jellysaw logo

Dungeon World Monsters A-Z

Creature Name: tag1, tag2, tag+, special quality. Instinct: to whatever. Moves: move1, move2, move+. Weapon (damage, tag1, tag2, tag+) n HP, n Armor.

Aboleth: group, huge, intelligent, telepathy. Instinct: to command. Moves: invade a mind, turn minions on them, put a plan in motion. Tentacle (d10+3, reach, forceful), 18 HP, 0 Armor.

Abomination: solitary, large, construct, terrifying, many limbs, heads, and so on. Instinct: to end life. Moves: tear flesh apart, spill forth putrid guts. Slam (d10+3, close, reach, forceful), 20 HP, 1 Armor.

Acolyte: (no tags or special qualities). Instinct: to serve dutifully. Moves: follow dogma, offer eternal reward for mortal deeds.

Adventurer: horde, intelligent, endless enthusiasm. Instinct: to adventure or die trying. Moves: go on a fool's errand, act impulsively, share tales of past exploits. Sword (d6, close), 3 HP, 1 Armor.

Angel: solitary, divine, intelligent, organized, terrifying, wings. Instinct: to share divine will. Moves: deliver visions and prophecy, stir mortals to action, expose sin and injustice. Sword of Flames (b[2d10]+4, ignores armor, close, forceful), 18 HP, 4 Armor.

Ankheg: group, large, burrowing. Instinct: to undermine. Moves: undermine the ground, burst from the earth, spray forth acid, eating away at metal and flesh. Bite (d8+1, close, reach), 10 HP, 3 Armor.

Apocalypse Dragon: solitary, huge, divine, magical, inch-thick metal hide, supernatural knowledge, wings. Instinct: to end the world. Moves: set a disaster in motion, breathe forth the elements, act with perfect foresight. Bite (b[2d12]+9, 4 piercing, reach, forceful, messy), 26 HP, 5 Armor.

Assassin Vine: solitary, amorphous, stealthy, plant. Instinct: to grow. Moves: shoot forth new growth, attack the unwary. Thorns (d10, 1 piercing, close, reach, messy), 15 HP, 1 Armor.

Bakunawa: solitary, large, forceful, intelligent, messy, amphibious. Instinct: to devour. Moves: lure prey with lies and illusions, lash out at light, devour. Bite (d10+3, 1 piercing, close, reach), 16 HP, 2 Armor.

Bandit King: solitary, intelligent, organized. Instinct: to lead. Moves: make a demand, extort, topple power. Trusty knife (b[2d10], close), 12 HP, 1 Armor.

Bandit: horde, intelligent, organized. Instinct: to rob. Moves: steal something, demand tribute. Dirk (d6, close), 3 HP, 1 Armor.

Banshee: solitary, intelligent, magical, insubstantial. Instinct: to get revenge. Moves: drown out all other sound with a ceaseless scream, unleash a skull-splitting noise, disappear into the mists. Scream (d10, near), 16 HP, 0 Armor.

Barbed Devil: solitary, large, planar, terrifying, spines. Instinct: to rend flesh and spill blood. Moves: impale someone, kill indiscriminately. Spines (d10+3, 3 piercing, close, reach, messy), 16 HP, 3 Armor.

Basilisk: solitary, hoarder. Instinct: to create new statuary. Moves: turn flesh to stone with a gaze, retreat into a maze of stone. Bite (d10, close), 12 HP, 2 Armor.

Black Pudding: solitary, amorphous, amorphous. Instinct: to dissolve. Moves: eat away (metal, flesh, or wood), ooze into a troubling place (food, armor, stomach). Corrosive touch (d10, ignores armor, close), 15 HP, 1 Armor.

Blink Dog: group, small, magical, organized, illusion. Instinct: to hunt. Moves: give the appearance of being somewhere they're not, summon the pack, move with amazing speed. Bite (d8, close), 6 HP, 4 Armor.

Bulette: solitary, huge, construct, burrowing. Instinct: to devour. Moves: drag prey into rough tunnels, burst from the earth, swallow whole. Bite (d10+5, 3 piercing, close, forceful), 20 HP, 3 Armor.

