TEXT: a
  bookof
  beasts
  56 monsters
  for Dungeon World
  Written by
  Jason Lutes
  Illustrated by
  Carl Antonowicz
  Billage
  Jan Burger
  Niels Burger
  Jonathan Fine
  Josh Rosen
  Cover art ©2015
  Keny Widjaja
  Printed at
  McNaughton & Gunn
  Saline, Michigan, U.S.A.
  August 2015
  
  Contents
  -------------------------------------------------------------------------------------------------------------------------------------
  Introduction.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  -------------------------------------------------------------------------------------------------------------------------------------
  Frigid Climate
  Lowland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Incessant, White Cat of One Hundred Paws, Final Crane, Mouth-That-Goes-On-Legs
  Woodland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Fell Burr, Tusker, Rime Drake, Angel of Ice
  Highland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Flurry Worm, Snow Creeper, Ravenborn, Shale Sentinel
  Underland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Owlbat, Frostbiter, Lure-Light, Demon’s Eye
  -------------------------------------------------------------------------------------------------------------------------------------
  Temperate Climate
  Lowland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  House-Hopper, Prayer Sparrow, Stinging Billy, Channel Ooze
  Wetland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Jewelbird, Fenkin, Great Armored Swamp Stoat, Deathnose
  Woodland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Blighter, Shiny Silent, Bonepicker, Hulking Brute
  Highland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  All-Watcher, Blighted Wight, Flying Rockwolf, Mawcrack
  Underland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Deep Ranger, Dream Eater, Architect Lichen, Fallen Giant
  -------------------------------------------------------------------------------------------------------------------------------------
  Torrid Climate
  Lowland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Wastewalker, Eternal Rest, Sand Snapper, Undying Allothurge
  Wetland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Gemback, Sleeved Leech, Riverrunner, Rat Dragon
  Woodland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Flayed Beast, Devil Monkey, Black Sap of Discord, Green Mother
  Highland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Skull-Headed Pester, Hillcat, Water-Grazer, King of the Mountain
  Underland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  Deep Lily, Awakened Sentry, Stone Slipper, Demon Pudding
  -------------------------------------------------------------------------------------------------------------------------------------
  Index and art credits.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  -------------------------------------------------------------------------------------------------------------------------------------
  The contents of this supplement rely upon the rules contained in Dungeon World, by Adam 
  Koebel and Sage LaTorra, licensed under a Creative Commons Attribution 3.0 Unported license.
  The text of this supplement is released under a Creative Commons Attribution-ShareAlike 3.0 
  Unported license. All art ©2015 by the individual artists. A Lampblack & Brimstone publication.
  
  3
  Introduction
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  This book collects beasts, humanoids, 
  and monsters for use with Dungeon 
  World. It’s designed as a reference for 
  both preparing a game ahead of time 
  and for impromptu use during play.
  Every entry herein was created using 
  the creature tables in The Perilous 
  Wilds (another Lampblack & Brimstone 
  publication). I rolled up 56 different 
  creatures, in the climate and terrain 
  order shown in the contents listing on 
  the facing page, then fleshed out the 
  resulting prompts using the Dungeon 
  World guidelines for monster creation 
  and my own imagination. I then 
  assigned each page spread to a different 
  artist, giving them very little direction 
  in interpreting my written descriptions.
  Due to the extremely random nature of 
  this process, my rolls resulted in more 
  airborne and undead monsters than 
  might occur in a carefully edited and 
  balanced compendium. But one of my 
  goals was to stay true to what the dice 
  gave me, and that’s what they gave me.
  I hope you have as much fun playing 
  with these monsters as I had making 
  them up!
  —Jason
  ----------------------------------------------------------------
  Naming convention
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  I’ve given every creature a descriptive 
  name in English. You can use a name 
  as-is, or “translate” it into languages 
  native to your game world.
  For instance, a Ravenborn (p9) might 
  be called Urodzony Kruk in an invented 
  culture that uses Polish as its lingustic 
  basis, or Whanau Raweni in one based 
  on the Maori language.
  Organization
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Creatures are grouped by climate, and 
  each climate group is divided into up to 
  five different general terrain types:
  Lowland: tundra, plains, desert, etc.
  Wetland: marsh, swamp, river, etc.
  Woodland: forest, jungle, etc.
  Highland: hills, cliffs, mountains, etc.
  Underland: caves, dungeons, etc.
  Each terrain type takes up a single page 
  spread, and the four creatures within 
  that spread are listed in order from least 
  to most dangerous. So you can have the 
  book open to whatever terrain the PCs 
  happen to be exploring, and quickly 
  pick a monster of the desired lethality.
  ----------------------------------------------------------------
  Treasure
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  At the end of each creature entry are 
  suggestions for items of value that might 
  be associated with that creature, listed 
  from lesser to greater value. When you 
  roll on the Dungeon World treasure table 
  (also reproduced in The Perilous Wilds), 
  you can use these suggestions to help 
  interpret your roll.
  For example, the treasure entry for the 
  Incessant (p4) is “ever-pulsing heart 
  (crystal or metal, source of power).” 
  We roll its damage die (1d8+2) on the 
  treasure table and get an 8: “a small 
  item (gem, art) of great value (2d6x100 
  coins, 0 weight).” When the PCs get 
  the heart assessed, I’ll roll 2d6x100 
  to determine the heart’s worth. If we 
  had rolled a 3—“several coins, about 
  4d10”—I would describe how the heart 
  was damaged and of diminished value.
  Many treasure entries include “property 
  of victim” or something similar. Here 
  you may imagine who may have fallen 
  prey to the creature in the past, and 
  interpret the treasure roll in that light.
  
  4
  Incessant
  Group, Organized, 
  Construct 
  Damage Skate blades 
  1d8+2 (close, 1 piercing)
  HP 10   Armor 3
  Special Qualities Metal,
  mindless
  Built according to some 
  arcane design and 
  powered by sorcery or 
  clockwork, this metal 
  minion resembles a skating insect as it speeds across ice and snow on scythelike 
  appendages. Once set in motion, a squad of Incessants follows a strict patrol path, 
  attacking anything that does not carry the mark of their master and creator.
  Instinct To patrol, until the end of time 
      U  Skate at alarming speed
      U  Assemble in synchronized order
      U  Plow through them and knock them flying 
  Treasure Ever-pulsing heart (crystal or metal, source of power).
  White Cat of One Hundred Paws
  Group, Small, Organized, Stealthy, Lawful 
  Damage Bite 1d6 (hand)
  HP 6   Armor 0
  Special Qualities None
  A single White Cat undulating across the snow like a centipede the size of a grown 
  man’s leg is disturbing, but half a dozen bursting from a drift at once will freeze 
  you in your boots. Their circuitous paths decorate the wintry landscape like wood-
  worm trails in a rotten log, a 
  patternless chaos; but they are 
  in fact creatures of order, often 
  domesticated and employed by 
  Northerners as hunting cats.
  Instinct To search for trouble 
      U  Surround them
      U  Trip them up
      U  Dip in and out of 
         snow like an eel in 
         water
  Treasure Lengthy pelt.
  Frigid . Lowland
  
