{
  "name": "Ravenous Hordes",
  "game": "dungeon-world",
  "licence": "Creative Commons Attribution 3.0 Unported (CC BY 3.0)",
  "attribution": "Dungeon World © Sage LaTorra and Adam Koebel. Source: Sagelt/Dungeon-World.",
  "monsters": [
    {"name": "Formian Drone", "tags": ["Horde", "Organized", "Cautious"], "attack": "Bite (d6 damage)", "hp": 7, "armor": 4, "range": ["Close"], "special_qualities": ["Hive connection", "Insectoid"], "description": "With good cause, they say that these creatures (like all insects, really) are claimed by the powers of Law. They are order made flesh—a perfectly stratified society in which every larva, hatchling and adult knows its place in the great hive. These particular formians are the bottom caste; they work the hills and honeycombs with single-minded joy that can be known only by such an alien mind.", "instinct": "To follow orders", "moves": ["Raise the alarm", "Create value for the hive", "Assimilate"]},
    {"name": "Formian Taskmaster", "tags": ["Group", "Organized", "Intelligent"], "attack": "Spiked whip (d8 damage)", "hp": 6, "armor": 3, "range": ["Close", "Reach"], "special_qualities": ["Hive connection", "Insectoid"], "description": "It takes two hands to rule an empire: one to wield the scepter and one to crack the whip. These ant-folk are that whip. They oversee the vast swarms of worker drones that set to build the mighty caverns and ziggurats that dot the places formians can be found.", "instinct": "To command", "moves": ["Order drones into battle", "Set great numbers in motion"]},
    {"name": "Formian Centurion", "tags": ["Horde", "Intelligent", "Organized"], "attack": "Barbed spear (b[2d6]+2 damage)", "hp": 7, "armor": 3, "range": ["Close", "Reach"], "special_qualities": ["Hive connection", "Insectoid", "Wings"], "description": "Whether in the form of a legionnaire, part of the formian standing army, or as a praetorian guard to the queen, every formian hive contains a great number of these most dangerous insectoids. Born, bred and living for the singular purpose of killing the enemies of their hive, they fight with one mind and a hundred swords.", "instinct": "To fight as ordered", "moves": ["Advance as one", "Summon reinforcements", "Give a life for the hive"]},
    {"name": "Formian Queen", "tags": ["Solitary", "Huge", "Organized", "Intelligent", "Hoarder"], "attack": "Crushing mandibles (d10+5 damage)", "hp": 24, "armor": 3, "range": ["Reach", "Forceful"], "special_qualities": ["Hive connection", "Insectoid"], "description": "At the heart of every hive, no matter its size or kind, lives a queen. As large as any giant, she sits protected by her guard, served by every drone and taskmaster with her own, singular purpose: to spread her kind and grow the hive. To kill one is to set chaos on the hive; without their queen, the rest turn on one another in a mad, blind rage.", "instinct": "To spread formians", "moves": ["Call every formian it spawned", "Release a half-formed larval mutation", "Organize and issue orders"]},
    {"name": "Gnoll Tracker", "tags": ["Group", "Organized", "Intelligent"], "attack": "Bow (d8 damage)", "hp": 6, "armor": 1, "range": ["Near", "Far"], "special_qualities": ["Scent-tracker"], "description": "Once they scent your blood, you can't escape. The desert scrub is a dangerous place to go exploring on your own and if you fall and break your leg, well, you'll be lucky if you die of thirst before the gnolls find you. They prefer their prey alive; cracking bones and the screams of the dying lend a sort of succulence to a meal.", "instinct": "To prey on weakness", "moves": ["Doggedly track prey", "Strike at a moment of weakness"]},
    {"name": "Gnoll Emissary", "tags": ["Solitary", "Divine", "Intelligent", "Organized"], "attack": "Ceremonial dagger (d10+2 damage)", "hp": 18, "armor": 1, "range": ["Close", "Reach"], "special_qualities": ["Scent"], "description": "Yes, even these mangy hyenas have to make nice sometimes. The emissary is the one, among his packmates, who trucks directly with their dripping demon lord. Every hound has a master with his hand on the chain. This gnoll hears his master's voice. Hears it and obeys.", "instinct": "To share divine insight", "moves": ["Pass on demonic influence", "Drive the pack into a fervor"]},
    {"name": "Gnoll Alpha", "tags": ["Solitary", "Intelligent", "Organized"], "attack": "Sword (b[2d10] damage, 1 piercing)", "hp": 12, "armor": 2, "range": ["Close"], "special_qualities": ["Scent"], "description": "Every pack has its top dog. Bigger, maybe. Often, though, with these lank and filthy mutts, it's not about size or sharp teeth but about cruelty—a willingness to kill your brothers and eat them while the pack watches.", "instinct": "To drive the pack", "moves": ["Demand obedience", "Send the pack to hunt"]},
    {"name": "Orc Bloodwarrior", "tags": ["Horde", "Intelligent", "Organized"], "attack": "Jagged blade (d6+2 damage, 1 piercing)", "hp": 3, "armor": 0, "range": ["Close", "Messy"], "description": "The orcish horde is a savage, bloodthirsty, and hateful collection of tribes. Every able orc, be it man or woman, child or elder, swears fealty to the warchief and their tribe and bears the jagged blade of a bloodwarrior. Men are trained to fight and kill—orcs are born to it.", "instinct": "To fight", "moves": ["Fight with abandon", "Revel in destruction"]},