Cave Rat: horde, small. Instinct: to devour. Moves: swarm, rip something (or someone) apart. Gnaw (d6 1 piercing, close, messy), 7 HP, 1 Armor.

Centaur: horde, large, intelligent, organized, half-horse, half-man. Instinct: to rage. Moves: overrun them, fire a perfect bullseye, move with unrelenting speed. Bow (d6+2, 1 piercing, close, reach, messy), 11 HP, 1 Armor.

Chain Devil: solitary, planar. Instinct: to capture. Moves: take a captive, return to whence it came, torture with glee. Crush (d10, ignores armor, close, reach), 12 HP, 3 Armor.

Chaos Ooze: solitary, amorphous, planar, terrifying, ooze, fragments of other planes embedded in it. Instinct: to change. Moves: cause a change in appearance or substance, briefly bridge the planes. Warping touch (d10 ignores armor, close), 23 HP, 1 Armor.

Chaos Spawn: solitary, amorphous, chaos form. Instinct: to undermine the established order. Moves: rewrite reality, unleash chaos from containment. Chaotic touch (d10, close, reach), 19 HP, 1 Armor.

Chimera: solitary, large, construct. Instinct: to do as commanded, belch forth flame. Moves: run them over, poison them. Bite (d10+1, reach), 16 HP, 1 Armor.

Choker: solitary, intelligent, stealthy, flexible. Instinct: to deny light. Moves: hold someone, wringing the breath from them, fling a held creature. Choke (d10, close, reach), 15 HP, 2 Armor.

Chuul: group, large, cautious, amphibious. Instinct: to split. Moves: split something in two with mighty claws, retreat into water. Claws (d8+1, 3 piercing, close, reach, messy), 10 HP, 4 Armor.

Cloaker: solitary, stealthy, looks like a cloak. Instinct: to engulf. Moves: engulf the unsuspecting. Constrict (d10 ignores armor, close), 12 HP, 1 Armor.

Cockatrice: group, small, hoarder, stone touch. Instinct: to defend the nest. Moves: start a slow transformation to stone. Beak (d8, close), 6 HP, 1 Armor.

Concept Elemental: solitary, amorphous, devious, planar, ideal form. Instinct: to perfect its concept. Moves: demonstrate its concept in its purest form.

Corrupter: solitary, devious, hoarder, planar. Instinct: to bargain. Moves: offer a deal with horrible consequences, plumb the vaults of hell for a bargaining chip, make a show of power. Secret dagger (w[2d8], close), 12 HP, 0 Armor.

Coutal: solitary, devious, intelligent, wings, halo. Instinct: to cleanse. Moves: pass judgment on a person or place, summon divine forces to cleanse, offer information in exchange for service. Light ray (d8, ignores armor, close), 12 HP, 2 Armor.

Crocodilian: group, large, amphibious, camouflage. Instinct: to eat. Moves: attack an unsuspecting victim, escape into the water, hold something tight in its jaws. Bite (d8+3, close, reach), 10 HP, 2 Armor.

Deep Elf Assassin: group, intelligent, organized. Instinct: to spite the surface races. Moves: poison them, unleash an ancient spell, call reinforcements. Poisoned blade (d8, 1 piercing, close), 6 HP, 1 Armor.

Deep Elf Priest: solitary, divine, intelligent, organized, divine connection. Instinct: to pass on divine vengeance. Moves: weave spells of hatred and malice, rally the deep elves, pass on divine knowledge. Smite (d10+2, close), 14 HP, 0 Armor.

Deep Elf Swordmaster: group, intelligent, organized. Instinct: to punish unbelievers, inflict pain beyond measure. Moves: use the dark to advantage. Barbed blade (b[2d8]+2, 1 piercing, close, reach), 6 HP, 2 Armor.

Derro: horde, devious, intelligent, organized, telepathy. Instinct: to replace dwarves. Moves: fill a mind with foreign thoughts, take control of a beast's mind. Pickaxe (d6, close), 3 HP, 2 Armor.

Devourer: solitary, large, hoarder, intelligent. Instinct: to feast on souls. Moves: devour or trap dying soul, bargain for a soul's return. Smash (d10+3, close, reach, forceful), 16 HP, 1 Armor.