  5
  Final Crane
  Horde, Large, Terrifying 
  Damage Great beak 1d6+1 
  (close, reach, 1 piercing)
  HP 7   Armor 1
  Special Qualities Winged
  By dint of natural 
  accident or whim of the 
  gods, their dominance is 
  utter—hunting, feasting, 
  multiplying, until their 
  numbers blot out the sun. How to prepare against their migration, as they wing 
  toward our walls? A legion of the King’s archers would not be enough, my lady. 
  I advise saddling six of our fastest horses for your most trusted allies (myself 
  included). What for the townsfolk? A prayer, offered on the hoof.
  Instinct To prey upon the living like a wave upon the sand 
      U  Darken the snows like an approaching storm
      U  Pluck a fleeing person or domesticated animal from the ground
      U  Swallow victim whole, with exactly two convulsions of a snakelike throat 
  Treasure A wasteland of material goods.
  Mouth=That=Goes= 
  on=Legs
  Solitary, Huge, Magical, 
  Terrifying
  Damage Jaws that bite 
  [b]1d10+4 (close)
  HP 20   Armor 4
  Special Qualities Legendary
  The woodcuts illustrating 
  Terrors and Wonders of the 
  Northern Reach give pause on 
  their own, but animated by the book-wizard’s art these images make the turning 
  of each page a thrilling prospect. The last entry, however is warded with a magical 
  seal: placed by the wizard’s wife, after she found him expired in his scriptorium. 
  Instinct To walk and devour
      U  Drive wildlife away a day in advance of arrival
      U  Roar in reverse, sucking in all magical energy within half a league
      U  Swallow a large thing, whole
  Treasure Second-hand account; first-hand account; physical evidence.
  Frigid . Lowland
  
  6
  Fell Burr
  Group, Small, Magical 
  Damage Spines 1d6 (hand)
  HP 6   Armor 1
  Special Qualities Fey
  A witch once stalked these woods, 
  collecting and corrupting what she 
  found. Frostborn fey were trapped and 
  experimented upon with dire purpose, 
  until one day they had their revenge. 
  Imprisoned forest spirits were freed, but 
  some were distorted beyond recovery—
  transformed into crystalline spheres 
  which now tumble with the wind until 
  they encounter warm-blooded animals. To these they stick with their needle-like 
  spines, piercing veins and replacing the heat of life with a wicked cold.
  Instinct To replace heat with cold
      U  Stick fast
      U  Sing others of their kind to the heat
      U  Leave a frozen corpse behind
  Treasure Property of victims (buried in snow, encrusted with ice).  
  Tusker
  Horde, Chaotic 
  Damage Goring tusks 1d6+4 
  (close, forceful, messy)  
  HP 3    Armor 1
  Special Qualities None
  Twice a year, in spring and 
  fall, a frenzy overtakes the 
  herd, as these dog-sized beasts 
  seek to clean and sharpen 
  their four long teeth on any 
  object that offers resistance. Entire groves of trees may be found mauled to flinders, 
  exposed rock scarred by deep gouges, and woe to any creature that strays across 
  their path. Red-eyed, white-headed, bristly gray-and-black body hair growing in a 
  strange spiral pattern that some say marks them as servants of chaos.   
  Instinct To stay sharp, demolish, and slay
      U  Burst forth from the snowy underbrush
      U  Take their legs out from under them
      U  Enter blood frenzy
  Treasure Hide (decorative, mark of chaos); tusks (ivory); property of victims.
  Frigid . Woodland
  
  7
  Rime Drake
  Group, Large, Cautious 
  Damage Toothy bite 1d8 (close)
  HP 6   Armor 2
  Special Qualities Winged, 
  vulnerable to fire
  Which came first: the lizard 
  or the bird? Sages pondering 
  the answer ignore the more 
  practical question: what 
  tool is best for killing a flying crocodile? Surely an arrow, fired from a healthy 
  distance. A fair notion, until said missile’s flight is compromised by snowstorm, or 
  the capacity of the archer’s quiver is tested by a half dozen of the winged things 
  looming into view over the treetops. Fall back, then, and draw blades sharp enough 
  to pierce thick hide. With luck, the mage knows words of fire. Without, his last 
  thoughts may turn to birds, lizards, and the food chain of this northern clime.    
  Instinct To stalk prey from the sky
      U  Drop out of sight and return at an opportune moment 
      U  Exhale a freezing blast
      U  Feign death and let them have it when they get too close
  Treasure Many teeth (trinkets); white hide (armor); property of victims.  
  Angel of Ice
  Solitary, Large, Divine, Lawful  
  Damage Winglike limb 1d10+4 (reach, 
  near, forceful)  
  HP 18    Armor 3
  Special Qualities Immobile
  You may find yourself at the edge of a 
  circular clearing, facing a great tree of 
  ice with limbs like attenuated wings, an 
  ancient bastion of holy power. If you are 
  free of inner darkness, she grants peace; 
  otherwise, you are compelled to touch 
  her, thence to renounce your past ways 
  or give in to ice, cracking and falling 
  amongst her roots like so many before.
  Instinct To drain darkness from the world
      U  Emanate faint, otherworldy music
      U  Reflect the truth like a mirror
      U  Extract the heat of evil
  Treasure Property of the dark-hearted.
  Frigid . Woodland
  
  8
  Flurry Worm
  Horde, Tiny 
  Damage n/a
  HP 1   Armor 0
  Special Qualities Parasite
  The Snow Creeper (below) generally dwells 
  on high ground, but when impregnated, the 
  female of the species seeks out the highest 
  local point, where she deposits her egg 
  sac before expiring. When the sac bursts, 
  hundreds of larval creepers, each the size of 
  a fly maggot, drift downward on the wind. 
  Climbers may think themselves in the midst of  
  a brief snow flurry, not realizing until too late 
  that the flakes are alive and seeking purchase.  
  Instinct To find a fleshly host
      U  Seek heat and burrow into it
      U  Gestate until the next full moon
      U  Emerge in some horrific fashion 
  Treasure Property of former host.
  Snow Creeper
  Group, Organized 
  Damage Pincers 1d8 (close)
  HP 12   Armor 1
  Special Qualities None
  Resembling a white shelled 
  worm the size of a human, 
  this silent denizen of highland 
  slopes avoids open areas in 
  favor of tunneling through 
  snow and ice. According to 
  some collective urge, creepers dig elaborate, maze-like warrens organized into 
  sleeping, mating, dining, and larder areas. Certain tunnels terminate in ambush 
  points, where the creatures wait unmoving for long spans of time, bursting forth to 
  grab passing prey. Which, upon expiration, is then dragged to the nearest larder. 
  Instinct To survive and reproduce (see Flurry Worm, above)
      U  Ambush from below
      U  Drag them out of sight
      U  Retreat into tunnels
  Treasure Property of prey.
  Frigid . Highland
  
  9
  Ravenborn
  Group, Organized, Intelligent 
  Damage Talons 1d8 (hand), 
  obsidian-tipped spear 1d8 (reach)
  HP 7   Armor 0
  Special Qualities Winged
  Once, the story goes, a mortal 
  man was plucked from his home 
  and claimed as a mate by the 
  sky god. His wife ascended 
  the highest peak to retrieve 
  him, and he was forced to choose between mortal and deity. His choice condemned 
  the married pair to the mountaintop, and to bodies half bird in composition. The 
  ravenborn are said to be their descendents, circling far and wide from their aerie-
  towns, but never touching down below the treeline. 
  Instinct To curse the fate of being trapped between worlds
   
