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Cleric of Orcus Group, Divine, Magical Mace (d8+2 damage) 6 HP 2 armor Close A mid level cleric of Orcus, they wear black chain mail and are armed with a mace and metal shield They also come with an undead entourage that follow their command D6 (1-2) - 2d6 Skeletons (3-4) - 1d8 Zombies (5) - 1d8 Funeral Pyre Zombies (6) - 1d3 Ghouls Instinct: To command undead
- Sacrifice something to Orcus
- Preform dark rituals
- Place curses
- Can raise cult members as their undead
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Acolyte of Orcus Group (1 - 6), Divine, Devious Ceremonial dagger (d6+2 damage) 6 HP Close Clerics in the service of Orcus. Typically wear black chain mail, dark grey robs and simple sandals. For each 3 add a Cleric with them Instinct: to seek power through worship
- Sacrifice something to Orcus
- Kidnap someone
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Wisp of Remembrance Solitary, Huge, Devious Highten Emotions (w[2d8]+3 damage) 20 HP 0 armor Reach, Ignores Armor, Far Special Qualities: Intangible Ever since man first stepped out of the primordial spawning pools we have felt. Anger. Fear. Joy. Sometimes, when someone experiences something truly unique, something that has an intense and profound effect on the psyche - positive or negative - a Wisp of Remembrance is born. It takes the shape of the focus of that event, though greatly embellished - much like the memory itself. The experiences feel larger than life, and so the Wisps are too. These creatures exist through the power of extreme emotion, and so too are they sustained. Be careful if you have something big deep within your soul, or you may see someone else's come to feed. Instinct: to feed on strong emotion
- Read their memories
- Make them re-live their memories (the player should agree to this OOC first, give them 1XP if they do it.)
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Boggit Wurm Solitary, Stealthy, Hoarder Mandible crunch (d10+2 damage) 12 HP 1 armor Close Special Qualities: Burrowing Mandibles If you ever find yourself traveling the marshlands of Dungeon World, be sure to travel with two others, lest a Boggit Wurm catch you unawares. These man-sized worms like to burrow near roads and other congested areas to then erupt from the ground and snatch up whatever disturbed its antennae to drag back into its burrow and eat. Many an adventurer has perished from a Boggit Wurm ambush, so if you find a burrow and manage to kill the thing, could be some goodies in it for you. Hm? Why do you need two others? Easy, one person you trust to save you from the damn thing and another you can outrun so it gets them instead. Instinct: to eat
- Burrow in congested areas
- Erupt from the ground and grab them
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Coralium Solitary, Huge, Divine, Magical, Intelligent, Hoarder, Planar, Terrifying Razor edges (d12+7 damage 3 piercing) 30 HP 3 armor Reach Special Qualities: Wet body, Unnerving aura The greatest of spirits are the oldest, it is said. Corals and such fall well within this category. Some say that Coralium is the oldest, and the wisest, and the most jealous. Luckily it slumbers within its own realm, forged from its own will and power. For now. Instinct: To grow
- Drain blood and moisture
- Wield dazzling coral magic that astounds all that witness it
- Rearrange space according to your whims
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Ravenous Pudding Solitary, Large, Magical, Amorphous Necrotic Spray (d10 damage) 23 HP 5 armor Ignores Armor, Near Special Qualities: Emits a frightening fog A large, skull-shaped pudding that looks and smells as if it were from the bowels of a rotting demon. A sickly brown fog emanates from its form, wracking those that inhale it with immobilizing fear, allowing it to then envelop and digest you. Rumored to have been created by the god of pestilence, or perhaps to be the blood of the god itself. Instinct: to consume
- Envelop them
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Beartoad Group, Small, Stealthy claws (d6 damage) 6 HP 0 armor Close Special Qualities: Breaths underwater, can swim Toads as big as a dog with its front claws as big as daggers. They hide in the swampy waters of the misty swamps and use their vibrating croaks to weaken the ground their prey walks on to attack once they get stuck. Their Tongue isn't there for attacking, but they can use it to grab onto someone and pull them deeper into the swapy water. Instinct: Feed on travellers
- Bind prey with its long tongue
- Vibrate the swamp to catch prey
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Avatar di Ikthule Solitary, Huge, Stealthy, Magical Mani Distruttive (d10+5 damage) 20 HP 3 armor Reach, Forceful Instinct: Farsi venerare
- Prendere il Controllo
- Far sbocciare fiori avvelenati
- Catturare con Liane
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Jahrim, Il Viandante Oscuro Horde, Magical, Stealthy, Devious Due machete di fuoco nero (b[2d4+2] damage 3 piercing) 7 HP 6 armor Close, Forceful, Ignores Armor Instinct: Corrompere il Sifone
- Obliterare: quando sei nelle vicinanze di Jahrim, se non sei un Portatore di Luce, ogni tuo risultato viene peggiorato di un grado.
- Immune alla Magia, Resistente alla Luce
- Evocare un Sole Nero che fa un danno aggiuntivo
- Corrompere con l'Oscurità
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Il Mago dell'Inversione Group, Stealthy, Magical Dardo Magico (d8 damage) 6 HP 0 armor Close Special Qualities: Evocare uno Scudo Magico Guardiano della Cattedrale, cerca di difendere la Statua dagli Invasori. Essendo Nate corrotto dall'Oscurità, lo attaccherà. Sembrerebbe l'ultimo rimasto in vita. Instinct: Difendere la Statua del Sottosopra
- Invertire la Gravità
- Lanciare Incantesimi da ogni parte della Cattedrale
- Evocare una Meteora di Roccia