Digester: solitary, large, construct, digest acid secretion. Instinct: to digest. Moves: eat away at something, draw sustenance. Acid (d10+1 ignores armor, close, reach), 16 HP, 1 Armor.

Djinn: group, large, magical, made of flame. Instinct: to burn eternally. Moves: grant power for a price, summon the forces of the city of brass. Flame (d8+1, ignores armor, close, reach), 14 HP, 4 Armor.

Doppelgänger: solitary, devious, intelligent, shapeshifting. Instinct: to infiltrate. Moves: assume the shape of a person whose flesh it's tasted, use another's identity to advantage, leave someone's reputation shattered. Dagger (d6, close), 12 HP, 0 Armor.

Dragon Turtle: solitary, huge, cautious, shell, amphibious. Instinct: to resist change. Moves: move forward implacably, bring its full bulk to bear, destroy structures and buildings. Bite (d10+3, reach), 20 HP, 4 Armor.

Dragon Whelp: solitary, small, cautious, hoarder, intelligent, wings, elemental blood. Instinct: to grow in power. Moves: start a lair, form a base of power, call on family ties, demand oaths of servitude. Elemental breath (d10+2, close, near), 16 HP, 3 Armor.

Dragon: solitary, huge, cautious, hoarder, terrifying, elemental blood, wings. Instinct: to rule. Moves: bend an element to its will, demand tribute, act with disdain. Bite (b[2d12]+5, 4 piercing, reach, messy), 16 HP, 5 Armor.

Dragonbone: solitary, huge. Instinct: to serve. Moves: attack unrelentingly. Bite (d10+3, 3 piercing, reach, messy), 20 HP, 2 Armor.

Draugr: horde, organized, icy touch. Instinct: to take from the living. Moves: freeze flesh, call on the unworthy dead. Rusty sword (d6+1, close, reach), 7 HP, 2 Armor.

Dryad: solitary, devious, intelligent, magical, plant. Instinct: to love nature passionately. Moves: entice a mortal, merge into a tree, turn nature against them. Crushing vines (w[2d8]damage, close), 12 HP, 2 Armor.

Dwarven Warrior: horde, organized. Instinct: to defend. Moves: drive them back, call up reinforcements. Axe (d6, close), 7 HP, 2 Armor.

Eagle Lord: group, large, intelligent, organized, mighty wings. Instinct: to rule the heights. Moves: attack from the sky, pull someone into the air, call on ancient oaths. Talons (b[2d8]+1, 1 piercing, close, reach), 10 HP, 1 Armor.

Earth Elemental: solitary, huge, made of stone. Instinct: to show the strength of earth. Moves: turn the ground into a weapon, meld into stone. Smash (d10+5, reach, forceful), 27 HP, 4 Armor.

Ekek: horde, wing-arms. Instinct: to lash out. Moves: attack from the air, carry out the bidding of a more powerful creature. Talons (d6, close), 3 HP, 1 Armor.

Elvish High Arcanist: solitary, intelligent, magical, organized, sharp senses. Instinct: to unleash power. Moves: work the magic that nature demands, cast forth the elements. Arcane fire (d10 ignores armor, near, far), 12 HP, 0 Armor.

Elvish Warrior: horde, intelligent, organized, sharp sense. Instinct: to seek perfection. Moves: strike at a weak point, set ancient plans in motion, use the woods to advantage. Sword (b[2d6], close), 3 HP, 2 Armor.

Ethereal Filcher: solitary, devious, planar, burrowing. Instinct: to steal. Moves: take something important to its planar lair, retreat to the ethereal plane, use an item from its lair. Stolen dagger (w[2d8], close, reach), 12 HP, 1 Armor.

Ettin: solitary, large, construct, two heads. Instinct: to smash. Moves: attack two enemies at once, defend its creator. Club (d10+3, close, reach, forceful), 16 HP, 1 Armor.

Fire Beetle: horde, small, full of flames. Instinct: to enflame. Moves: undermine the ground, burst from the earth, spray forth flames. Flames (d6 ignores armor, near), 3 HP, 3 Armor.