   
  U Be an omen of worse things to come
   
   
  U Call an unkindness to the scene
   
   
  U Carry them aloft 
  Treasure Uncut garnet; polished amber on a leather thong; golden anklet.
  Shale Sentinel
  Solitary, Large
  Damage Blow 1d10+1 (close, reach, 
  forceful), hurled shard 1d8+1 (near, far, 
  forceful) 
  HP 16   Armor 2
  Special Qualities Rock
  When an entire rock outcropping steps 
  free of its mother mountainside and 
  lumbers in your direction, caked with 
  ice like armor, you might well reconsider 
  your path. But before turning tail, recall 
  the local wisdom: its body isn’t granite, 
  but flaky mudstone, easily crushed. 
  Then again, so are you.
  Instinct To send trespassers back
      U  Charge downhill 
      U  Knock them down
      U  Blind them with shattered shale
  Treasure Property of former trespassers (amongst their crushed remains).
  Frigid . Highland
  
  10
  Owlbat
  Group, Small 
  Damage Beak and talons 1d6 
  (close)
  HP 6   Armor 0
  Special Qualities Winged
  Though it preys primarily 
  upon smaller mammals found 
  aboveground in the tundra 
  and wintry woods, the owlbat 
  always nests underground, as 
  far away from snow and ice as it can manage. Its soot-black feathers conceal it well 
  in the darkness, but its position may be occasionally betrayed by the reflective silver 
  discs of its great eyes. Some say the owlbat carries a vile blight, others consider it a 
  symbol of the wisdom of the depths.  
  Instinct To seek sustenance
      U  Strike like a bolt from above
      U  Seize a small thing
      U  Leave them with a verminous disease  
  Treasure Guano (fuel, when powdered); tongue (a delicacy).
  Frostbiter
  Group, Undead, Terrifying 
  Damage Chill bite 1d8 (close)
  HP 6   Armor 1
  Special Qualities None
  An evil lord who once dwelt in the freezing 
  lands above was entombed with his entire 
  estate, which included a score of servants 
  drugged during the funereal rites and sealed, 
  still living, into the walls of the tomb. The 
  deep cold claimed them before starvation, and 
  unholy magic laid into stone by necromantic 
  priests ensured their eternal vigilance. Frozen 
  corpses, preserved through the centuries, 
  awakened by disturbers of the peace.
  Instinct To protect their master’s estate
    
  U Shatter any bond 
    
  U Seize them with claws of ice 
    
  U Turn victims into puppets of the dead 
  Treasure Burial hoard of master.
  Frigid . Underland
  
  11
  Demon’s Eye
  Solitary, Small, Construct, Intelligent, Devious, 
  Terrifying, Planar 
  Damage Reaming spikes 1d10+2 (hand, 2 
  piercing), freezing gaze 1d10 (reach, near, 
  immobilizing)
  HP 12   Armor 2
  Special Qualities Floating
  This agent, dispatched from the Plane of Ice, 
  defies academic analysis. Scholars variously claim 
  it as demonborn, construct, or elemental, but at least 
  agree upon strategy: run for your life. Resembling a 
  giant floating eyeball encased in a shell of ice, the demon’s eye is a horror to behold; 
  moreso when it activates the spinning ring of spikes encircling its pupil and lunges 
  at a fleshly target in pursuit of a core sample. 
  Instinct To serve its otherworldly master
      U  Coat surroundings in a crust of slippery rime
      U  Bend the weak-willed to dire purpose with dominating gaze  
      U  Report back to the Plane of Ice in a blink 
  Treasure Property of victims.
  Lure-Light
  Horde, Small, Organized, Undead 
  Damage Draining presence 1d6 (close,
      ignores armor)
  HP 3   Armor 0
  Special Qualities Floating, intangible
  Darkness fills the deeps like water fills a 
  well, and many a soul has drowned therein. 
  Some lost spirits—variously appearing as a 
  flickering torches, lanterns, the gleam of jewels 
  in the dark—drift through tunnel and cave, luring 
  others to a fatal or crippling misstep into an unseen pit 
  or chasm. Victims so injured are swarmed by other lure-lights, seeking to increase 
  their company. A lure-light is freed from its eternal wandering when the physical 
  remains of the body to which it was once attached are returned to the surface.
  Instinct To lure the greedy and the lost
      U  Embody a tempting shine or glimmer
      U  Draw other lure-lights to the scene
      U  Swarm the injured like a frenzy of fireflies 
  Treasure Property of victims.
  Frigid . Underland
  
  12
  House-Hopper 
  Solitary, Tiny 
  Damage Bite 1d4 (hand) or antlers 1d6 
  (close)
  HP 3   Armor 0
  Special Qualities None
  Often mistaken for a cat or rabbit at a 
  distance, nontheless closer kin with deer, 
  with whom it shares antlers (of a kind) 
  and an ability to leap high. Feeding these 
  creatures will cause them to loiter, and 
  take up residence in the nearest thatched 
  roof. Observers of a house so occupied 
  think its owners blessed; the owners think otherwise once breeding season begins. 
  Male hoppers who come in sight of one another will instantly joust to the death.  
  Instinct To seek easy sustenance
      U  Chitter like a feral squirrel
      U  Leap beyond the dictates of reason
      U  Charge with disproportionate fury 
  Treasure Antlers (good or bad luck charm); spleen (curative).
  Prayer Sparrow
  Horde, Tiny, Organized, Divine 
  Damage Peck 1 (hand) or 
  swarm 1d6 (hand)
  HP 1   Armor 0
  Special Qualities Winged
  A small black bird with white 
  breast and golden head, which 
  congregates in chirruping lines 
  along tree branches and peaked 
  roofs, often in the vicinity of 
  religious functions. In some quarters, a supplicant will choose a particular sparrow 
  and silently petition it until the bird takes flight, sure sign that the prayer will be 
  delivered. But woe is he who leaves services unrepentant, for he may find himself 
  swarmed, and soon the golden heads stained scarlet.
  Instinct To serve the devout and punish the unrepentant 
      U  Wheel across the sky in a dizzying cloud
      U  Alight in an immaculate line
      U  Show them the error of their ways with a hundred tiny jabs 
  Treasure Speckled eggs (magical ingredient, cursed foodstuff).
  Temperate . Lowland
  
  13
  Stinging Billy
  Solitary 
  Damage Tail stinger 1d8 
  (close)
  HP 12   Armor 1
  Special Qualities Poisonous
  A sixteen-legged, 
  exoskeletal creature the 
  size of a mastiff, similarly 
  domesticated as a guard 
  animal for the wealthy, 
  and famed for “billy-black,” a deadly venom delivered via its sickle-shaped stinger. 
  Nocturnal by nature, predator of livestock and housepet alike, it will kill anything 
  that disturbs the cool, dark nooks in which it rests during the day.    
  Instinct To defend its ground
   
