Tree spirits for #Stonetop. Questions and comments appreciated!
Tree spirits for #Stonetop. Questions and comments appreciated!
Originally shared by Jeremy Strandberg
“The Tall Ladies, Daughters-of-Seed, the Slow Sisters: these are all titles given to the brennauwed, powerful tree spirits and, if you believe them, kin to Danu herself.”
Instinct: to raise the Blessed Infant as her child.
Witchery: w[2d10+2] HP:12 Armor: 3
near, far SQ: warding scars
A God should not wail in dirt. A God should not struggle between cattle and peasants. That is why fate made you know about the Blessed Infant: you will teach them your sorcery and give them armies to conquer the world.
I’m interested to know if anyone else has come up with alternate versions or “subspecies” of the normal monsters in…
I’m interested to know if anyone else has come up with alternate versions or “subspecies” of the normal monsters in Dungeon World. My specific example was my alternate Ogres I made for a campaign where a god had made different colors (or breeds) of Ogres to perform different roles in his army. I had Reds, Greens, Blues, Blacks and Grays, along with the rare two-headed Ogres which sometimes were two colors, split down the middle. Some of these were better for direct combat, some were magic proficient, others were immune to magic, etc.
So what variants have you all made for your games?
Magic Door (Solitary, Stealthy, Intelligent, Construct)
Magic Door (Solitary, Stealthy, Intelligent, Construct)
Magic bolts (d10 damage) 12 HP 3 armor
Close, Ignores Armor
Special Qualities: Arcane Construct
Created to guard magic doors will only answer to the proper key or code word; often the answer to a riddle. Otherwise they delight in foiling intruders by sending them on false quests, directing them to traps or simply wasting time.
Instinct: Block entry
Guards access
Lie
Direct to doom
Dybbuk (Solitary, Magical, Terrifying)
Personality drain (d10 damage) 12 HP 0 armor
Close, Ignores Armor
Special Qualities: Undead, Incorporeal, Only harmed by magic or magical weapons
A dybbuk is a misplaced soul who has eluded judgment. Like a ghost, it lingers on in the mortal world, either trying to fulfill a need to right some great failure that has marked its soul for eternity or merely to spread torment. Most dybbuks desperately seek a new body to inhabit. A Dybbuk will “kill” a victim and then inhabit that body until driven out by death, spell or ritual.A Heal spell will be required to restore that person’s personality. Often confined in a “Dybbuk Box” or other cursed item.
Instinct: Possess innocents
Terrify
Rectify failure
Inhabit human shells
Winter Medusa (Solitary, Devious)
Talons (d6 damage) 12 HP 0 armor
Close
Special Qualities: Gaze turns victims into ice statues,Immune to cold
An icy cousin of the normal medusa; the winter medusa is seldom found outside regions of extreme cold.They love conversing and taunting their victims before adding them to their collection of ice statues.
Instinct: Show disdain
Collect ice statues
Gaze victim into ice
Taunt
Harryhausen Medusa (Solitary, Construct)
Arrows (d6) or Constriction (d12 damage) 12 HP 2 armor
Close (Gaze or Constriction), Far (Arrows)
Special Qualities: Gaze turns humanoide to stone, Guardian of the Ancient World, Loves to talk, Darksight
A mixture of naga and medusa; more snake than woman the Harryhausen Medusa is usually a cursed guardian of ancient temples, treasures or portals to the Underworld. Amazingly strong, quick and deadly its weakness is often a fondness for toying with its prey. A keen archer even in total darkness.
Instinct: Gaze to stone
Collects statues, guards
Loves Harryhausen films
Likes to monologue
Yellow Musk Creeper (Solitary, Large, Devious)
Tendril (d6 damage) 16 HP 0 armor
Special Qualities: Sprays Yellow Musk Zombie Pollen
The yellow musk creeper is a hideous plant that grows in haunted graveyards, grisly battlefields, and other places where death hangs heavy in the air and thick in the soil. The yellow musk creeper’s method of procreation is singularly frightful—it slays the living, infests them with its seeds and pollen, then animates them as zombies. These zombies serve the plant as a guardian, but when new zombies are created, older ones wander off, collapsing and breaking apart to give seed to a new yellow musk creeper.
Custom Move: When you inhale yellow musk pollen, ROLL+WIS.
On a 10+, you keep control.
On a 7-9, choose 1:
You’re not dizzy for hours.(-1 on all rolls until you next make camp)
You don’t have to Defy danger vs. WIS to attack the musk.
You don’t take your friends for musk zombies.
On a 6-, you’re under the yellow musk charm. Fall asleep in the deadly embrace of the Yellow Musk Creeper, zombie soon to be…
Instinct: Spray Pollen
Yellow Musk Zombie (Group)
Bite (d6 damage) 6 HP 0 armor
Close
A yellow musk zombie is a rotting creature from which wet green vines have sprouted. Treat a yellow musk zombie as a standard zombie, but it is not undead. It is a plant creation of the Yellow Musk Creeper. Instinct: Destroy Intruders!
Special Qualities: Arcane Construct, Full of Tricks, Liar
A minor arcane created mimic; the enchanted chest is enhanced with intelligence and arcane tricks; it will do anything to prevent loss of the treasure within but will choose lies over violence.
Instinct: To keep precious contents safe
Scuttle off when touched
Lead party to trap
Wail to attract other dungeon denizens
Pour forth flaming oil (2d6 dmg)
Spew blinding smog
Send party on useless quest
Liar
Alchemical Ooze (Solitary, Stealthy, Amorphous)
Acidic Grab (d8 damage) 12 HP
Close
Special Qualities: Steals voices, Shapeshifts,Amorphous
Formed from accumulations of runoff from arcane laboratories and regions of magical calamity, alchemical oozes are a sort of weak cousin to the true doppelganger. Briefly able to assume a human shape and mimic the voice of previous victims the ooze will seek to lure a meal to a dark, secluded spot and dine on the poor fool. Children or lost maidens are a favorite lure. Alchemical Oozes gain the voices of previous victims but are cunning as opposed to intelligent.
Instinct: Dissolve flesh!
Arcane accident
Can mimic human shape and voice
Always hungry
Mechanical Hydra (Solitary, Large, Construct)
Rends with metal teeth (d10+2 damage) 20 HP 2 armor
Special Qualities: Breathes steam, Arcane Construct
This steampunk horror was designed to mimic the fearsome magical hydra;its mechanic nature prevents regrowing heads but allows its three heads to breathe scalding steam (1d8) on victims. Rumored to have been invented by the infamous Engineer Ferremesz.
Living Statues are constructs like Golems, but usually more fragile and achievable at lower cost – represented by the generally weaker combat statistics and fewer magical immunities. The arcane short cut to creating a Living Statue is imbuing the creation with a greater degree of will. Independent thought makes Living Statues less reliable as guards and servants -they’re capable of interpreting commands loosely or abandoning their posts in the interests of self preservation. Living Statues are unaffected by Sleep, but they are affected by mind control – Charm and Hold spells can work against them – more evidence that a guiding consciousness is present within the construct, differentiating them from their more powerful Golem cousins. Living statues can be constructed from various materials but crystal and stone statues are the most common.