
Organized, Hoarder, Magical HP: 7 ARMOR: 1
HP: 12 ARMOR: 2 ATTACK: Rend (1d6 damage)
ATTACK: Bite (1d10 damage) ATTACK TAGS: Close
ATTACK TAGS: Close, Reach SPECIAL QUALITIES: Wings
SPECIAL QUALITIES: Burrowing INSTINCT: To hunt
INSTINCT: To lead yyAttack from the night sky
yySend a follower to their death yyFly away with prey
yyUse old magic
Scholars of the necromantic arts will tell you that
yyOffer a deal or bargain
the appellation “undead” applies not only to
Ambitious and territorial above nearly all else, those who have lived, died, and been returned
the naga are very rarely found without a well- to a sort of partway living state. It is the proper
formed and insidious cult of followers. You’ll see it name of any creature whose energy originates
in many mountain towns—a snake sigil scrawled beyond the Black Gates. The creature men call
on a tavern wall or a local church burned to the the nightwing is one such—empowered by the
ground. People going missing in the mines. Men negative light of Death’s domain. Taking the
and women wearing the mark of the serpent. At shape of massive, shadowy, winged creatures
the core of it all lies a naga: a member of an old (some more bat-like, some like vultures, others like
race now fallen into obscurity, still preening with some ancient, leathery things) nightwings travel
the head of a human over its coiled, serpent body. in predatory flocks, swooping down to strip the
Variations of these creatures exist depending on flesh from cattle, horses and unlucky peasants
their bloodline and original purpose, but they are out past curfew. Watch the night sky for their red
all master manipulators and magical forces to be eyes. Listen for their screeching call. And hope to
reckoned with. the gods you have something to hide under until
they pass.

NIGHTMARE
SETTING: Planar Powers
TAGS: Horde, Large, Magical, Terrifying, Planar
HP: 7 ARMOR: 4
ATTACK: Trample (1d6+1 damage)
ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Flame and shadow
INSTINCT: To ride rampant
yySheath a rider in hellish flame
yyDrive them away
The herd came from a pact made in the days
when folk still inhabited the Blasted Steppes.
Horselords, they were, who travelled those lands.
Born in the saddle, it was said. One of theirs, in
a bid to dominate his peers, made a black pact
with some fell power and traded away his finest
horses. He had some power, sure—but what’s a
thousand year dynasty when a life is so short?
Now the fiends of the pit ride on the finest horses
ever seen. Coats of shining oil and manes of
tormented flame: these are steeds of hell’s cavalry.

29
OGRE ORC BLOODWARRIOR
SETTING: Dark Woods SETTING: Ravenous Hordes
TAGS: Group, Large, Intelligent TAGS: Horde, Intelligent, Organized
HP: 10 ARMOR: 1 HP: 3 ARMOR: 0
ATTACK: Club (d8+5 damage) ATTACK: Jagged blade (1d6+2 dmg, 1 piercing)
ATTACK TAGS: Close, Reach, Forceful ATTACK TAGS: Close, Messy
SPECIAL QUALITIES: Illusion SPECIAL QUALITIES:
INSTINCT: To return the world to darker days INSTINCT: To fight
yyDestroy something yyFight with abandon
yy Fly into a rage yyRevel in destruction
yy Take something by force
The orcish horde is a savage, bloodthirsty, and
A tale, then. Somewhere in the not-so-long history hateful collection of tribes. There are myths and
of the mannish race there was a divide. In days stories that tell of the origin of their rage—a demon
when men were merely dwellers-in-the-mud with curse, a homeland destroyed, elven magic gone
no magic to call their own, they split in two: one wrong—but the truth has been lost to time. Every
camp left their caves and the dark forests and able orc, be it man or woman, child or elder,
built the first city to honor the gods. The others, a swears fealty to the warchief and their tribe and
wild and savage lot, retreated into darkness. They bears the jagged blade of a bloodwarrior. Men
grew, there. In the deep woods a grim loathing are trained to fight and kill—orcs are born to it.
for their softer kin gave them strength. They found
dark gods of their own, there in the woods and
hills. Ages passed and they bred tall and strong
and full of hate. We have forged steel and they
match it with their savagery. We may have
forgotten our common roots, but somewhere,
deep down, the ogres remember.

ORC BERSERKER
SETTING: Ravenous Hordes
TAGS: Intelligent, Organized
HP: 20 ARMOR: 0
ATTACK: Cleaver (1d10+5 damage)
ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Mutations
INSTINCT: To rage
yyFly into a frenzy
yyUnleash chaos
Stained in the unholy ritual of Anointing By The
Night’s Blood, some warriors of the horde rise
to a kind of twisted knighthood. They trade their
sanity for this honor, stepping halfway into a world
of swirling madness. This makes Berserkers the
greatest of their tribe, though as time passes, the
chaos spreads. The rare Berserker that lives more
than a few years becomes horrible and twisted,
growing horns or an extra arm with which to
grasp the iron cleavers they favor in battle.