Fire Eels: horde, tiny, flammable oil, aquatic. Instinct: to ignite. Moves: catch someone or something on fire (even underwater), consume burning prey. Burning touch (d6-2, ignores armor, hand), 3 HP, 0 Armor.

Flesh Golem: horde, many body parts. Instinct: to live. Moves: follow orders, detach a body part. Miscellaneous Claws and Teeth (d6+2, close, forceful), 3 HP, 0 Armor.

Fool: (no tags or special qualities). Instinct: to mock. Moves: expose injustice, play atrick.

Formian Centurion: horde, intelligent, organized, hive connection, insectoid, wings. Instinct: to fight as ordered. Moves: advance as one, summon reinforcements, give a life for the hive. Barbed spear (b[2d6]+2, close, reach), 7 HP, 3 Armor.

Formian Drone: horde, cautious, organized, hive connection, insectoid. Instinct: to follow orders. Moves: raise the alarm, create value for the hive, assimilate. Bite (d6, close), 7 HP, 4 Armor.

Formian Queen: solitary, huge, hoarder, intelligent, organized, hive connection, insectoid. Instinct: to spread formians. Moves: call every formian it spawned, release a half-formed larval mutation, organize and issue orders. Crushing mandibles (d10+5, reach, forceful), 24 HP, 3 Armor.

Formian Taskmaster: group, intelligent, organized, hive connection, insectoid. Instinct: to command. Moves: order drones into battle, set great numbers in motion. Spiked whip (d8, close, reach), 6 HP, 3 Armor.

Frogman: horde, small, intelligent, amphibious. Instinct: to wage war. Moves: launch an amphibious assault, heal at a prodigious rate. Spear (d6, close), 7 HP, 1 Armor.

Gargoyle: horde, hoarder, stealthy, wings. Instinct: to guard. Moves: attack with the element of surprise, take to the air, blend into stonework. Claw (d6, close), 3 HP, 2 Armor.

Gelatinous Cube: solitary, large, amorphous, stealthy, transparent. Instinct: to clean. Moves: fill an apparently empty space, dissolve. Engulf (d10+1 ignores armor, hand), 20 HP, 1 Armor.

Ghost: solitary, devious, terrifying, insubstantial. Instinct: to haunt. Moves: reveal the terrifying nature of death, haunt a place of importance, offer information from the other side, at a price. Phantom touch (d6, close, reach), 16 HP, 0 Armor.

Ghoul: group. Instinct: to eat. Moves: gnaw off a body part, gain the memories of their meal. Talons (d8, 1 piercing, close, reach), 10 HP, 1 Armor.

Girallon: solitary, huge, many arms. Instinct: to rule. Moves: answer the call of sacrifice, drive them from the jungle, throw someone. Rending hands (d10+5, reach, forceful), 20 HP, 1 Armor.

Gnoll Alpha: solitary, intelligent, organized, scent. Instinct: to drive the pack. Moves: demand obedience, send the pack to hunt. Sword (b[2d10], 1 piercing, close), 12 HP, 2 Armor.

Gnoll Emissary: solitary, divine, intelligent, organized, scent. Instinct: to share divine insight. Moves: pass on demonic influence, drive the pack into a fervor. Ceremonial dagger (d10+2, close, reach), 18 HP, 1 Armor.

Gnoll Tracker: group, intelligent, organized, scent-tracker. Instinct: to prey on weakness. Moves: doggedly track prey, strike at a moment of weakness. Bow (d8, near, far), 6 HP, 1 Armor.

Goblin Orkaster: solitary, small, intelligent, magical, organized. Instinct: to tap power beyond their stature. Moves: unleash a poorly understood spell, pour forth magical chaos, use other goblins for shields. Acid orb (d10+1 ignores armor, near, far), 12 HP, 0 Armor.

Goblin: horde, small, intelligent, organized. Instinct: to multiply. Moves: charge!, call more goblins, retreat and return with (many) more. Spear (d6, close, reach), 3 HP, 1 Armor.

Goliath: group, huge, intelligent, organized. Instinct: to retake, shake the earth. Moves: retreat, only to come back stronger. Mace (d8+7, reach, forceful), 14 HP, 1 Armor.

