Dark Souls in Dungeon World

Dark Souls in Dungeon World

Dark Souls in Dungeon World

Wisp

Intangible, Floating

4hp

Explosion, Forceful (1d6 to everything in Reach)

A floating disembodied head that faintly glows red, sometimes mistaken for a distant torch. Found in tombs, catacombs and other places where the dead are unquiet they silently float along forgotten hallways. When encountered they approach, begin screaming and then explode (destroying themselves in the process). In addition to damage they have been known to alert other monsters, knock adventures to the deaths and damage crumbling ruins and equipment with their powerful blast.

(Yes I have been playing the DS remaster)

Title

Title

Headless Worm

Group, Terrifying

10 HP

2 armor

Bite ([b]2d6+2, close)

Beheaded bodies of a Larva Mage’s worm-implanted host become large snake-like, thick-skinned creatures whose extremity ends with tentacles formed out of the victim’s intestines assembled around a large mouth full of sharp teeth.

Instinct: To eat its victim’s head

■ Grab with its tentacles

■ Eat the head of their grabbed victim

Brain Horror

Brain Horror

Brain Horror

Group, Stealthy, Terrifying

6 HP

0 armor

Brain feed/Shocking tentacles (d6, ignores armor, hand)

A victim of a Larva Mage’s worms will decay until its head detaches from its body. This is when a Brain Horror is born. The skin and bones wither away, leaving only a bulbous floating brain as the spinal nerves clump together to form dozens of rubbery tentacles that sends a paralysing electrical shock on touch. They usually try to paralyse their victim to then attach to their head and feed on their mind, stealing its thoughts and knowledge in the process, leaving behind a drooling husk of a body. While attached, any pain they endure is also felt by the victim. Since they don’t make any sounds and hover above the ground, they often take their victim by surprise.

Instinct: Feeds on thoughts and memories

■ Paralyse with a touch of its tentacles

■ Attach to its victim’s head and feed on its mind

■ Transfer pain to its attached victim

Larva Mage

Larva Mage

Larva Mage

Solitary, Magical, Planar, Terrifying, Amorphous

12 HP

1 armor

Visions that should not be (damage dice = attacked PC damage, ignores armor, near, close)

Larva Mages are spawns and servitors of Elder Gods. They are formed of thousands of small purple worm-like creatures and possess immense power imbued to them by their masters. The worms that gets separated from their collective conscious body usually burrow into the skin of their victim and slowly eat it from the inside. After some time, the head detaches from the body to become a Brain Horror while the rest of the body transforms into a giant Burrow Worm. Larva Mage manifest realities that are outside of mortals’ comprehension, which mortals name “Star Magic” for lack of better term. They can open tiny momentary black holes, change gravity, alter space-time, and other such weird effects.

Instinct: To summon forth an Elder God

■ Made of thousands of worms

■ Implant worms

■ Invoke incomprehensible “Star Magic”

Arcane Ooze (Solitary, Large, Amorphous)

Arcane Ooze (Solitary, Large, Amorphous)

Arcane Ooze (Solitary, Large, Amorphous)

Acid Grab (d10 damage) 16 HP 0 Armor

Special Qualities: Arcane spells heal

Arcane Oozes resemble giant pale purple amoebas.Any arcane spell cast that causes damage is automatically absorbed to heal 1 point for every point of damage otherwise done. Cleric, bard and other”non arcane” spells affect the ooze normally. Arcane oozes are immune to poison, sleep effects and paralysis.

Instinct: Consume the arcane

Pursue

Devour

Ambush

Another fairytale inspired monster: The Cat of the Droskarsfjell

Another fairytale inspired monster: The Cat of the Droskarsfjell

Another fairytale inspired monster: The Cat of the Droskarsfjell

http://codex.dungeon-world.com/monster/5749471895879680

Moves:

– Gobble them up

– Consume something ephemeral, like warmth or light

– Appear silently, suddenly

– Toy with its prey

Fear of a Black Dragon

Fear of a Black Dragon

Dungeon World Monster Conversions: Yoon-Suin

Crab Person Slave

Group

Claws (d8 damage)

6 HP

3 armor

Close

Special Qualities: Slave

Lowest of all in the Yellow City are the crab-people, who live outside the city in the mangroves and the rocks called the Topaz Islands, and are not permitted to enter the city proper except in servitude. They are barely intelligent things, but strong and tough, and they are sometimes forced to do manual labour or simple tasks, on pain of death or torture and for scant reward. They are undoubtedly unfortunate and pathetic beings, very meek of character, though the people of the city think of them as the reincarnated souls of criminals and breakers of taboo, and deserving of their miserable lot. They do not generally have names, though those in employment are often daubed with paint to signify who is their master.

Instinct: Obey

Serve

Defend

Endure

Slug Person Aristocrat

Group, Magical, Intelligent

Magical Bolt (d10 damage)

6 HP

0 armor

Close, Near

Special Qualities: Aristocrat of the Yellow City, Slimy, Scholar

In Yoon-Suin’s Yellow City’s highest strata are the slug-people, the race who built the city’s first buildings, founded its great civilisation, and who have lived there since, they say, the dawn of time. They alone are permitted to own fixed property, to import and export goods, and to attend many of the city’s libraries, archives and madrassas. They are a pompous and effete people, fascinated by clothes and fashions and the decoration of their own appearances, though they love learning and study and pursuits scientific, aesthetic and sorcerous.

Instinct: Punish lesser beings

Command

Summon Crab Person Slaves

Cast Spells

Check it out: http://www.drivethrurpg.com/product/144820/YoonSuin?term=Yoon+&test_epoch=0

And listen to the reviews on The Fear of a Black Dragon Podcast: http://www.gauntlet-rpg.com/fear-of-a-black-dragon

http://www.gauntlet-rpg.com/fear-of-a-black-dragon

Fossegrimen is a lonely creature, but an expert fiddler.

Fossegrimen is a lonely creature, but an expert fiddler.

Fossegrimen is a lonely creature, but an expert fiddler. If you bring him a worthy sacrifice, preferably a a white he-goat thrown with head turned away into a waterfall that flows northwards or a lucious fenalår (smoked mutton), he’ll teach you how to play a tune so sweet that tables and benches, cup and can, gray-beards and grandmothers, blind and lame, even babes in the cradle will begin to dance.

http://codex.dungeon-world.com/monster/5660901885607936

Wrote this because my campaign has a nation called Hellfire Imperium, and its capital city is Dis.

Wrote this because my campaign has a nation called Hellfire Imperium, and its capital city is Dis.

Wrote this because my campaign has a nation called Hellfire Imperium, and its capital city is Dis. At present he only rules the circle of Hell that’s on the surface of the world, but seeks to rule all of them. He’s a faithful representation of a 3.0 “Duke of Hell”. They called them something different back then. The conversion chart at the back of DW says he needs 41 HP, and probably 3-4 armor, but I made him with all the checkboxes and am not dissatisfied.

http://codex.dungeon-world.com/monster/5695163645034496