30
ORC BREAKER ORC ONE-EYE
SETTING: Ravenous Hordes SETTING: Ravenous Hordes
TAGS: Solitary, Large TAGS: Group, Divine, Magical,
HP: 16 ARMOR: 0 Intelligent, Organized
ATTACK: Massive hammer (1d10+3 HP: 6 ARMOR: 0
damage, ignores armor) ATTACK: Inflict Divine Wounds
ATTACK TAGS: Close, Reach, Forceful (1d8+2 damage ignores armor)
SPECIAL QUALITIES: Mutations ATTACK TAGS: Close, Reach, Near, Far
INSTINCT: To smash SPECIAL QUALITIES: One eye
yyDestroy armor or protection INSTINCT: To hate
yyLay low the mighty yyRend flesh with divine magic
yyTake an eye
”Before you set out across the hordeland, hark
yyMake a sacrifice and grow in power
a moment to the tale of Sir Regnus—like you—a
Paladin of the Order, all a-shine in his plated In the name of He of Riven Sight and by the
armor and with a shield as tall as a man. Proud First Sacrifice of Elf-Flesh do we invoke the Old
he was of it, too—Mirrorshield, he called himself. Powers. By the Second Sacrifice, I make my claim
Tale goes that he’d set his eyes on rescuing to what is mine—the dark magic of Night. In His
some lost priest, a kidnap from the abbey on the image, I walk the path to Gor-sha-thak, the Iron
borders. Regnus came across some orcs in his Gallows! I call to the runes! I call to the clouded
travels, a dozen or so, and thought, as one might, sky! Take this mortal organ, eat of the flesh of our
that they’d be no match. Battle was joined and all enemy and give me what is mine!
was well until one of them orcs emerged from the
fray with a hammer bigger than any man ought
to be able to wield. Built more like an ogre or a
troll, they say it was, and with a single swing, it ORC SHADOWHUNTER
crushed Regnus to the ground, shield and all. It SETTING: Ravenous Hordes
were no ordinary orc, they say. It were a breaker. TAGS: Solitary, Stealthy, Magical, Intelligent
They can’t make plate of their own, see, so maybe HP: 10 ARMOR: 0
it’s jealousy drives these burly things to crush and ATTACK: Poisoned dagger
shatter the way they do. Effective tactic, though. (1d10 damage, 1 piercing)
Careful out there. ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Shadow cloak
INSTINCT: To kill in darkness
yyPoison them
yyMelt into the shadows
yyCloak them in darkness
Not every attack by orcs is torches and screaming
and enslavement. Among those who follow He
of Riven Sight, poison and murder-in-the-dark are
considered sacred arts. Enter the shadowhunter.
Orcs cloaked in Night’s magic who slip into
camps, towns and temples and end the lives
of those within. Do not be so distracted by the
howling of the berserkers that you don’t notice the
knife at your back.