Gray Render: solitary, large. Instinct: to serve. Moves: tear something apart. Rending claws (d10+3, 3 piercing, close, reach, forceful), 16 HP, 1 Armor.

Griffin: group, large, organized, wings. Instinct: to serve allies. Moves: judge someone's worthiness, carry an ally aloft, strike from above. Talons (d8+3, close, reach, forceful), 10 HP, 1 Armor.

Guardsman: group, intelligent, organized. Instinct: to do as ordered. Moves: uphold the law, make a profit. Spear (d8, close, reach), 6 HP, 1 Armor.

Halfling Thief: solitary, small, devious, intelligent, stealthy. Instinct: to live a life of stolen luxury. Moves: steal, put on the appearance of friendship. Dagger (w[2d8], close), 12 HP, 1 Armor.

Hedge Wizard: magical. Instinct: to learn. Moves: cast almost the right spell (for a price), make deals beyond their ken.

Hell Hound: group, organized, planar, hide of shadow. Instinct: to pursue. Moves: follow despite all obstacles, spew fire, summon the forces of hell on their target. Fiery Bite (d8, close), 10 HP, 1 Armor.

High Priest: (no tags or special qualities). Instinct: to lead. Moves: set down divine law, reveal divine secrets, commission divine undertakings.

Hill Giant: group, huge, intelligent, organized. Instinct: to ruin everything. Moves: throw something, do something stupid, shake the earth. Thrown rocks (d8+3, reach, near, far, forceful), 10 HP, 1 Armor.

Hunter: group, intelligent. Instinct: to survive, bring back news from the wilds. Moves: slay a beast. Ragged bow (d6, near, far), 6 HP, 1 Armor.

Hydra: solitary, large, many heads, only killed by a blow to the heart. Instinct: to grow. Moves: attack many enemies at once, regenerate a body part (especially a head). Bite (d10+3, close, reach), 16 HP, 2 Armor.

Imp: horde, intelligent, organized, planar. Instinct: to harass, send information back none. Moves: cause mischief. Flame gout (d6, ignores armor, close, near, far), 7 HP, 1 Armor.

Inevitable: group, large, amorphous, cautious, planar, magical, made of order. Instinct: to preserve order. Moves: end a spell or effect, enforce a law of nature or man, give a glimpse of destiny. Hammer (d10+1, close, reach), 21 HP, 5 Armor.

Iron Golem: group, large, construct, metal. Instinct: to serve. Moves: follow orders implacably, use a special tool or adaptation, built-in. Metal fists (d8+5, close, reach, forceful), 10 HP, 3 Armor.

Knight: solitary, cautious, intelligent, organized. Instinct: to live by a code, make a moral stand. Moves: lead soldiers into battle. Sword (b[2d10], close), 12 HP, 4 Armor.

Kobold: horde, small, intelligent, organized, stealthy, dragon connection. Instinct: to serve dragons. Moves: lay a trap, call on dragons or draconic allies, retreat and regroup. Spear (d6, close, reach), 3 HP, 1 Armor.

Kraken: solitary, huge, aquatic. Instinct: to rule the ocean. Moves: drag a person or ship to a watery grave, wrap them in tentacles. Giant tentacles (d10+5, reach, forceful), 20 HP, 2 Armor.

Larvae: horde, devious, intelligent, planar. Instinct: to suffer, fill them with despair. Moves: beg for mercy, draw evil attention. Slime (w[2d4], close), 10 HP, 0 Armor.

Lich: solitary, cautious, construct, hoarder, intelligent, magical. Instinct: to un-live. Moves: cast a perfected spell of death or destruction, set a ritual or great working into motion, reveal a preparation or plan already completed. Magical Force (d10+3, ignores armor, near, far), 16 HP, 5 Armor.

Lizardman: group, intelligent, organized, stealthy, amphibious. Instinct: to destroy civilization. Moves: ambush the unsuspecting, launch an amphibious assault. Spear (d8, close, reach), 6 HP, 2 Armor.

Maggot-Squid: horde, small, amphibious, paralyzing tentacles. Instinct: to eat. Moves: paralyze with a touch. Chew (d6, close), 3 HP, 1 Armor.