   
  U Rear up in a display of rippling legs
   
   
  U Seize them with forelegs
   
   
  U Deliver venom that kills within a day
  Treasure Property of victims; billy-brain (antidote to billy-black when removed 
  intact and properly prepared); billy-black venom sac.
  Channel Ooze 
  Solitary, Amorphous
  Damage Engulf 1d10 (hand, ignores armor)
  HP 12   Armor 1
  Special Qualities Blind, amphibious, immune to blunt and piercing weapons
  Speculation runs the gamut, but most agree this sentient slime cannot have been 
  a product of nature alone. Unwary travelers moving through tall grass are likely 
  to stumble into the web-like network of trenches 
  that it calls home, and find themselves stuck 
  fast in the tar-like excretion it leaves in 
  its wake. Extrication is of the essence, 
  for though the muddy ooze consumes 
  and digests topsoil in the process of 
  ditch-digging, it flows fast through its 
  channels. And meat is a treat.
  Instinct To extend the network
      U  Trap them in tar trail
      U  Appear to be dirt or mud
      U  Reconstitute disparate parts
  Treasure Property of many victims.
  Temperate . Lowland
  
  14
  Fenkin
  Group, Intelligent, Stealthy, Lawful 
  Damage Tortoise-shell knife 1d8 (close) or 
  javelin 1d8 (near, thrown)
  HP 6   Armor 0
  Special Qualities Amphibious
  The reeds shift as if by a breeze, a strange 
  toad-like call is answered in kind, at a 
  distance. Fenkin territory. The rust-colored 
  spots mottling their gray skin would give them 
  away if they didn’t smear themselves with 
  mud for camouflage. Most outsiders deem 
  them savage, ignorant of the strict moral code 
  by which their tribal villages are governed. 
  Emaciated, graceful, unblinking. 
  Instinct To defend territory
      U  Arise in ambush from the muck
      U  Call the creatures of the fen
      U  Disappear into the reeds 
  Treasure Necklace of teeth; uncut sapphires.
  Jewelbird
  Solitary, Tiny, Hoarder 
  Damage Talons & beak 1d6 
  (close)
  HP 3    Armor 0
  Special Qualities Winged
  So-called for both its coat of 
  shimmering feathers (blue, 
  gold, carmine), and for the 
  way it decorates its nest with 
  shiny things scavenged from 
  the swamp. Less kindly 
  deemed “thiefbird” or “dinner” by those who’ve felt the tug of its black beak at 
  their purse. Valued for the contents of its bower; as a captive songbird, for its 
  trilling call; and as part of the aformentioned meal, roasted and sweetly glazed. 
  Instinct To filch pretty things
      U  Snatch the shiny thing and wing away
      U  Decide the shiny thing is someone’s eye
      U  Give them pause with a burst of extraordinary song 
  Treasure Flakes of mica; lockpicks; a key; gem fragments (sapphire, topaz, opal). 
  Temperate . Wetland
  
  15
  Great Armored 
  Swamp Stoat
  Group, Large, Devious 
  Damage Incisor bite 1d8+3 (close) 
  HP 10   Armor 3
  Special Qualities None
  Shielded on its back, shoulders, 
  and forehead by bony plates, 
  but covered elsewhere by glossy 
  brown fur that turns white on 
  the underbelly. Swamp stoats 
  nest in the places that once housed their prey: dank dens, bog hummock burrows, 
  entire villages gutted for surplus provisions. When aroused to kill, they emit an 
  overpowering musk that staggers their foes. Some say other swamp-dwellers have 
  trained the murderous things as mounts. If so, surely magic is involved.  
  Instinct To eviscerate the soft-bellied
   
   
  U Leap upon them from behind
   
   
  U Fold into a ball of armor
   
   
  U Spray them with stupefying musk 
  Treasure Bone plates; silky fur (called “queenscloak”); musk glands; property of prey.
  Deathnose
  Group, Huge, Terrifying
  Damage Proboscis 1d8+3
  (reach, 2 piercing)
  HP 14   Armor 0
  Special Qualities Winged
  Beware the distant hum, 
  causing the water to tremble 
  as it grows. Take shelter where 
  you can, in the tangled roots, 
  and pray, but know that—
  despite your smallness—they can sense your heat. Beware the Nose of Death, 
  lancing from the sky, spearing man and steed alike, in the softest, vital parts. The 
  shriveled vessel tossed aside a moment later, curled in on itself like a question: who 
  next shall be delivered, as promised by the winged hum?  
  Instinct To take blood from the blood-filled
      U  Move from reach to near or vice versa in an instant
      U  Mesmerize them with thrumming wings
      U  Exsanguinate in a wink
  Treasure Whatever remains after they have supped.
  Temperate . Wetland
  
  16
  Shiny Silent
  Solitary, Devious, Stealthy 
  Damage Stinger 1d10 (close)
  HP 12   Armor 2
  Special Qualities Winged, aquatic
  This reclusive killer—resembling 
  a twelve-legged dragonfly the size of 
  an adult human and encased in green 
  or yellow opalescent armor—joins with 
  others of its kind only to mate. Eggs 
  deposited near streams and ponds hatch 
  into aquatic nymphs, which prey upon fish and frogs until metamorphosing into 
  adults, at which stage they grow wings but remain able to move freely between 
  water and air. Most disturbing are their caches of “blood-honey,” globes of distilled 
  mammal plasma which they secrete into hollow trees for future consumption.
  Instinct To defend territory
      U  Descend silently upon a straggler
      U  Dart about at lightning speed 
      U  Force them into deep water, into a bog, off a cliff 
  Treasure Prismatic eyes (magical ingredient); blood-honey (regenerative properties).
  Blighter
  Group, Tiny, Chaotic 
  Damage Burrow 1d8-2 (hand)
  HP 1   Armor 3
  Special Qualities Blind, mindless
  Long ago displaced from some unquiet 
  depth, these armored crustaceans repel 
  rhyme and reason alike as they ravage 
  the woodlands. Thumb-sized, armored 
  pill-bugs affected as much by a direct 
  hammer-blow as might be a ball of cast 
  iron, they tunnel into anything softer 
  than stone, excreting a white ichor that 
  swiftly kills and begins to rot organic matter. The King’s Foresters have resorted to 
  fire in an effort to control the scourge.  
  Instinct To scuttle blindly 
      U  Describe a mad path through the undergrowth
      U  Leave crazed swaths of white rot
      U  Find a chink in their armor by accident 
  Treasure Inorganic property of victims.
  Temperate . Woodland
  