31
ORC SHAMAN ORC WARCHIEF
SETTING: Ravenous Hordes SETTING: Ravenous Hordes
TAGS: Solitary, Intelligent, Organized TAGS: Solitary, Intelligent, Organized
HP: 12 ARMOR: 0 HP: 16 ARMOR: 0
ATTACK: Elemental blast ATTACK: Iron Sword of Ages
(1d10 damage ignores armor) (2d10·b+2 damage)
ATTACK TAGS: Close, Reach, Near, Far ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Elemental power SPECIAL QUALITIES: One-Eye blessings, Shaman
INSTINCT: To strengthen orc-kind blessings, Divine protection from mortal harm
yyGive protection of earth INSTINCT: To lead
yyGive power of fire yyStart a war
yyGive swiftness of water yyMake a show of power
yyGive clarity of air yyEnrage the tribes
The orcs are as old a race as any. They cast There are chiefs and there are leaders of the tribes
bones in the dirt and called to the gods in the among the orcs. There are those who rise to seize
trees and stone as the elves built their first cities. power and fall under the machinations of their
They have waged wars, conquered kingdoms, foes. There is but one Warchief. One orc in all
and fallen into corruption in the aeons it took for the horde who stands above the rest, bearing the
men to crawl from their caves and dwarves to first blessings of the One-Eyes and the Shamans both.
see the light of the sun. Fitting, then, that the old But one who walks with the elements under Night.
ways still hold. They summon the powers of the But one who bears the Iron Sword of Ages and
world to work, to fight and to protect their people, carries the ancient grudge against the civil races
as they have since the first nights. on his shoulders. The Warchief is to be respected,
to be obeyed and above all else, to be feared. All
glory to the Warchief.
ORC SLAVER
SETTING: Ravenous Hordes OTYUGH
TAGS: Horde, Stealthy, Intelligent, Organized
HP: 3 ARMOR: 0 SETTING: Cavern Dwellers
ATTACK: Whip (1d6 damage) TAGS: Solitary, Large
ATTACK TAGS: Close, Reach HP: 20 ARMOR: 1
SPECIAL QUALITIES: ATTACK: Tentacles (1d10+3 damage)
INSTINCT: To take ATTACK TAGS: Close, Reach, Forceful
yyTake a captive SPECIAL QUALITIES: Filth Fever
yyPin someone under a net INSTINCT: To befoul
yyDrug them yyInfect someone with filth fever
yyFling someone or something
Red sails fly in the southern sea. Red sails and
ships of bone, old wood and iron. The warfleet The mating call of the otyugh is a horrible, blaring
of the horde. Orcs down that way have taken cry that sounds like a cross between an elephant
to the sea, harassing island towns and stealing dying and an over-eager vulture. The otyugh
away with fishermen and their kin. It’s said the spends much of its time partly submerged in filthy
custom is spreading north and the orcs learn the water and prefers eating garbage over any other
value of free work. Taken to it like a sacred duty— food. As a result, it often grows fat and strong on
especially if they can get their hands on elves. the offal of orcs, goblins and other cave-dwelling
Hard to think of a grimmer fate than to live out sub-humans. Get too close, however, and you’ll
your life on an orcish galley, back bent under the have one of its barbed tentacles dragging you
lash. into that soggy, razor-toothed maw. If you get
away with your life, best get to a doctor, or your
victory may be short lived.

32
OWLBEAR PURPLE WORM
SETTING: Twisted Experiments SETTING: Cavern Dwellers
TAGS: Solitary, Construct TAGS: Solitary, Huge
HP: 12 ARMOR: 2 HP: 20 ARMOR: 2
ATTACK: Claws (1d10 damage) ATTACK: Bite (1d10+5 damage)
ATTACK TAGS: Close ATTACK TAGS: Reach, Forceful
SPECIAL QUALITIES: Corrosive touch SPECIAL QUALITIES: Burrowing
INSTINCT: To hunt INSTINCT: To consume
yyStrike from darkness yySwallow whole
yyTunnel through stone and earth
Body of a bear. Feathers of an owl. Beak, claws,
and excellent night vision. What’s not to love? Ia! Ia! The Purple Worm! Blessed is its holy
slime! We walk, unworthy, in its miles of massive
tunnels. We are but shadows under its violet and
all-consuming glory. Mere acolytes, we who hope
PEGASUS someday to return to the great embrace of its
SETTING: Twisted Experiments tooth-ringed maw. Let it consume us! Let it eat our
TAGS: Group, Construct homes and villages so that we might be taken! Ia!
HP: 10 ARMOR: 1 Ia! The Purple Worm!
ATTACK: Sharp hooves (1d8 damage)
ATTACK TAGS: Close
SPECIAL QUALITIES: Wings QUASIT
INSTINCT: To carry aloft
yyCarry a rider into the air SETTING: Planar Powers
yyGive their rider an advantage TAGS: Horde, Planar
HP: 7 ARMOR: 2
Don’t go thinking that every creature not natural-
ATTACK: Hellish weaponry (1d6 damage)
born is a horrible abomination. Don’t imagine for
ATTACK TAGS: Close
a second that they’re all tentacles and screaming
SPECIAL QUALITIES: Adaptable form
and blood or whatever. Take this noble beast,
INSTINCT: To serve
for example. Lovely thing, isn’t it? A fine white
yyAttack with abandon
horse with the wings of a swan. Don’t look like it
yyInflict pain
ought to be able to fly, but it does. The elves work
miracles, in their own way. They breed true—that’s An imp with some ambition. A quasit is a kind
the purity of elf-magic at work. Hatching from little of foot soldier in the demon realm. A commoner,
crystal eggs and bonded with their riders for life. armed with fangs or claws or wings or some
There’s still some beauty in the world, mark my other thing to give it just a little edge over its
words. hellish peers. Commonly bound by warlocks to
carry heavy loads or build bridges or guard their
twisted towers, a quasit can take on many forms,
none of them pleasant.