Magmin: horde, hoarder, intelligent, organized, fiery blood. Instinct: to craft. Moves: offer a trade or deal, strike with fire or magic, provide just the right item, at a price. Flaming hammer (d6+2, close, reach), 7 HP, 4 Armor.

Manticore: solitary, large, construct, wings. Instinct: to kill. Moves: poison them, rip something apart. Stinger (d10+1, 1 piercing, close, reach, messy), 16 HP, 3 Armor.

Medusa: solitary, devious, hoarder, intelligent, look turns you . Instinct: to stone. Moves: turn a body part to stone with a look, draw someone's gaze, show hidden terrible beauty. Claws (d6, close), 12 HP, 0 Armor.

Merchant: (no tags or special qualities). Instinct: to profit. Moves: propose a business venture, offer a "deal".

Minotaur: solitary, large, unerring sense of direction. Instinct: to contain. Moves: confuse them, make them lost. Axe (d10+1, close, reach), 16 HP, 1 Armor.

Mohrg: group. Instinct: to wreak havoc, rage. Moves: add to their collection of guts. Bite (d8, close), 10 HP, 0 Armor.

Mummy: solitary, divine, hoarder. Instinct: to enjoy eternal rest, curse them. Moves: wrap them up, rise again. Smash (d10+2, close), 16 HP, 1 Armor.

Naga: solitary, hoarder, intelligent, magical, organized. Instinct: to lead. Moves: send a follower to their death, use old magic, offer a deal or bargain. Bite (d10, close, reach), 12 HP, 2 Armor.

Nightmare: horde, large, magical, planar, terrifying, flame and shadow. Instinct: to ride rampant. Moves: sheath a rider in hellish flame, drive them away. Trample (d6+1, close, reach), 7 HP, 4 Armor.

Nightwing: horde, stealthy, wings. Instinct: to hunt. Moves: attack from the night sky, fly away with prey. Rend (d6, close), 7 HP, 1 Armor.

Noble: (no tags or special qualities). Instinct: to rule. Moves: issue an order, offer a reward.

Ogre: group, large, intelligent. Instinct: to return the world none. Moves: destroy something, fly into a rage, take something by force. Club (d8+5, close, reach, forceful), 10 HP, 1 Armor.

Orc Berserker: solitary, large, divine, intelligent, organized, mutations. Instinct: to rage. Moves: fly into a frenzy, unleash chaos. Cleaver (d10+5, close, reach), 20 HP, 0 Armor.

Orc Bloodwarrior: horde, intelligent, organized. Instinct: to fight, fight with abandon. Moves: revel in destruction. Jagged blade (d6+2, 1 piercing, close, messy), 3 HP, 0 Armor.

Orc Breaker: solitary, large. Instinct: to smash. Moves: destroy armor or protection, lay low the mighty. Hammer (d10+3 ignores armor, close, reach, forceful), 16 HP, 0 Armor.

Orc One-Eye: group, divine, intelligent, magical, organized, one eye. Instinct: to hate. Moves: rend flesh with divine magic, take an eye, make a sacrifice and grow in power. Inflict Wounds (d8+2 ignores armor, close, reach, near, far), 6 HP, 0 Armor.

Orc Shadowhunter: solitary, intelligent, magical, stealthy, shadow cloak. Instinct: to kill in darkness. Moves: poison them, melt into the shadows, cloak them in darkness. Poisoned dagger (d10, 1 piercing, close, reach), 10 HP, 0 Armor.

Orc Shaman: solitary, intelligent, organized, elemental power. Instinct: to strengthen orc-kind. Moves: give protection of earth, give power of fire, give swiftness of water, (4) give clarity of air. Elemental blast (d10 ignores armor, close, reach, near, far), 12 HP, 0 Armor.

Orc Slaver: horde, intelligent, organized, stealthy. Instinct: to take. Moves: take a captive, pin someone under a net, drug them. Whip (d6, close, reach), 3 HP, 0 Armor.

Orc Warchief: solitary, intelligent, organized, one-eye blessings, shaman blessings, divine protection from mortal harm. Instinct: to lead. Moves: start a war, make a show of power, enrage the tribes. Iron Sword of Ages (b[2d10]+2, close, reach), 16 HP, 0 Armor.

