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Hobgoblin Footsoldier Horde, Organized, Intelligent, Cautious Longsword (d6 damage) 3 HP 4 armor Close Take the fecund nature or goblins but give them the intelligence of a human and you have a Hobgoblin. From the top to the bottom, their culture emphasizes ruthlessness and devotion to the cause and your superiors. As a result, Hobgoblins are incredibly loyal and orderly - they attack not as a screaming horde but as a well-oiled machine. Instinct: To wage war
- Fight in formation
- Call for reinforceents
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Sandwormdile Group, Large, Devious Jaws (d6+2 damage) 10 HP 1 armor Special Qualities: It can swim through sand. The sandwormdile is a horrible mix between a worm a crocodile, with the terrible ability to swim across the sand like a shark would do at sea. Many desert dwellers have described them as a large crocodile without legs. It is said that some tribes have managed to tame them and use them as mounts. Instinct: Take its prey to the underground.
- Feel the surface disturbance.
- Surprise their prey from below
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Corpse Golem Solitary, Construct, Terrifying sledgehammer fists (d10+4 damage) 20 HP 1 armor Close, Forceful The product of experiments in necromancy and mad science. The most potent parts of deceased corpses, arms of a strangler, legs of an athlete, and sometimes animals, are stitched together and reanimated through foul necromancy. These reanimated monsters serve their creator until something causes their vestigial mind to snap, at which point they run amok. Instinct: to serve its master
- Absorb arcane energies and use those forces to bolster its strength
- Horrify with its blasphemous visage
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Sabertooth Solitary claws (b[2d10] damage 2 piercing) 12 HP 1 armor Close The vicious Sabertooth is a solitary predator that hunts its prey mostly by ambushing it. A great sprinter and strong at leaping, the Sabertooth is not made for long-distance running. Although it stems from a pre-historic age, it does not shy away from attacking even small groups of people. Instinct: To hunt its prey
- Sneeking up on prey
- Leap-attack
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Mammoth Group, Huge, Organized Tusks (d8+7 damage 2 piercing) 18 HP 1 armor Reach, Forceful Mammoths are among the larges animals in Dungeon World. They live in small herds and wander the northern tundra in search of better grasing grounds. Even though they must fear few natural predators, they are very protective of their kind, so better think twice before attacking one of them. Instinct: Protecting the herd
- Call the herd
- Trample smaller foes
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Farashan, Dark Hand of Riedra Solitary, Stealthy, Magical, Organized, Intelligent, Hoarder, Planar, Recurring Mindblade (b[2d12] damage) 14 HP 2 armor Close, Reach, Ignores Armor, Near Instinct: To keep Il-Lavashtar dark
- Attack from the shadows
- Disappear into shadows
- Change weapons to best fit the situation
- Mentally signal Dreaming Dark assassins
- Use information only known in dreams
- Kill the body while the quori spirit returns to Dal Quor
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Nyktesia Solitary, Huge, Stealthy, Intelligent, Hoarder Bite and claws (d10+3 damage 2 piercing) 20 HP 3 armor Reach, Forceful Special Qualities: Flying, Breathes under water Slick, swift dragon daughter of Great Black Lizard Artrax, who was slain by Wulf Chainbreaker. Now, she seeks a way to revenge her father's death... And she despises all other beings. Instinct: to despise them all, revenge her father
- destroy environment and use it against therm
- play dead
- breath fire or flammable gas
- trick them into doing her will