33
RAZOR BOAR ROT GRUB
SETTING: Dark Woods SETTING: Cavern Dwellers
TAGS: Solitary TAGS: Horde, Tiny
HP: 16 ARMOR: 1 HP: 3 ARMOR: 0
ATTACK: Tusks (d10 damage, 3 piercing) ATTACK: Burrow (1d6−2 damage)
ATTACK TAGS: Close, Messy ATTACK TAGS: Hand
SPECIAL QUALITIES: Illusion SPECIAL QUALITIES: Burrow into flesh
INSTINCT: To shred INSTINCT: To infect
yyRip them apart yyBurrow under flesh
yyRend armor and weapons yyLay eggs
yyBurst forth from an infected creature
The tusks of the razor boar shred metal plate
like so much tissue. Voracious, savage and They live in your skin. Or your organ meat. Or
unstoppable, they tower over their mundane kin. your eyeballs. They grow there and then, in a
To kill one? A greater trophy of bravery and skill bloody and horrific display, burrow their way out.
is hard to name, though I hear a razor boar killed Disgusting.
the Drunkard King in a single thrust. You think
you’re a better hunter than he?
RUST MONSTER

ROPER SETTING: Twisted Experiments


TAGS: Group, Construct
SETTING: Cavern Dwellers HP: 6 ARMOR: 3
TAGS: Solitary, Large, Stealthy, Intelligent ATTACK: Corrosive touch (1d8
HP: 16 ARMOR: 1 damage, ignores armor)
ATTACK: Bite (1d10+1 damage) ATTACK TAGS: Close
ATTACK TAGS: Close, Reach SPECIAL QUALITIES: Corrosive touch
SPECIAL QUALITIES: Rock-like Flesh INSTINCT: To decay
INSTINCT: To ambush yyTurn metal to rust
yyEnsnare the unsuspecting yyGain strength from consuming metal
yyDisarm a foe
A very distinctive-looking creature. Something
yyChew on someone
like a reddish cricket, I think. Long crickety legs,
Evolutionary happenstance has created a clever anyhow. Blind, too, as I understand it—they feel
underground predator. Disguised as a rocky their way around with those long moth-looking
formation—most often a stalactite or stalagmite— tendrils. Feed that way, too. Sift through piles of
the roper waits for its prey to wander by. When metal for the choicest bits. That’s what they eat,
it does, whether it’s a rat, a goblin or a foolhardy don’t matter the type, neither. Their merest touch
adventurer, a mass of thin, whipping tentacles turns it all to rusted flakes. Magic lasts longer
erupts from the thing’s hide. A hundred lashes in but under the scrutiny of a rust monster, it’s a
the blink of an eye and the stunned prey is being foregone conclusion. Only the gods know where
dragged into the roper’s mouth. Surprisingly they came from, but they’re a curse if you value
effective for a thing that looks like a rock. your belongings.

34
SAHUAGIN SALAMANDER
SETTING: Swamp Denizens SETTING: Lower Depths
TAGS: Horde, Intelligent TAGS: Horde, Large, Intelligent,
HP: 3 ARMOR: 2 Organized, Planar
ATTACK:Claws Endless teeth HP: 7 ARMOR: 3
(1d6+4 damage, 1 piercing) ATTACK: Flaming spear (2d6·b+3 damage)
ATTACK TAGS: Close, Forceful, Messy ATTACK TAGS: Close, Reach, Near
SPECIAL QUALITIES: Amphibious SPECIAL QUALITIES: Burrowing
INSTINCT: To spill blood INSTINCT: To consume in flame
yyBite off a limb yySummon elemental fire
yyHurl a poisoned spear yyMelt away deception
yyFrenzy at the sight of blood
”The excavation uncovered what the reports called
The shape and craft of men wedded to the hunger a basalt gate. Black stone carved with molten
and the endless teeth of a shark. Voracious and runes. When they dug it up, the magi declared
filled only with hate, these creatures will not stop it inert but further evidence indicates that was an
until all life has been consumed. They cannot be incorrect claim. The entire team went missing.
reasoned with, they cannot be controlled or sated. When we arrived, the gate was glowing. Its light
They are hunger and bloodlust, driven up from filled the whole cavern. We could see from the
the depths of the sea to ravage coastal towns and entrance that the area had become full of these
swallow island villages. creatures—like men with red and orange skin,
tall as an ogre but with a snakes tail where there
legs ought to be. They were clothed, too —some
had black glass armor. They spoke to each other
in a tongue that sounded like grease in a fire. I
wanted to leave but the sergeant wouldn’t listen.
You’ve already read what happened next, sir. I
know I’m the only one that got back, but what I
said is true. The gate is open, now. This is just the
beginning!”

