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Owlbear Solitary, Large Natural (b[2d10+4] damage 1 piercing) 16 HP 2 armor Forceful The owlbear is a docile creature till aggravated, owl like in appearance but the build of a bear and the claws of one too. It can take to the skies but also fight with great power Instinct: To eat
- Claw and bite
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Giant Fire Salamander Solitary, Large Bite (d10 damage) 16 HP 0 armor Special Qualities: Immune to fire The traditional mythical salamander (a name derived from the Persian meaning “fire within”); this version is essentially a giant amphibian from a fire dimension that relates to fire the way regular amphibians do to water. Instinct: Hunt
- Consume
- Heal in extreme heat
- Bathe in lava
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Will-o-Wisp Solitary, Tiny, Magical, Amorphous Electrical Bolt (d6 damage) 6 HP 0 Hand, Ignores Armor Special Qualities: Incorporeal, Only damaged by magic or magic weapons Will-o’-wisps can be yellow, white, green, or blue. They are easily mistaken for lanterns, especially in the foggy marshes and swamps where they reside. A will-o’-wisp’s body is a globe of pure energy about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch. In order to sustain itself, it must feed off upon the electricity generated by the brains of people who realize they are about to die. It lures those who wander into its midst by taking the form of a guiding light (the creatures can alter their forms, size and color to a small extent), and then have them wander into deep pools where they get sucked down and drown. The wisp then feeds on the energy generated. If the creature cannot lure victims into a trap, it is also capable of generating electricity on its surface to act as a attack. Instinct: Doom
- Lure
- Trick
- Consume
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Flame Salamander Solitary, Magical, Stealthy, Planar Fiery spear (d8 damage) 14 HP 2 armor Close, Ignores Armor Special Qualities: Immune to Fire The Flame Salamander is an outsider from a hell dimension of Fire. It resembles a mix of a snake and a human made out of fire, magma, and smoke. From the waist up, it resembles an orange and black human, generally male (though females also exist) with fiery hair and beard.It is a free-willed, highly intelligent type of evil fire elemental. No one knows the true intentions of the evil, mysterious creatures known as Flame Salamanders.Scholars and sages all believe that the creatures have a sinister purpose for coming to Dungeon World, but only the Flame Salamanders know it, and they are not telling.Mages and priests who worship them are capable of summoning them for a short while. Instinct: Burn
- Spread chaos
- Plots with evildoers
- Burn the entire world!
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Harryhausen Medusa Solitary, Construct Arrows (d6) or Constriction (d12 damage) 12 HP 2 armor Close (Gaze or Constriction), Far (Arrows) Special Qualities: Gaze turns victim to stone, Demon Guardian of the Ancient World, Loves to talk, Darksight A mixture of naga and medusa; this creature is more snake than woman. The Harryhausen Medusa is usually a cursed guardian of ancient temples, treasures or portals to the Underworld. Amazingly strong, quick and deadly many feel its only real weakness is a fondness for toying with its prey. A keen archer even in total darkness. Instinct: Gaze turns to Stone
- Collects statues
- Loves Harryhausen films
- Likes to Monologue
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Magic door Solitary, Stealthy, Intelligent, Construct Magic bolts (d10 damage) 12 HP 3 armor Close, Ignores Armor Special Qualities: Arcane Construct Created to guard magic doors will only answer to the proper key or code word; often the answer to a riddle. Otherwise they delight in foiling intruders by sending them on false quests, directing them to traps or simply wasting the party's time. Instinct: Block entry
- Guards access
- Lie
- Direct to doom
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Dybbuk Solitary, Magical, Terrifying Personality drain (d10 damage) 12 HP 0 armor Close, Ignores Armor Special Qualities: Undead, Incorporeal, Only harmed by magic or magical weapons A dybbuk is a misplaced soul who has eluded judgment. Like a ghost, it lingers on in the mortal world, either trying to fulfill a need to right some great failure that has marked its soul for eternity or merely to spread torment. Most dybbuks desperately seek a new body to inhabit. A Dybbuk will "kill" a victim and then inhabit that body until driven out by death, spell or ritual.A Heal spell will be required to restore that person's personality. Often confined in a "Dybbuk Box" or other cursed item. Instinct: Possess innocents
- Terrify
- Rectify failure
- Inhabit human shells
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Yellow Musk Zombie Group Bite (d6 damage) 6 HP 0 armor Close A yellow musk zombie is a rotting creature from which wet green vines have sprouted. Treat a yellow musk zombie as a standard zombie, but it is not undead. It is a plant creation of the Yellow Musk Creeper. Instinct: Destroy Intruders!
- Obey the Yellow Musk Creeper
- Slow
- Mindless
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Yellow Musk Creeper Solitary, Large, Devious Tendril (d6 damage) 16 HP 0 armor Special Qualities: Sprays Yellow Musk Zombie Pollen The yellow musk creeper is a hideous plant that grows in haunted graveyards, grisly battlefields, and other places where death hangs heavy in the air and thick in the soil. The yellow musk creeper's method of procreation is singularly frightful—it slays the living, infests them with its seeds and pollen, then animates them as zombies. These zombies serve the plant as a guardian, but when new zombies are created, older ones wander off, collapsing and breaking apart to give seed to a new yellow musk creeper. Custom Move: When you inhale yellow musk pollen, ROLL+WIS. On a 10+, you keep control. On a 7-9, choose 1: You're not dizzy for hours.(-1 on all rolls until you next make camp) You don't have to Defy danger vs. WIS to attack the musk. You don't take your friends for musk zombies. On a 6-, you're under the yellow musk charm. Fall asleep in the deadly embrace of the Yellow Musk Creeper, zombie soon to be... Instinct: Create Zombies
- Spray Pollen
- Creates Yellow Musk Zombies