Otyugh: solitary, large, filth fever. Instinct: to befoul. Moves: infect someone with filth fever, fling someone or something. Tentacles (d10+3, close, reach, forceful), 20 HP, 1 Armor.

Owlbear: solitary, construct. Instinct: to hunt. Moves: strike from darkness. Claws (d10, close), 12 HP, 2 Armor.

Peasant: (no tags or special qualities). Instinct: to get by. Moves: plead for help, offer a simple reward and gratitude.

Pegasus: group, construct, wings. Instinct: to carry aloft. Moves: carry a rider into the air, give their rider an advantage. Sharp hooves (d8, close), 10 HP, 1 Armor.

Purple Worm: solitary, huge, burrowing. Instinct: to consume. Moves: swallow whole, tunnel through stone and earth. Bite (d10+5, reach, forceful), 20 HP, 2 Armor.

Quasit: horde, planar, adaptable form. Instinct: to serve. Moves: attack with abandon, inflict pain. Hellish weaponry (d6, close), 7 HP, 2 Armor.

Razor Boar: solitary. Instinct: to shred, rip them apart. Moves: rend armor and weapons. Tusks (d10, 3 piercing, close, messy), 16 HP, 1 Armor.

Rebel: horde, intelligent, organized. Instinct: to upset order. Moves: die for a cause, inspire others. Axe (d6, close), 3 HP, 1 Armor.

Roper: solitary, large, intelligent, stealthy, rock-like flesh. Instinct: to ambush. Moves: ensnare the unsuspecting, disarm a foe, chew on someone. Bite (d10+1, close, reach), 16 HP, 1 Armor.

Rot Grub: horde, tiny, burrow in. Instinct: to flesh. Moves: burrow under flesh, lay eggs, burst forth from an infected creature. Burrow (d6-2, hand), 3 HP, 0 Armor.

Rust Monster: group, construct, corrosive touch. Instinct: to decay. Moves: turn metal to rust, gain strength from consuming metal. Corrosive touch (d8, ignores armor, close), 6 HP, 3 Armor.

Sahuagin: horde, intelligent, amphibious. Instinct: to spill blood. Moves: bite off a limb, hurl a poisoned spear, frenzy at the sight of blood. Endless teeth (d6+4, 1 piercing, close, forceful, messy), 3 HP, 2 Armor.

Salamander: horde, large, intelligent, organized, planar, burrowing. Instinct: to consume in flame. Moves: summon elemental fire, melt away deception. Flaming spear (b[2d6]+3, close, reach, near), 7 HP, 3 Armor.

Satyr: group, devious, hoarder, magical, enchantment. Instinct: to enjoy. Moves: pull others into revelry through magic, force gifts upon them, play jokes with illusions and tricks. Charge (w[2d8], close), 10 HP, 1 Armor.

Sauropod: group, huge, cautious, armor plated body. Instinct: to endure. Moves: stampede, knock something down, unleash a deafening bellow. Trample (d10+5, reach), 18 HP, 4 Armor.

Shadow: horde, large, construct, magical, shadow form. Instinct: to darken. Moves: snuff out light, spawn another shadow from the dead. Shadow touch (d6+1, close, reach), 11 HP, 4 Armor.

Sigben: horde, large, construct, vampire spawn. Instinct: to disturb. Moves: poison them, do a vampire's bidding. Tail whip (d6+1, close, reach), 11 HP, 2 Armor.

Skeleton: horde. Instinct: to take the semblance of life. Moves: act out what it did in life, snuff out the warmth of life, reconstruct from miscellaneous bones. Slam (d6, close), 7 HP, 1 Armor.

Soldier: horde, intelligent, organized. Instinct: to fight. Moves: march into battle, fight as one. Spear (d6, close, reach), 3 HP, 1 Armor.

Spectre: solitary, hoarder, insubstantial. Instinct: to drive life from a place. Moves: turn their haunt against a creature, bring the environment to life. Withering touch (d10, close), 12 HP, 0 Armor.

Spiderlord: solitary, large, devious, intelligent, burrowing. Instinct: to weave webs (literal and metaphorical). Moves: enmesh in webbing, put a plot into motion. Mandibles (d8+4, close, reach), 16 HP, 3 Armor.