35
SATYR SHADOW
SETTING: Dark Woods SETTING: Undead Legions
TAGS: Group, Devious, Magical, Hoarder TAGS: Horde, Large, Magical, Construct
HP: 10 ARMOR: 1 HP: 11 ARMOR: 4
ATTACK: Charge (2d8·w damage) ATTACK: Shadow touch (1d6+1 damage)
ATTACK TAGS: Close ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: Enchantment SPECIAL QUALITIES: Shadow Form
INSTINCT: To enjoy
yyPull others into revelry through magic INSTINCT: To darken
yyForce gifts upon them yySnuff out light
yyPlay jokes with illusions and tricks yySpawn another shadow from the dead
One of only a very few creatures to be found in
the old woods that don’t outright want to maim, We call to the elements. We call on fire, ever-
kill, or eat us. They dwell in glades pierced by burning. We summon water, life-giving. We
the sun, and dance on their funny goat-legs to beseech the earth, stable-standing. We cry to
enchanting music played on pipes made of the air, forever-changing. These elements we
bone and silver. They smile easily and, so long recognize and give our thanks but ask to pass.
as you please them with jokes and sport, will The elemental we call upon this night knows
treat our kind with friendliness. They’ve a mean another name. We call upon the element of Night.
streak, though, so if you cross them, make haste Shadow, we name you. Death’s messenger and
elsewhere; very few things hold a grudge like the black assassin, we claim for our own. Accept
stubborn satyr. our sacrifice and do our bidding ‘til the morning
come.

SAUROPOD
SIGBEN
SETTING: Swamp Denizens
TAGS: Group, Huge, Cautious SETTING: Undead Legions
HP: 18 ARMOR: 4 TAGS: Horde, Large, Construct
ATTACK:Claws Trample (1d8+5 damage) HP: 11 ARMOR: 2
ATTACK TAGS: Reach ATTACK: Tail whip (1d6+1 damage)
SPECIAL QUALITIES: Armor plated body ATTACK TAGS: Close, Reach
INSTINCT: To endure SPECIAL QUALITIES: Vampire spawn
yyStampede INSTINCT: To disturb
yyKnock something down yyPoison them
yyUnleash a deafening bellow yyDo a vampire’s bidding
Great lumbering beasts, they live in places long Aswang-hound and hopping whip-tail! Sent by
since forgotten by the thinking races of the world. vampires on their two, twisted legs, these ugly
Gentle if unprovoked, but mighty if their ire is things look like the head of a rat or a crocodile,
raised, they trample smaller creatures with the maybe, furry though and sharp of tooth. They
care we might give to crushing an ant beneath have withered wings, but cannot use them and
our boots. If you see one, drift by and gaze in long, whipping tails, spurred with poison tips.
awe, but do not wake the giant. Stupid, vengeful and mischievous they cause all
kinds of chaos when let out of the strange clay
jars in which they’re born. Only a vampire could
love such a wretched thing.

36
SKELETON SPIDERLORD
SETTING: Undead Legions SETTING: Cavern Dwellers
TAGS: Horde TAGS: Solitary, Large, Devious, Intelligent
HP: 7 ARMOR: 1 HP: 16 ARMOR: 3
ATTACK: Slam (1d6 damage) ATTACK: Mandibles (1d8+4 damage)
ATTACK TAGS: Close ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: No flesh SPECIAL QUALITIES: Burrowing
INSTINCT: To take the semblance of life INSTINCT: To weave webs
yyAct out what it did in life (literal and metaphorical)
yySnuff out the warmth of life yyEnmesh in webbing
yyReconstruct from miscellaneous bones yyPut a plot into motion
Dem bones, dem bones, dem dry bones. Even spiders have their gods, whispered to in
webs with little praying arms.

SPECTRE
SPRITE
SETTING: Undead Legions
TAGS: Solitary, Hoarder SETTING: Dark Woods
HP: 12 ARMOR: 0 TAGS: Horde, Tiny, Stealthy,
ATTACK: Withering touch (1d10 damage) Magical, Devious, Intelligent
ATTACK TAGS: Close HP: 3 ARMOR: 0
SPECIAL QUALITIES: Insubstantial ATTACK: Dagger (2d4·w damage)
INSTINCT: To drive life from a place ATTACK TAGS: Hand
yyTurn their haunt against a creature SPECIAL QUALITIES: Wings, Fey Magic
yyBring the environment to life INSTINCT: To play tricks
yyPlay a trick to expose someone’s true nature
For some folk, when they pass, Death himself
yyConfuse their senses
cannot release their grip on the places they love
most. A priest whose devotion to the temple is yyCraft an illusion
greater than that of his god. A banking guild I’d classify them elementals, except that “being
official who cannot bear to part with his vault. A annoying” isn’t an element.
drunk and his favorite tavern. All make excellent
spectres. They act not out of the usual hunger that
drives the undead, but jealousy. Jealousy that
anyone else might come to love their home as
much as they do and drive them out. These places
belong to them and these invisible spirits will kill
before they’ll let anyone send them to their rest.

