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The Ice Dragons, Kariraho Solitary, Huge, Magical, Devious, Intelligent, Hoarder Claws, Teeth, and Icy Breath (d10+7 damage 4 piercing) 24 HP 2 armor Reach, Forceful, Near When the elves threw out the humans, dwarves, and other creatures from the northern city they claimed for their own, they also sent away dragons and wyverns. The biting cold of the north reclaimed the region. The humans became nomads. The dwarves hid under the mountains. Most wyrms fled for warmer climates. Some died in the frost, not willing to leave the realm they called home. Kariraho did neither. Instead, she bent the cold to her will, reformed her scales and form, and shaped the lesser wyverns in the same way. Now she plots retaking the city from the elves. She has found allies among the humans and dwarves and bides her time, helping their communities and sharpening them for the fight she must win. Instinct: Seek Revenge on the Elves
- Bathe in Cold
- Cold Control
- Gain Obedience
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Squeg Group, Huge Club (d8+1 damage) 11 HP 0 armor Reach Special Qualities: Bred as a slave to deep giants, nearly mindless Squegs are the result of deep giants interbreeding with trolls, resulting in a weaker giant race that has been conditioned to serve without question. Standing a few feet shorter than deep giants but well over the height of a human, they are giants in their own right but easily picked on by their masters. Squegs are generally the laborers, food tasters and performers of other unsavory tasks in deep giant society. Instinct: to please its master.
- Serve a deep giant unquestioningly
- Do the dirty work
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Deep Giant Group, Huge, Intelligent, Hoarder Stone club (d8+5 damage) 18 HP 1 armor Reach, Forceful, Messy Deep giants dwell beneath the surface of the world, emerging periodically to gather food and supplies. Unfortunately, the giants' hunting territory often includes remote farms and villages, where livestock and other supplies are easily taken. While a deep giant maintains its abode beneath the ground, it considers its territory to extend above. It is not uncommon for surface dwellers to find themselves in the middle of rivaling deep giant clans, battling for dominance over people who never knew they existed. Where the giants are most dangerous is in their underground labyrinths, where traps abound and the giants are most familiar with every crevice. With the average human standing no higher than a deep giant's knee, their capacity to kill and maim smaller races is legendary. Furthermore, treasure tempts a deep giant as it would most surface dwellers, and they will attack caravans that pass through their territory for the sole purpose of gathering trinkets and treasures from the merchants they squash. Instinct: to expand its territory, regardless of inhabitants.
- Smash foes to a pulp
- Steal livestock and crops
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The Immagitchu Solitary, Intelligent, Stealthy Claws, Long Arms (d10 damage) Close, Near Special Qualities: Long Arms, Very Fast, Fairly Strong This creature haunts the dark forests of the world, preying on unwary travelers who enter it's domain. It is otherworldly and almost demonic in appearance, with pale grey skin, horns, a wide mouth spanning it's face, and pure black eyes. It is bony, except for the upper torso and shoulders, which are developed and quite muscular. It kills by tearing one away from the group from behind, or above, and tearing them apart. It's name comes from it's call, which echoes through many of the dark forests in the world, and it's chilling high pitched voice. I'm goonna giitch youuuu. I got you. Instinct: Get You
- Grabs From Behind/Above
- Tears apart victims
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Angler Beast Solitary, Huge, Stealthy, Terrifying Bite (d10+5 damage 1 piercing) 24 HP 1 armor Reach Special Qualities: Hideously Ugly Like an Angler Fish, only large enough to swallow an adventurer whole, and with four stubby little legs instead of fins. Most have luminous lures, hiding behind doors or around corners, hoping the bobbing and dancing lights will lure curious prey to it. Some instead have lures that appear as precious gemstones or even ornate treasure chests, hiding the bulk of their body in rubble or rubbish until someone draws close enough for a surprisingly swift strike. Instinct: To wait, and feed
- Swallow someone whole
- Lure someone in while lurking, camouflaged
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Servant Of The Nameless Gods Group, Divine, Magical, Organized, Intelligent, Planar Incomprehensible Strike (d10+2 damage) 12 HP 1 armor Close The Nameless Gods created their servants as living extensions of their will, tools to manipulate the world which they had created, abstract concepts wrapped in a crude and imperfect shell of concrete existence. The Nameless Gods themselves are dead, slain by the pantheon that currently rules over modern civilization, but echoes and shadows of their will and power remain, and it is these bitter and spiteful vestiges that their former servants still obey. When you gaze upon a Servant Of The Nameless Gods for the first time, your mind cannot comprehend what it sees. Tell the GM what your mind forces you to see it as instead, or choose one: * Two floating, interlocked wheels, covered in eyes * A beautiful androgynous humanoid figure, with six iridescent wings, and a sword which vibrates to strange harmonies * A pillar of fire, of a color never before seen in this world. (Each Servant is an incarnation of the DW GM Moves, as each of the Nameless God is/was the embodiment of one of the GM Principles.) Instinct: To serve the memories of the Nameless Gods
- (use its defining move)
- Disturb the fabric of reality
- Unleash a strange cry, summoning others of its kind
- Phase in or out of reality, avoiding a blow or striking from an unguarded angle
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Periwinkle Soldier Horde, Organized, Intelligent Periwinkle pistol (b[2d6] damage 1 piercing) 3 HP 3 armor Close, Near, Far The Periwinkle soldier is a noble lad, inspired by the Periwinkle light. He truly believes that his cause is noble, and that what he does is right. Frequently heard shouting the immortal slogan, "Better dead than Orangered!" this soldier steps onto the battlefield with his pistol at the ready. Light willing, he will aid the glorious Periwinkle mission greatly. Instinct: To spread Periwinkle freedom and justice
- Attack valiantly
- Call reinforcements
- Tactical retreat
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Orange Slime Group, Small, Hoarder, Amorphous It will suck you into it's slime, suffocating you. (d8 damage) 13 HP 1 armor Close, Ignores Armor Special Qualities: -2 damage when hit with melee attacks The slime is a bright orange, and sort of looks like the consistency of jello. It's size varies, and can sometimes absorb items and gold, that can be looted afterwards. It has no eyes, brain, and doesn't breath, just a blob of orange. Instinct: To slime the Periwinkle into submission
- Moves around, trying to slime the Periwinkle
- Doesn't eat, only seeks to kill
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Cursed Spirit Solitary, Magical, Intelligent, Amorphous Claws (d10 damage 1 piercing) 19 HP Close, Reach, Ignores Armor Special Qualities: Cannot be harmed by physical attacks, Able to silence spellcasters The Cursed Spirit wanders graveyards and crypts, attacking those who disturb it. The reasons for why the spirit is cursed is known only to the spirit. In life perhaps it was an unfaithful lover, a cowardly soldier who fled from battle, or an unscrupulous merchant who wronged the wrong people. Perhaps learning of how it met this horrible fate could shed light on how to ease its eternal rest? Instinct: To bring pain and torment to the living
- Non-corporeal, so common blades cannot harm it
- Silent Shriek - silences spellcasters