  17
  Hulking Brute
  Group, Large
  Damage Great fist 1d8+3 (reach, forceful)
  HP 14   Armor 2
  Special Qualities None
  Also known as “cretinous giants,” 
  these towering ape-folk rip up trees 
  to build colossal log forts. From these 
  crude redoubts clan wages war upon 
  clan, with little concern for any smaller 
  creature that may fall between... unless 
  said creature is a cheesemaker. Such 
  magicians are pressed into servitude in 
  order to produce every Brute’s treasured 
  delicacy. The more mold, the better. 
  Instinct To reduce all rivals to pulp 
      U  Bound swiftly through the forest
      U  Uproot a tree to use as a club
      U  Smash an obstacle, an enemy
  Treasure Iron wristband the size of a crown; cheese of great size but poor quality.
  Bonepicker
  Horde, Cautious, Organized, Undead 
  Damage Skeletal claws 1d6 (hand)
  HP 3   Armor 0
  Special Qualities Winged
  A graveyard between village and forest is 
  found one morning plundered, the expected 
  mob of incensed relatives forms, and into 
  the woods they plunge. Perhaps they 
  will find the huge nest, in the highest 
  branches of dead old growth, woven of 
  tightly interlocking thighbones. More 
  likely their end will come sooner, after dark, 
  when the legless horde descends: white ribs; viscera 
  like a kite tails; wings of taut human hide.
  Instinct To expand the nest and the flock
      U  Make sure prey is outnumbered
      U  Descend en masse 
      U  Flap clumsily out of reach
  Treasure Property of victims.
  Temperate . Woodland
  
  18
  All-Watcher
  Solitary, Small, Cautious 
  Damage Beak 1d8 (hand)
  HP 8   Armor 0
  Special Qualities Winged
  Certain wizards have been known to 
  domesticate this cliff-dwelling creature in 
  order to take advantage of its ability to 
  see magic, and thus aid in the acquisition 
  of arcane objects. It can also see other 
  things—some say everything—with the 
  hundred eyes that festoon its 
  head like fish eggs. Vicious 
  when provoked, and possessing 
  of an eerie, humming call.
  Instinct To observe and judge 
      U  See the hidden, invisible, and otherworldly 
      U  Seize something magical and wing away
      U  Fix them with the merciless glare of a hundred eyes 
  Treasure Brain (magical ingredient, imparts ability to see all).
  Blighted Wight
  Solitary, Undead, Chaotic 
  Damage Great axe 1d10+2 (close, forceful)
  HP 12   Armor 2
  Special Qualities Vulnerable to cold iron
  Long ago the highlands belonged to several lords, 
  but a foul disease brought them low and reduced 
  their subjects to mad savagery. Those leaders 
  claimed by the affliction were entombed in caves 
  or chambered cairns, sealed against the increasing 
  depredations of their people; but the disease held 
  some fragment of their souls in place, and their 
  bodies remained animate even in death. Now, 
  they await the breaking of the seals, and the 
  opportunity to visit horrific harm upon the living.
  Instinct To wreak savage destruction 
      U  Emit a soul-chilling roar
      U  Cleave things left and right
      U  Lay a blight of chaos upon them
  Treasure Great axe; chainmail; jewelry of silver, red enamel (brooch, armband, etc.).
  Temperate . Highland
  
  19
  Mawcrack 
  Solitary, Large, Planar 
  Damage Crushing walls 1d10+1 (hand)
  HP 16   Armor 4
  Special Qualities Rock
  Among the dangers threatening the amateur 
  climber are naturally-occurring crevasses 
  liable to reward a single misstep with injury 
  or death. Imagine one of these openings the 
  mouth of a bizarre elemental creature, in the 
  depths of which some temptation glitters, and 
  you will have some notion of the Mawcrack. 
  Though what it feels like, when the walls of 
  its shaft-stomach begin to compress upon the 
  unfortunate, is a thought best not entertained. 
  Instinct To wait and consume 
      U  Get their attention with shiny things  
      U  Seal them in darkness
      U  Crush everything 
  Treasure Crushed property of victims.
  Flying Rockwolf
  Group, Organized
  Damage Bite 1d8+1 (hand)
  HP 6   Armor 2
  Special Qualities Winged
  Rockwolves were bad 
  enough, with their stoney 
  hides and sharp fangs, 
  before the theurge who 
  created them went one step 
  further and began cross-
  grafting them with giant 
  hawks. Now packs of the 
  vicious things prowl the highland skies, falling to feast upon human and mountain 
  goat alike. Scholars disagree on whether they lay eggs or give birth to live young.
  Instinct To serve the pack, and feed 
      U  Fall from the sky like a storm of wings and teeth
      U  Join with packmates to seize them with jaws 
      U  Carry them aloft 
  Treasure Property of prey.
  Temperate . Highland
  
  20
  Deep Ranger
  Solitary, Intelligent, Stealthy, Lawful 
  Damage Longsword 1d8 (close) or longbow 1d8 (reach, 
  near, far)
  HP 12   Armor 2
  Special Qualities Elf
  The wilds near civilized lands are patrolled by 
  protectors of the natural order, the regent’s 
  interests, or both; it follows that the depths might be 
  subject to the same. Elves are renowned for their 
  love of the sunlit world, but certain among them, 
  born with sight able to penetrate the pitchest 
  of black, commit to this task. Expunging evil, 
  claiming treasure for their lord, showing up right at 
  the moment when less experienced delvers find themselves in over their heads.
  Instinct To patrol the underlands
      U  Know the way
      U  Move like a shadow
      U  Drop a target with a whistling shot 
  Treasure Longsword; longbow; elven chainmail; a treasure, recently retrieved.
  Dream Eater
  Group, Tiny
  Damage Bite 1d4 (hand)
  HP 1   Armor 0
  Special Qualities None
  Wherever the dungeon 
  wall gives way to earth, 
  one may find holes dug 
  by these blind, vole-like 
  rodents with purplish 
  fur and pale extremities. Those who sleep once in proximity to their burrows will 
  fail to dream, awakening anxious and unrested; a second time, and they may find 
  themselves too drained to stand; from a third night the sleeper may not rouse at all. 
  For dreams removed take with them a sweet flavor the creatures detest, leaving the 
  brain creamy, delectable—and in sufficient quantity to feed a warren of twelve.
  Instinct To clear their heads of revolting nonsense 
      U  Scurry harmlessly away from torchlight
      U  Devour sleeping thoughts from a near distance
      U  Arrange a feast for the family  
  Treasure Brain (magical ingredient, cures insomnia and nightmares).
  Temperate . Underland
  
  21
  Architect Lichen
  Solitary, Large/Huge, Intelligent, Amorphous 
  Damage Envelop 1d10 (hand)
  HP 20+   Armor 0
  Special Qualities Immune to blunt and   
  piercing weapons
  Possessed of obsessive intelligence, imposed 
  by demonic will or evolved by way of 
  some ancient contamination of nature, 
  this yellow-gray organism grows to mimic 
  subterranean construction. Corridor, 
  ante-chamber, underground temple—they 
  may appear covered in lichen, or they may be the lichen itself: inviting exploration, 
  enveloping, transforming organic matter into the building blocks of an orderly, 
  ever-expanding self.
  Instinct To consume and expand 
      U  Assume the form of an inviting architectural feature
      U  Creep from boot to belt in a nonce
      U  Allow them one last cry before turning them into art
  Treasure Property of prey, artfully arranged.
  Fallen Giant
  Solitary, Huge, Undead 
  Damage Skeletal hand 1d10+5 (reach, 
  near, forceful)
  HP 22   Armor 3
  Special Qualities None
  Giant society is rarely considered in 
  full by scholars, who presume them 
  mere savages of colossal size. But 
  no doubt some possess “civilized” 
  traditions: laws of ownership, 
  religious tenets, burial rites. And 
  a giant’s tomb is a thing to behold, its oversized treasures moreso—but beware 
  the restless titan, whether cursed with unlife for foul misdeed or animated by the 
  necromancer’s art. For a cleric of proportionate zeal is not easy to enlist.  
  Instinct To destroy disturbers of eternal rest 
      U  Cause loose masonry to fall with a step
      U  Express dismay at lack of ability to taste them, after swallowing one
      U  Scatter them like tenpins
  Treasure Giant’s burial gear; giant burial offerings (gold plates, goblets, goose).
  Temperate . Underland
  