37
SWAMP SHAMBLER TREANT
SETTING: Swamp Denizens SETTING: Dark Woods
TAGS: Solitary, Large, Magical TAGS: Group, Huge, Intelligent, Gibbous
HP: 23 ARMOR: 1 HP: 21 ARMOR: 4
ATTACK: Lash (1d10+1 damage) ATTACK: Walloping branches (d8+5 damage)
ATTACK TAGS: Close, Reach, Forceful ATTACK TAGS: Reach, Forceful
SPECIAL QUALITIES: Swamp form SPECIAL QUALITIES: Wooden
INSTINCT: To preserve and create swamps INSTINCT: To protect nature
yyCall on the swamp itself for aid yyMove with implacable strength
yyMeld into the swamp yySet down roots
yyReassemble into a new form yySpread old magic
Some elementals are conjured up in sacred circles “Old and tall and thick of bark
etched in chalk. Most, in fact. There’s a sort of They walk amidst the tree-lined dark
science to it. Others, though, aren’t so orderly— Strong and slow and forest-born,
they don’t fall under the carefully controlled Treants anger quick, we warn
assignments of fire , air, water, or earth. Some If to woods with axe ye go
are a natural confluence of vine and mire and Know the treants be thy foe”
fungus. They do not think the way a man might
think. They cannot be understood as one might
understand an elf. They simply are. Spirits of the
swamp. Shamblers in the mud. TRITON NOBLE
SETTING: Ravenous Hordes
TAGS: Group, Organized, Intelligent
THE TARRASQUE HP: 6 ARMOR: 2
ATTACK: Trident (1d8 damage)
SETTING: Planar Powers ATTACK TAGS: Close, Near, Far
TAGS: Solitary, Huge, Planar SPECIAL QUALITIES: Aquatic
HP: NA ARMOR: NA INSTINCT: To lead
ATTACK: NA yyStir tritons to war
ATTACK TAGS: NA yyCall reinforcements
SPECIAL QUALITIES: Impervious
INSTINCT: To consume
The triton ruling houses were chosen, they say, at
yySwallow a person, group, or place whole
the dawn of time. Granted lordship over all the
yyRelease a remnant of a long-
races of the sea by some now-forgotten god. These
eaten place from its gullet
bloodlines continue, passing rulership from father
The Tarrasque. Legendary unstoppable to daughter and mother to son through the ages.
juggernaut—eater of cities and swallower of Each is allowed to rule their city in whatever way
ships, horses, and knights. A creature unseen in they choose—some alone or with their spouses,
an age but about whom all kinds of stories are others in council of brothers and sisters. In ages
told. One thread of truth weaves through these past, they were known for their sagacity and
stories. It cannot be killed. No blade can pierce bloodlines of even-temper were respected above
its stony shell nor spell penetrate the shield it all else. The tidecallers prophecy is changing that:
somehow bears. Stories say, though, that the will nobles are expected to be strong, not wise. The
of one pure soul can send it to slumber, though nobles have begun to respond, and it is feared by
what that means and, by the gods, where such a some that the ancient blood is changing forever. It
thing might be found, pray we do not ever need may be too late to turn back. Time and tide wait
to learn. It slumbers. Somewhere in the periphery for none.
of the planar edge, it sleeps for now.

38
TRITON SPY TRITON TIDECALLER
SETTING: Ravenous Hordes SETTING: Ravenous Hordes
TAGS: Solitary, Stealthy, Intelligent, Organized TAGS: Group, Divine, Magical, Intelligent
HP: 12 ARMOR: 2 HP: 6 ARMOR: 2
ATTACK: Trident (2d10·w damage) ATTACK: Waves (1d8+2
ATTACK TAGS: Close, Near damage, ignores armor)
SPECIAL QUALITIES: Aquatic ATTACK TAGS: Near, Far
INSTINCT: To spy on the surface world SPECIAL QUALITIES: Aquatic, Mutations
yyReveal their secrets INSTINCT: To bring on The Flood
yyStrike at weakness yyCast a spell of water and destruction
yyCommand beasts of the sea
A fishing village caught one in their net, some
yyReveal divine proclamation
time ago. Part a man and part some scaly sea
creature, it spoke in a broken, spy-learned form Part priest, part outcast among their kind, the
of the common tongue before it suffocated in the tidecaller speaks with the voice of the deeps.
open air. It told the fishermen of a coming tide, They can be known by their mutations—
an inescapable swell of the power of some deep- transparent skin, perhaps, or rows of teeth like
sea god and that the triton empire would rise up a shark. Glowing eyes or fingertips, angler-lights
and drag the land down into the ocean. The tale in the darkness of their underwater kingdom.
spread and now, when fishermen sail the choppy They speak in a strange tongue that can call
seas, they watch and worry that the dying triton’s and command creatures of the sea. They ride
tales were true. That there are powers deep below wild hippocampi and cast strange spells that rot
that watch and wait. They fear the tide is coming through the wooden decks of ships or encrust
in. them with barnacles heavy enough to sink. It is
the tidecallers who come, now, back to the cities
of the triton, bearing word that the prophecy is
coming to pass. The world of men will drown
TRITON SUB-MARINER in icy brine. The tidecallers speak and the lords
SETTING: Ravenous Hordes begin to listen.
TAGS: Group, Organized, Intelligent
HP: 12 ARMOR: 3
ATTACK: Harpoon (2d8·b damage)
ATTACK TAGS: Close, Near, Far
SPECIAL QUALITIES: Aquatic
INSTINCT: To wage war
yyLead tritons to battle
yyPull them beneath the waves
The triton are not a militant race by nature. They
shy away from battle except when the sahuagin
attack, and then they only defend themselves
and retreat into the depths where their foes
can’t follow. This trend begins to change. As
the tidecallers come to rally their people, some
triton men and women take up arms. They call
these generals “sub-mariners” and build for them
armor of shells and hardened glass. They swim
in formation, wielding pikes and harpoons and
attack the crews of ships that wander too far from
port. Watch for their pennants of kelp on the
horizon and the conch-cry of a call to battle and
keep, if you can, your boats near shore.

