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Mantis-rex Solitary, Huge, Cautious, Terrifying Attack with it claws (d10+5 damage 4 piercing) 23 HP 5 armor Reach, Ignores Armor Special Qualities: camouflage, Gaint A massive Mantis the size of a small house, It behavior and attacks are that of a standard mantis, but are far more deadly against woodbe adventures. The speed at which it can attack is nearly impossible for anyone to track visually, let alone react fast enough to defy the dangerous speeds. Instinct: To eat
- -1 for defy danger when attacking with claws
- Attempts to eat when grabbing opponents.
- Will leave if satisfied from eating
- in large enough forest, can become nearly invisible when hiding
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Grasper Solitary, Large, Stealthy Grasp and munch (d10+2 damage) 12 HP 3 armor Reach Listen here, boy. These woods might look green and all genial like, but don’t end up like your pop. “Ho! That’s a strange lookin’ tree!” Was his last words. I saw it happen. Grasper, got him before he could even squeal. What’s that, you ask? Did he teach you nothin’? You’ve seen those caterpillars... yeah, yeah, the ones who turn into those pretty butterflies. Picture that but bigger than a horse. It’ll blend right in with the trees, then strike when you’re not ‘spectin it. It’s the stuff of nightmares, believe me. What’d you say? What’s it turn into if not a butterfly? Gods, boy, what’s wrong with you, asking me somethin’ like that? Don’t think I’ll sleep ever again. ((From the Dungeon World supplement "Grim World")) Instinct: To feed on unsuspecting prey
- Camouflage as a tree
- Grab someone suddenly
- Retreat to camouflage again
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Ecstatic Group, Intelligent fists and tearing bites (d8 damage) 10 HP 0 armor Hand Ecstatics are gangs of men and women driven to a state of frenzy through their worship of carnal deities, and indulgence in wine and various magically-infused narcotics. In this state, they lose all self control, begin shouting excitedly, engage in uncontrolled sexual behavior, and ritualistically hunt down and tear animals (and sometimes men and children) to pieces, devouring the raw flesh. Instinct: to revel and rave
- Rampage around in a state of bestial euphoria
- Engage in uncontrolled sexual behavior
- Hunt down animals or men
- Devour flesh
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Glowhound Group, Stealthy, Organized, Intelligent, Hoarder, Terrifying glass-like teeth & claws (d8 damage) 10 HP 0 armor Close Special Qualities: Amphibious, Flourescent and translucent flesh Sometimes you'll find yourself lost in the woods with no telling how long until you're out. Right when you think you'll collapse from thirst, you'll see a light. When the light leads you to a pool of drinkable water, you'd believe that angels are guiding you, but the truth is far more devious. Once drunk, the water will turn your skin blank and see-through. If you, by chance or divine favor, can continue without succumbing to their poison, they will come for you. They're a haunting breed of dog and man, though seemingly made from water rather than flesh and blood. There's no telling how many of them rests in a given pool of water. They may not be in all of them, but any of them. Instinct: Spread their territory
- Disappear in a body of water
- Poison water with a touch
- Call for allies from a body of water
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Wardwraith Solitary, Intelligent, Planar Touch of Death (w[2d6] damage) 12 HP 0 armor Close, Ignores Armor, Near Special Qualities: Incorporeal Some places are crowded with spirits, kept around to ward monsters away. Some spirits find this an acceptable existence, though others want nothing more but to pass on. These ones will seek out the living that travel through their lands and seek their guidance. Those that aid the spirits find their way are blessed with their mark, while those that try to stand in their way are cursed by it. Instinct: Pass beyond the gates of Death
- Seek directions to the lands beyond
- Curse a foe with Death's mark
- Bless a helpful traveller with their ward
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Spiritbound Construct Solitary, Large, Magical, Construct Head-sized fists (d10+5 damage 1 piercing) 20 HP 4 armor Forceful, Close, Reach Special Qualities: Spiritbinding metal chassi, Self-rebuilding This construct was created centuries ago, as an attempt to ease the restless spirits of the world. Drawn to a place where the souls of the deceased gather in great numbers, it is forced to wander, absorbing any spirit seeking vengeance or driven by hate, so that it may carry out its orders. It cares little for morality or obstacles in its way, focusing only on the objective at hand. It’s metal plating carry regal colors of bright blue, crimson, and gold, and it's royal visage have brought unfortunate ends for many. Rivertowns have been drowned, forest settlements destroyed by overgrowth, and great cities crumbled in on themselves; spirits of the world uniting in vengeance against the living, reshaping the world to sate their hate. Instinct: Avenge the dead
- Absorb a restless spirit, captive or free
- Reshape elements into the tool for an ironic demise
- Effortlessly break through an obstacle in its way
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Martikhora Solitary, Large, Stealthy, Devious, Intelligent Claw swipe (b[2d10+2] damage 1 piercing) 16 HP 1 armor Close, Reach, Near The Martikhora prowls the forests and jungles surrounding villages and settlements. The villagers are under her protection, and she guards them from their worst foe: themselves. She believes that mankind should stay in their villages, where they are safe, and anyone who strays must be punished. Any unfortunate wanderer who finds themself in the Martikhora's territory will be punished with a painful death, and be devoured. She claims that offerings of treasure and food will cease her relentless attacks, but they never do. The Martikhora will flee when faced with a real threat, returning to claim her due only when she has the advantage to go in for the kill. Instinct: Punish the wayward
- Find travellers to feed on
- Ambush from the trees
- Poison someone with a well-aimed tail spike throw.
- Flee to lick wounds
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Lacedon Group, Terrifying Deathly Touch (d8 damage 1 piercing) 10 HP 0 armor Close Special Qualities: Undead, Aquatic Marine form of a the ghoul. Custom Move: When you are first touched by a Lacedon, ROLL+CON. On a 10+, you keep going. On a 7-9, you choose 1: You don't take -1 ongoing until you rest. Your movements are not slowed down. A part of your body is not paralyzed. On a 6-, you're paralyzed until the party makes camp.(Note: Elves immune) Instinct: Consume
- Marine ghoul
- Gain the memories of their meal
- (Paralyze with a touch)
- Gnaw off a body part
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Curhadac Solitary, Large, Magical, Devious, Intelligent, Hoarder claws and blades (d10+4 damage 1 piercing) 16 HP 3 armor Forceful, Close, Near (scream) Special Qualities: Immune to sleep and charm spells The curhadac selects victims one by one, incapacitating them and bringing them to its lair. It then proceeds to slowly and painfully disassemble a victim, creating brushes from its hair and bones, and paint from its various organs and blood. It paints a portrait of another victim on a canvas made from the flayed skin. After 6 paintings are completed, it gives them to the 7th captive as a gift, and then releases that captive. Instinct: to produce its grisly art
- Produce grisly paintings that have a certain value in the right market
- Cause physical torment to a selected target with an animalistic scream
- Make off with a victim that few will notice is gone
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Displacer beast Solitary, Large, Stealthy, Planar Spiked Tentacles (d10 damage 1 piercing) 16 HP 3 armor Reach Instinct: to hunt for sport
- Be a few feet away from where it appears to be.
- Attack an unsuspecting victim
- Create multiple illusions