  22
  Wastewalker
  Group, Intelligent, Organized 
  Damage Spiked staff 1d8 (close) or sling 1d8 
  (near, far)
  HP 6   Armor 1
  Special Qualities None
  Tall, long-legged humanoids with scaley reddish 
  skin, able to survive for weeks on end without 
  water. Also called “thirstless” by foreign traders 
  who employ them as guides, wastewalkers are 
  warlike by nature and nomadic by necessity. 
  They roam the open land, always in search of a 
  better life, and more than willing to seize it by 
  force. Yellow eyes and a tendency to bask in the 
  heat encourage rumors of a reptilian blood.  
  Instinct To seek better prospects
      U  Stun them with a slingstone to the skull
      U  Disarm them with a deft strike
      U  Capture them for untoward purposes
  Treasure Jewelry of silver, turquoise; trophy item; teardrop jasper; spyglass.
  Eternal Rest
  Solitary, Huge, Planar
  Damage Disintegrating tendrils 
  1d6 (hand, ignores armor)
  HP 20   Armor 0
  Special Qualities Mindless, 
  vulnerable to water 
  Long ago, an alchemist created 
  new life with extraplanar 
  ingredients. This hybrid of 
  fungus and crystal overtook 
  her laboratory and cast its spores into the wider world. Colonies of the original 
  specimen now stretch for up to a mile just below the surface of the sand. Those who 
  rest within range awaken to find themselves held fast by a web of hairlike tendrils, 
  which leech life and turn flesh to sand—hinting at the origin of the desert itself. 
  Instinct To turn this world to desert
      U  Hold them fast
      U  Dehydrate them
      U  Turn an extremity to sand 
  Treasure Property of victims, scoured of all organic matter.
  Torrid . Lowland
  
  23
  Sand Snapper 
  Horde, Small 
  Damage Snapping teeth 1d6 (close)
  HP 2   Armor 1
  Special Qualities None
  The first sign is a rippling along the 
  surface of the desert, as if a hard 
  wind blows across the sand. Then, the 
  ground seethes and boils, and they 
  begin to jump: fist-sized, chitinous, 
  maws lined with sawblade teeth, 
  snapping snapping snapping until 
  they gain purchase. Like a school of 
  ravenous, carnivorous fish, they swim 
  underfoot in search of meat. 
  Instinct To feed
      U  Find a chink in their defenses
      U  Start a feeding frenzy
      U  Force a loss of footing
  Treasure Property of victims.
  Undying Allothurge
  Solitary, Intelligent, Devious, Undead  
  Damage Searing blast 1d8+1 (close, reach, near)
  HP 12   Armor 1
  Special Qualities Spellcaster
  Viziers of an ancient king, the allothurges 
  mastered the elements of the wasteland and 
  bent it to the will of their master, divining 
  the location of deep water, enslaving outsiders 
  to build great palaces of sandstone, searing 
  dissenters with the heat of a merciless sun. The 
  most powerful, by unholy rite and at cost of 
  their souls, outlasted their master; they now 
  brood over the ruins of a bygone era and plot to 
  revive past glories at any cost.  
  Instinct To see the old kingdom reborn
      U  Summon horrors of the desert
      U  Cast a spell of sand, heat or wind  
      U  Break their will and enslave them  
  Treasure Golden diadem; golden neck collar; leopard-skin cloak; magic sun-staff. 
  Torrid . Lowland
  
  24
  Gemback
  Solitary, Small, Magical 
  Damage Snapping beak 1d8 (hand)
  HP 10   Armor 3
  Special Qualities Aquatic
  Retracting head and limbs into its 
  beautiful crystalline carapace is the 
  first line of defense, but persistent 
  predators will be rewarded by a 
  sudden flash of arcane energy, 
  powerful enough to blind and stun 
  a giant. They say the shell—amethyst, aquamarine, topaz—acts as a magical 
  battery, absorbing the sun’s energy all day long. Such concentration demands 
  release, which may explain the flashes of colored light seen at night in the wetlands 
  at the desert’s edge. Note to collectors: hunt only in the pre-dawn.
  Instinct To amble on to the next meal of sweet grass
      U  Distract them from more important matters
      U  Blind and stun them with a sudden burst of light
      U  Be gone when their vision clears 
  Treasure Crystalline shell.
   
  Sleeved Leech
  Group, Organized, Cautious 
  Damage Sucking mouth 1d8 (hand)
  HP 8   Armor 3
  Special Qualities Aquatic
  The sight of water after a long 
  trek across the dunes is cause for 
  celebration, but every desert-dweller 
  knows not to overslake a burning 
  thirst. The idea of stripping down and 
  immersing oneself in a cool oasis is similarly tempting, but pray resist, for some 
  such pools are home to colonies of this vile, three-foot-long parasite. Should you 
  find yourself unlucky host, know that its mouth is the only part unprotected by 
  the sleeve of its segemented carapace. Which end is that? The one adhered to your 
  backside.
  Instinct To sup on mammalian blood
      U  Attach to them without being noticed
      U  Leave a trail of blood to attract other leeches in the vicinity 
      U  Detach and disappear underwater as soon as they strike back 
  Treasure Property of victims (sunk to the bottom), live specimen (for physicians).
  Torrid . Wetland
  
  25
  Riverrunner
  Solitary, Stealthy 
  Damage Bite or claws 1d10+2 
  (hand, messy)
  HP 12   Armor 0
  Special Qualities None
  Ravines cut through the 
  desert are of great interest to 
  the traveler, offering shelter, 
  shade, and usually at least a 
  trickle of water. They thus also 
  attract local fauna, and where beasts congregate one often rises to supremacy. 
  This specimen does it by stealth—fur the color of sandstone, padded feet that never 
  touch soft ground—and sudden ferocity. “Survivors” are those who witness the 
  carnage only from the cliffs above, and recount the scene later, with shaking hands.
  Instinct To stalk and slay 
      U  Follow them for miles, patient, invisible
      U  Pounce at exactly the right moment
      U  Rip out a throat 
  Treasure First-hand account, property of victims.
  Rat Dragon
  Solitary, Large, Devious, 
  Terrifying, Legendary 
  Damage Massive incisors 
  1d10+3 (close, reach), claws 
  1d8+2 (reach), or tail whip 
  1d8+1 (reach, forceful)
  HP 20   Armor 3
  Special Qualities Winged, 
  aquatic
  Preposterous! Absurd! I will 
  not have such tales in my 
  establishment! Out with you!
  Instinct To embody the 
  notion of “majestic vermin”
      U  Send the peasants 
         scurrying  
      U  Let out a terrifying squeak
      U  Cough up a cloud of disease or a gout green fire
  Treasure Property of prey, hoard of shiny things (in the dank crevice of its lair).
  Torrid . Wetland
  