Sprite: horde, tiny, devious, intelligent, magical, stealthy, wings, fey magic. Instinct: to play tricks. Moves: play a trick to expose someone's true nature, confuse their senses, craft an illusion. Dagger (w[2d4], hand), 3 HP, 0 Armor.

Spy: (no tags or special qualities). Instinct: to infiltrate. Moves: report the truth, double cross.

Swamp Shambler: solitary, large, magical, swamp form. Instinct: to preserve and create swamps. Moves: call on the swamp itself for aid, meld into the swamp, reassemble into a new form. Lash (d10+1, close, reach, forceful), 23 HP, 1 Armor.

The Tarrasque: solitary, huge, planar, impervious. Instinct: to consume. Moves: swallow a person, group, or place whole, release a remnant of a long-eaten place from its gullet.

Tinkerer: (no tags or special qualities). Instinct: to create. Moves: offer an oddity at a price, spin tales of great danger and reward in far-off lands.

Treant: group, huge, amorphous, intelligent, wooden. Instinct: to protect nature. Moves: move with implacable strength. Walloping branches (d10+5, reach, forceful), 21 HP, 4 Armor.

Triton Noble: group, intelligent, organized, aquatic. Instinct: to lead. Moves: stir tritons to war, call reinforcements. Trident (d8, close, near, far), 6 HP, 2 Armor.

Triton Spy: solitary, intelligent, organized, stealthy, aquatic. Instinct: to spy on the surface world. Moves: reveal their secrets, strike at weakness. Trident (w[2d10], close, near), 12 HP, 2 Armor.

Triton Sub-Mariner: group, intelligent, organized, aquatic. Instinct: to wage war. Moves: lead tritons to battle, pull them beneath the waves. Harpoon (b[2d8], close, near, far), 6 HP, 3 Armor.

Triton Tidecaller: group, divine, intelligent, magical, aquatic, mutations. Instinct: to bring on the flood. Moves: cast a spell of water and destruction, command beasts of the sea, reveal divine proclamation. Waves (d8+2, ignores armor, near, far), 6 HP, 2 Armor.

Troglodyte: group, organized. Instinct: to prey on civilization. Moves: raid and retreat, use scavenged weapons or magic. Club (d8, close), 10 HP, 1 Armor.

Troll: solitary, large, regeneration. Instinct: to smash. Moves: undo the effects of an attack (unless caused by a weakness, your call), hurl something or someone. Club (d10+3, close, reach, forceful), 20 HP, 1 Armor.

Vampire: group, intelligent, organized, stealthy, changing form, ancient mind. Instinct: to manipulate. Moves: charm someone, feed on their blood, retreat to plan again. Supernatural force (d8+5, 1 piercing, close, forceful), 10 HP, 2 Armor.

Werewolf: solitary, intelligent, weak . Instinct: to silver. Moves: transform to pass unnoticed as beast or man, strike from within, hunt like man and beast. Bite (d10+2, 1 piercing, close, messy), 12 HP, 1 Armor.

Wight-Wolf: horde, intelligent, organized, shadow form. Instinct: to hunt. Moves: encircle prey, summon the pack. Pounce (d6+1 1 piercing, close), 7 HP, 1 Armor.

Will-o-wisp: solitary, tiny, magical, body of light. Instinct: to misguide. Moves: lead someone astray, clear a path to the worst place possible. Ray (w[2d8-2], near), 12 HP, 0 Armor.

Word Demon: solitary, magical, planar. Instinct: to further their word. Moves: cast a spell related to their word, bring their word into abundance.

Worg: horde, organized. Instinct: to serve. Moves: carry a rider into battle, give its rider an advantage. Bite (d6, close), 3 HP, 1 Armor.

Xorn: solitary, large, construct, burrowing. Instinct: to eat. Moves: consume stone, give off a burst of light and heat. Maw (d10, close, reach), 12 HP, 2 Armor.

Zombie: horde. Instinct: braaaaaains. Moves: attack with overwhelming numbers, corner them, gain strength from the dead, spawn more zombies. Bite (d6, close), 11 HP, 1 Armor.