39
TROGLODYTE VAMPIRE
SETTING: Cavern Dwellers SETTING: Undead Legions
TAGS: Group, Organized TAGS: Group, Stealthy, Organized, Intelligent
HP: 10 ARMOR: 1 HP: 10 ARMOR: 2
ATTACK: Club (1d8 damage) ATTACK: Supernatural force
ATTACK TAGS: Close (1d8+5 damage, 1 piercing)
SPECIAL QUALITIES: ATTACK TAGS: Close, Forceful
INSTINCT: To prey on civilization SPECIAL QUALITIES: Changing form,
yyRaid and retreat Ancient mind
yyUse scavenged weapons or magic INSTINCT: To manipulate
yyCharm someone
Long-forgotten, our last remaining ancestors dwell
yyFeed on their blood
in caves in the wild parts of the world. Driven
away by our cities and villages, our iron swords yyRetreat to plan again
and our fire, these ape-men eat their meat raw We fear them, because they call to us. So
with sharp-nailed hands and jagged teeth. They much like us, or how we hope to be: beautiful,
strike out at frontier villages wielding clubs and passionate, and powerful. They are drawn to us
in overwhelming numbers to seize cattle, tools, for what they cannot be: warm, kind, and alive.
and poor prisoners to drag into the hills. Known These tormented souls can only hope, at most, to
for their viciousness and their stink, they’re an old pass their dreadful curse along. Every time they
and dying race we’d all sooner forget existed. feed they run the risk of passing along their torture
to another and in each one lives the twisted seed
of its creator. Vampires beget vampires. Suffering
begets suffering. Do not be drawn in by their
TROLL seduction or you may be given their gift—a crown
SETTING: Swamp Denizens of shadows and the chains eternal undying grief.
TAGS: Solitary, Large
HP: 20 ARMOR: 1
ATTACK:Club (1d10+3 damage)
ATTACK TAGS: Close, Reach, Forceful
SPECIAL QUALITIES: Regeneration
INSTINCT: To smash
yyUndo the effects of an attack (unless
caused by a weakness, your call)
yyHurl something or someone
Tall. Real tall. Eight or nine feet when they’re
young or weak. Covered all over in warty, tough
skin, too. Big teeth, stringy hair like swamp moss
and long, dirty nails. Some are green, some
grey, some black. They’re clannish and hateful of
each other, not to mention all the rest of us. Near
impossible to kill, too, unless you’ve fire or acid to
spare—cut a limb off and watch. In a few days,
you’ve got two trolls where you once had one. A
real serious problem, as you can imagine.