  26
  Flayed Beast
  Group, Terrifying 
  Damage Fangs or claws 1d8 (hand)
  HP 6   Armor 0
  Special Qualities Varies
  Test subjects, escaped or set 
  loose from the depredations of 
  some demented warlock with an 
  unhealthy interest the cross-species 
  grafting of wolves, wildcats, bats, 
  owls, and innumerable others. 
  Living experiments that were 
  successful only in the sense that 
  some survived. Skinless, in constant agony, suicidal with rage, these fearsome 
  aberrations now seek only the thing that grants momentary relief: killing. 
  Instinct To seek relief through violence
      U  Burst from the undergrowth like a pack of demons 
      U  Reveal a surprising ability, the result of cross-species grafting 
      U  Expire with a sigh of relief 
  Treasure Property of victims.
  Devil Monkey
  Horde, Small, Intelligent, 
  Organized, Devious, Planar 
  Damage Hurled object 1d4 
  (reach, near) or flaming 
  flatulence 1d6 (close, reach)
  HP 3   Armor 0
  Special Qualities 
  Vulnerable to cold
  On one of the planes of 
  fire grows a tree; that tree 
  bears flaming fruit; and 
  that fruit, when consumed, inexplicably transports the eater to the hottest climes 
  of the mundane world. Such was the means of arrival of this rapidly-multiplying 
  species of diminutive, impish primates.
  Instinct To find a way home, wreaking havoc along the way
      U  Chatter mockingly from the treetops 
      U  Hurl flaming feces
      U  Reveal much greater numbers than anticipated 
  Treasure Scavenged gold jewelry; burning gall bladder (magical ingredient).
  Torrid . Woodland
  
  27
  Green Mother 
  Solitary, Huge, Intelligent, Lawful, Legendary 
  Damage Sweep of hand 1d12+3 (reach, forceful)
  HP 24   Armor 3
  Special Qualities Omniscient, plant
  Great creaking footfalls precede the appearance 
  of this titan, who moves through the jungle as if 
  it were her garden. She tends to young life, thins 
  the trees where they grow too dense, and weeds out 
  invasive species (including those that go on two 
  legs). Visitors to her domain would be wise to do no 
  harm, for despite the lack of recognizable 
  head and associated sensory organs, she 
  perceives all life and its intent.
  Instinct To tend the garden of life 
      U  Have her legs mistaken for trees
      U  Call vines and roots to her aid
      U  Regenerate a deep wound 
  Treasure The jungle’s natural wealth.
  Black Sap of Discord
  Solitary, Amorphous, Chaotic 
  Damage Corrupting touch 1d10 
  (hand)
  HP 15   Armor 1
  Special Qualities Mindless, sticky
  A curse placed long ago upon this 
  stretch of steaming greenery has 
  yielded a succession of horrors, 
  large and small, but the most 
  insidious is this inchoate lifeform, 
  which invades and corrupts trees from the roots up, transforming vital sap into 
  an extension of itself. The affected trees do not so much die as become possessed, 
  and may return to healthy life if purged. And there’s the sticky point: given the 
  opportunity, the black stuff can invade and control anything with a vascular system.
  Instinct To corrupt life of all kinds
      U  Drip from an injured tree, smelling like sweet syrup
      U  Be sticky in the most inconvenient way imaginable
      U  Find a way in through an open wound or orifice and seize control 
  Treasure Property of victims (covered in sticky residue, difficult to remove).
  Torrid . Woodland
  
  28
  Skull-Headed Pester
  Horde, Small, Stealthy, Devious, Organized 
  Damage Javelin 1d6 (close, reach, near) or 
  knife 1d4 (hand, 1 piercing) 
  HP 3   Armor 0
  Special Qualities None
  An overweening sorceress enslaved a race of 
  goblin-folk to excavate an ancient highland 
  ziggurat, not expecting that they would rise 
  up against her. With her last breath she 
  uttered a curse that would condemn their 
  offspring to be born without skin on their 
  heads; and so their self-loathing has been 
  compounded with each twisted generation. 
  Instinct To torment those less horrific 
      U  Impersonate a lifeless skull
      U  Surround them in a sea of skulls 
      U  Force them into a maiming trap
  Treasure Copper and silver jewelry; skull (gilt 
  and carved by the more vain among them).
  Hillcat
  Horde, Organized
  Damage Bite or claws 1d6 
  (hand)
  HP 3   Armor 0
  Special Qualities None
  Wild felines tend toward lives 
  of solitude or tight-knit family 
  groups, but in the hill country 
  this particular breed of feral 
  cat has reproduced unchecked at an alarming rate, and organized into great herds 
  that move like leaderless flocks of birds. Though mainly scavengers, they are able to 
  overwhelm larger creatures, and demonstrate a disturbing willingness to sacrifice 
  themselves for the sake of their kin. Even so, they are servile before any King of 
  the Mountain (facing page).
  Instinct To hunt and eat and nap in the shade
      U  Lead the gullible into an ambush
      U  Sacrifice self for the benefit of the herd
      U  Convene after a feast to yowl like it’s the end of the world 
  Treasure Propery of victims.
  Torrid . Highland
  
  29
  Water-Grazer
  Group, Large 
  Damage Stomp or chomp 1d8+1 
  (close)
  HP 10   Armor 1
  Special Qualities Blind
  A bizarre creature resembling 
  an eyeless, earless, clam-
  shaped head attached to a 
  pair of massive legs, covered 
  in a thick, gnarled, blue-black 
  hide. Commonly seen striding 
  ponderously across highland slopes, sweeping the rocky ground with the curtain 
  of baleen-like tendrils that hangs from its mouth. This organ detects and extracts 
  vital moisture wherever it may be found. 
  Instinct To seek water 
      U  Issue an eerie, keening call
      U  Stampede!
      U  Extract all moisture with extended contact 
  Treasure Tough hide (for armor); hardened clumps of bile (perfume ingredient). 
  King of the Mountain
  Solitary, Large 
  Damage Tusks or claws 1d10+3 
  (reach, forceful)
  HP 16   Armor 2
  Special Qualities Regenerating
  Certain peaks in arid climes 
  are called “thrones” by the 
  locals, a term meant to honor 
  the fearsome giant lizard-cats 
  that dwell thereon. Elephant-
  sized, feline in form, but possessing the overlapping scales and cold bood of a 
  reptile, a King is rightly feared and often worshiped. Although prone to basking in 
  the sun, it is quick to anger and able to move with dispatch, tossing foes about with 
  its great tusks before stepping on them and tearing them to pieces.
  Instinct To lord over all surveyed 
      U  Issue a warning growl that strikes fear into the boldest heart
      U  Send them flying in all directions
      U  Regenerate wounded flesh and muscle (but not bone) 
  Treasure Property of victims; cave of malachite, chalcedon, or gold (its lair).
  Torrid . Highland
  
  30
  Deep Lily
  Group, Magical 
  Damage Spines 1d4 (hand, 
  reach, near)
  HP 3   Armor 0
  Special Qualities Plant
  Growing in soft earth near 
  subterranean water sources, 
  this spiny, globular cactus 
  bears lavender blooms that 
  emit a soft light of the same 
  color. Anything of a magical nature that remains in proximity is slowly drained 
  of its potency. Living things may regain their powers with time and distance, or 
  by imbibing the water of the pulped cactus; non-living objects will be permanently 
  drained. 
  Instinct To drink magic
      U  Glow alluringly
      U  Fling spines in all directions
      U  Drain magical energy unnoticed
  Treasure Lily-water (restores magical power); dried blooms (magical reagent).
  Awakened Sentry
  Group, Organized, Undead, Lawful 
  Damage Sickle-shaped sword 1d8 (close)
  HP 6   Armor 2
  Special Qualities None
  The ancient priest-queens of the waste took 
  great pains to protect their burial hoards, 
  laying curses upon their most precious 
  treasures, engineering labyrinths to surround 
  their tombs, and populating those labyrinths 
  with cadaverous warriors, sworn to undying 
  defense. The trigger that rouses them from 
  their slumber may vary, but once awakened 
  they abide by the same code of honor that 
  guided their caste in life. 
  Instinct To protect the priest-queen’s hoard
      U  Fall in with fellow sentries
      U  Force them back into a waiting trap
      U  Appear at every turn of the labyrinth
  Treasure Priest-queen’s hoard.
    
  Torrid . Underland
  
  31
  Stone Slipper
  Solitary, Stealthy, 
  Terrifying, Planar 
  Damage Toothless maw 
  1d10 (hand, ignores armor)
  HP 12   Armor 2
  Special Qualities Limited 
  immateriality
  An eyeless, grayish-
  orange serpent as long 
  as a human is tall, able 
  to move through desert rock, sand, and ore by trans-planar means. Stone slippers 
  visit the material plane in order to lay their scintillant eggs, and defend their nests 
  aggressively. Though unable to see, they are acutely sensitive to vibration, and will 
  target noisier or larger prey first. 
  Instinct To protect egg clutch
      U  Emerge suddenly from stone, ore, or soil
      U  Take a bite out of something metal
      U  Slip into stone, ore, or soil, leaving no trace
  Treasure Scintillant eggs (possessing some trans-planar property).
  Demon Pudding
  Horde, Large, Organized, Intelligent, Amorphous, Planar 
  Damage Searing contact 1d6+3 (hand), blob of flaming pudding 1d6+3 (reach, near)
  HP 11    Armor 1
  Special Qualities Fireproof
  Demons banished en masse from their 
  native plane for insurrection, now 
  seething blobs roaming the underlands 
  in search of their kind. They hope to one 
  day mount a coup against their former 
  overlords, and are willing to exploit or 
  cooperate with anyone able to aid them. 
  Good luck is wished to any translators 
  employed to that end.  
  Instinct To depose former masters
      U  Set things alight    
      U  Leave a burning trail
      U  Stick to them like... pudding 
  Treasure Any property of prey that 
  might survive fire.  
  Torrid . Underland
  
  32
  Index & Art Credits
  All illustrations are ©2015 by the respective artists.
  -------------------------------------------------------------------------------------------------------------------------------------
  Creature                   Page   Climate   Terrain    Artist
  .......................................................................................................................................................
  All-Watcher                   18     Temperate   Highland     Billage
  Angel of Ice                   7      Frigid      Woodland    Carl Antonowicz
  Architect Lichen                21     Temperate   Underland    Niels Burger
  Awakened Sentry               30     Arid       Underland    Carl Antonowicz  
  Black Sap of Discord            27     Arid       Underland    Billage
  Blighted Wight                18     Temperate   Highland     Billage
  Blighter                      16     Temperate   Woodland    Jon Fine
  Bonepicker                    17     Temperate   Woodland    Jon Fine
  Channel Ooze                  13     Temperate   Lowland     Billage
  Deathnose                    15     Temperate   Wetland     Jan Burger
  Deep Lily                    30     Torrid      Underland    Carl Antonowicz
  Deep Ranger                  20     Temperate   Underland    Niels Burger
  Demon’s Eye                  11     Frigid      Underland    Josh Rosen 
  Demon Pudding                31     Torrid      Underland    Carl Antonowicz
  Devil Monkey                 26     Torrid      Woodland    Billage
  Dream Eater                  20     Temperate   Underland    Niels Burger
  Eternal Rest                  22     Torrid      Lowland     Jon Fine
  Fallen Giant                   21     Temperate   Underland    Niels Burger
  Fell Burr                     6      Frigid      Woodland    Carl Antonowicz
  Fenkin                       14     Temperate   Wetland     Jan Burger
  Final Crane                   5      Frigid      Lowland     Billage
  Flayed Beast                  26     Torrid      Woodland    Billage
  Flurry Worm                  8      Frigid      Highland     Jon Fine
  Flying Rockwolf               19     Temperate   Highland     Billage 
  Frostbiter                     10     Frigid      Underland    Josh Rosen
  Gemback                     24     Torrid      Wetland     Niels Burger
  Great Armored Swamp Stoat       15     Temperate   Wetland     Jan Burger
  Green Mother                  27     Torrid      Woodland    Billage
  Hillcat                       28     Torrid      Highland     Niels Burger
  House-Hopper                 12     Temperate   Lowland     Billage
  Hulking Brute                 17     Temperate   Woodland    Jon Fine
  Incessant                     4      Frigid      Lowland     Billage
  Jewelbird                     14     Temperate   Wetland     Jan Burger
  King of the Mountain            29     Torrid      Highland     Niels Burger
  Lure-Light                    11     Frigid      Underland    Josh Rosen 
  Mawcrack                    19     Temperate   Highland     Billage
  Mouth-That-Goes-On-Legs        5      Frigid      Lowland     Billage
  Owlbat                      10     Frigid      Underland    Josh Rosen 
  Prayer Sparrow                12     Temperate   Lowland     Billage
  Rat Dragon                   25     Torrid      Wetland     Niels Burger
  Ravenborn                    9      Frigid      Highland     Jon Fine
  Rime Drake                   7      Frigid      Woodland    Carl Antonowicz
  Riverrunner                   25     Torrid      Wetland     Niels Burger
  Sand Snapper                  23     Torrid      Lowland     Jon Fine
  Shale Sentinel                 9      Frigid      Highland     Jon Fine
  Shiny Silent                    16     Temperate   Woodland    Jon Fine
  Skull-Headed Pester             28     Torrid      Highland     Niels Burger
  Sleeved Leech                 24     Torrid      Wetland     Niels Burger
  Snow Creeper                  8      Frigid      Highland     Jon Fine
  Stinging Billy                  13     Temperate   Lowland     Billage
  Stone Slipper                  31     Torrid      Underland    Carl Antonowicz
  Tusker                       6      Frigid      Woodland    Carl Antonowicz
  Undying Allothurge             23     Torrid      Lowland     Jon Fine
  Wastewalker                  22     Torrid      Lowland     Jon Fine
  Water-Grazer                  29     Torrid      Highland     Niels Burger
  White Cat of One Hundred Paws    4      Frigid      Lowland     Billage
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Supplements/(Perilous Wilds) Lampblack & Brimstone/The Perilous Wilds (And Others)/A Book of Beasts (Monsters).pdf