40
WEREWOLF WIGHT-WOLF
SETTING: Dark Woods SETTING: Undead Legions
TAGS: Solitary, Intelligent TAGS: Horde, Organized, Intelligent
HP: 12 ARMOR: 1 HP: 7 ARMOR: 0
ATTACK: Bite (d10+2 damage, 1 piercing) ATTACK: Pounce (1d6+1 damage 1 piercing)
ATTACK TAGS: Close, Messy ATTACK TAGS: Close
SPECIAL QUALITIES: Weak to silver SPECIAL QUALITIES: Shadow form
INSTINCT: To shed the appearance of civilization INSTINCT: To hunt
yyTransform to pass unnoticed as beast or man yyEncircle prey
yyStrike from within yySummon the pack
yyHunt like man and beast
Like the nightwing, the wight-wolf is a creature
”Beautiful, isn’t it? The moon, I mean. She’s not spawned in our world. Somehow slipping the
watching us, you know? Her pretty silver eyes seals of the Black Gates of Death, these spirits
watch us while we sleep. Mad, too—like all the take the shape of massive hounds or shadowy
most beautiful ones. If she were a woman, I’d bend wolves and hunt the living for sport. They travel
my knee and make her my wife on the spot. No, in packs, led by a mighty alpha, but bear a
I didn’t ask you here to speak about her, though. kind of intelligence unknown to true canines.
The chains? For your safety, not mine. I’m cursed, Their wild hunts draw the attention of intelligent
you see. You must have suspected. The sorcerer- undead—liches, vampires and the like—who will
kings called it “lycanthropy” in their day—passed sometimes make pacts with the alpha and serve a
on by a bite to make more of our kind. No, I grim purpose together. Listen for the baying of the
could find no cure. Please, Don’t be scared. You hounds of Death and pray that they do not howl
have the arrows I gave you? Silver, yes. Ah, you for you.
begin to understand. Don’t cry, sister. You must
do this for me. I cannot bear more blood on my
hands. You must end this. For me.“
WILL-O-WISP
SETTING: Swamp Denizens
TAGS: Solitary, Tiny, Magical
HP: 12 ARMOR: 0
ATTACK:Ray (w[2d8−2] damage)
ATTACK TAGS: Near
SPECIAL QUALITIES: Body of light
INSTINCT: To misguide
yyLead someone astray
yyClear a path to the worst place possible
Spot a lantern floating in the darkness, lost traveler
in the swamp. Hope—a beacon of shimmering
light. You call out to it, but there’s no answer. It
begins to fade and so you follow, sloshing through
the muck, tiring at the chase, hoping you’re being
led to safety. Such a sad tale that always ends
in doom. These creatures are a mystery—some
say they’re ghosts, others beacons of faerie light.
Nobody knows the truth. They are cruel, however.
All can agree on that.

41
WORD DEMON XORN
SETTING: Planar Powers SETTING: Twisted Experiments
TAGS: Solitary, Planar, Magical TAGS: Solitary, Large, Construct
HP: NA ARMOR: NA HP: 12 ARMOR: 2
ATTACK: NA ATTACK: Maw (1d10 damage)
ATTACK TAGS: NA ATTACK TAGS: Close, Reach
SPECIAL QUALITIES: NA SPECIAL QUALITIES: Burrowing
INSTINCT: To further their word INSTINCT: To eat
yyCast a spell related to their word yyConsume stone
yyBring their word into abundance yyGive off a burst of light and heat
All of mortal magic is just words. Spells are Dwarf-made elemental garbage muncher.
prayers, rote formula, runes cast, or songs sung. Shaped like a trash bin with a radius of arms to
Letters, words, sentences, and syntax strung feed excess rock and stone into its gaping maw.
together in a language that the whole world itself They eat stone and excrete light and heat. Perfect
might understand. By way of words we can make for operating a mine or digging out a quarry.
our fellows cry or exult, can paint pictures and Once one gets lost in the sewers below a city,
whisper desire to the gods. No little wonder, then, though, or in the foundation of a castle? You’re
that in all that power is intent. That every word we in deep trouble. They’ll eat and eat until you’ve
utter, if repeated and meaning or emotion given to got nothing left but to collapse the place down on
it, can spark a kind of unintentional summoning. it and move somewhere else. Ask Burrin, Son of
Word daemons are called by accident, appear Fjornnvald, exile from his clan. I bet he could tell
at random and are often short-lived, but come you a story about a Xorn.
to attend a particular word. Capricious,
unpredictable and dangerous, yes—but possibly
useful, depending on the word.
ZOMBIE
SETTING: Undead Legions
WORG TAGS: Horde
HP: 11 ARMOR: 1
SETTING: Dark Woods ATTACK: Bite (1d6 damage)
TAGS: Horde, Organized ATTACK TAGS: Close
HP: 3 ARMOR: 1 SPECIAL QUALITIES: Insubstantial
ATTACK: Bite (d6 damage) INSTINCT: Braaaaaains
ATTACK TAGS: Close yyAttack with overwhelming numbers
SPECIAL QUALITIES: Weak to silver yyCorner them
INSTINCT: To serve yyGain strength from the dead
yyCarry a rider into battle yySpawn more zombies
yyGive its rider an advantage
When there’s no more room in Hell…
As horses are to the civil races, so go the worg
to the goblins. Mounts, fierce in battle, ridden
by only the bravest and most dangerous, are
found and bred in the forest primeval to serve the
goblins in their wars on men. The only safe worg
is a pup, separated from its mother. If you can
find one of these, or make orphans of a litter with
a sharp sword, you’ve got what could become a
loyal protector or hunting hound in time. Train it
well, mind you, for the worg are smart and never
quite free of their primal urges.

42

You might also like