    {"name": "Orc Berserker", "tags": ["Solitary", "Large", "Divine", "Intelligent", "Organized"], "attack": "Cleaver (d10+5 damage)", "hp": 20, "armor": 0, "range": ["Close", "Reach"], "special_qualities": ["Mutations"], "description": "Stained in the unholy ritual of Anointing By The Night's Blood, some warriors of the horde rise to a kind of twisted knighthood, trading their sanity for this honor. The rare berserker that lives more than a few years becomes horrible and twisted, growing horns or an extra arm with which to grasp the iron cleavers they favor in battle.", "instinct": "To rage", "moves": ["Fly into a frenzy", "Unleash chaos"]},
    {"name": "Orc Breaker", "tags": ["Solitary", "Large"], "attack": "Hammer (d10+3 damage, ignores armor)", "hp": 16, "armor": 0, "range": ["Close", "Reach", "Forceful"], "description": "Built more like an ogre or a troll, an orc breaker wields a hammer bigger than any man ought to be able to lift. They can't make plate of their own, so maybe it's jealousy that drives these burly things to crush and shatter the armored knights of the civilized lands.", "instinct": "To smash", "moves": ["Destroy armor or protection", "Lay low the mighty"]},
    {"name": "Orc One-Eye", "tags": ["Group", "Divine", "Magical", "Intelligent", "Organized"], "attack": "Inflict Wounds (d8+2 damage, ignores armor)", "hp": 6, "armor": 0, "range": ["Close", "Reach", "Near", "Far"], "special_qualities": ["One eye"], "description": "In the name of He of Riven Sight and by the First Sacrifice of Elf-Flesh do we invoke the Old Powers. By the Second Sacrifice, I make my claim to what is mine—the dark magic of Night. I call to the runes! I call to the clouded sky!", "instinct": "To hate", "moves": ["Rend flesh with divine magic", "Take an eye", "Make a sacrifice and grow in power"]},
    {"name": "Orc Shaman", "tags": ["Solitary", "Intelligent", "Organized"], "attack": "Elemental blast (d10 damage, ignores armor)", "hp": 12, "armor": 0, "range": ["Close", "Reach", "Near", "Far"], "special_qualities": ["Elemental power"], "description": "The orcs are as old a race as any. They cast bones in the dirt and called to the gods in the trees and stone as the elves built their first cities. They summon the powers of the world to work, to fight and to protect their people, as they have since the first nights.", "instinct": "To strengthen orc-kind", "moves": ["Give protection of earth", "Give power of fire", "Give swiftness of water", "Give clarity of air"]},
    {"name": "Orc Slaver", "tags": ["Horde", "Stealthy", "Intelligent", "Organized"], "attack": "Whip (d6 damage)", "hp": 3, "armor": 0, "range": ["Close", "Reach"], "description": "Red sails fly in the southern sea—the warfleet of the horde. Orcs down that way have taken to the sea, harassing island towns and stealing away with fishermen and their kin, especially if they can get their hands on elves.", "instinct": "To take", "moves": ["Take a captive", "Pin someone under a net", "Drug them"]},
    {"name": "Orc Shadowhunter", "tags": ["Solitary", "Stealthy", "Magical", "Intelligent"], "attack": "Poisoned dagger (d10 damage, 1 piercing)", "hp": 10, "armor": 0, "range": ["Close", "Reach"], "special_qualities": ["Shadow cloak"], "description": "Not every attack by orcs is torches and screaming and enslavement. Among those who follow He of Riven Sight, poison and murder-in-the-dark are considered sacred arts. Do not be so distracted by the howling of the berserkers that you don't notice the knife at your back.", "instinct": "To kill in darkness", "moves": ["Poison them", "Melt into the shadows", "Cloak them in darkness"]},
    {"name": "Orc Warchief", "tags": ["Solitary", "Intelligent", "Organized"], "attack": "Iron Sword of Ages (b[2d10]+2 damage)", "hp": 16, "armor": 0, "range": ["Close", "Reach"], "special_qualities": ["One-Eye blessings", "Shaman blessings", "Divine protection from mortal harm"], "description": "There are chiefs and there are leaders of the tribes among the orcs. There is but one Warchief. One orc in all the horde who stands above the rest, bearing the blessings of the One-Eyes and the Shamans both, bearing the Iron Sword of Ages and carrying the ancient grudge against the civil races on his shoulders.", "instinct": "To lead", "moves": ["Start a war", "Make a show of power", "Enrage the tribes"]},
    {"name": "Triton Spy", "tags": ["Solitary", "Stealthy", "Intelligent", "Organized"], "attack": "Trident (w[2d10] damage)", "hp": 12, "armor": 2, "range": ["Close", "Near"], "special_qualities": ["Aquatic"], "description": "A fishing village caught one in their net, some time ago. Part a man and part some scaly sea creature, it spoke in a broken, spy-learned form of the common tongue before it suffocated in the open air, telling of a coming tide and a triton empire that would rise up and drag the land down into the ocean.", "instinct": "To spy on the surface world", "moves": ["Reveal their secrets", "Strike at weakness"]},
    {"name": "Triton Tidecaller", "tags": ["Group", "Divine", "Magical", "Intelligent"], "attack": "Waves (d8+2 damage, ignores armor)", "hp": 6, "armor": 2, "range": ["Near", "Far"], "special_qualities": ["Aquatic", "Mutations"], "description": "Part priest, part outcast among their kind, the tidecaller speaks with the voice of the deeps, known by their mutations—transparent skin, rows of teeth like a shark, glowing eyes or fingertips. They ride wild hippocampi and cast strange spells that rot through the wooden decks of ships.", "instinct": "To bring on The Flood", "moves": ["Cast a spell of water and destruction", "Command beasts of the sea", "Reveal divine proclamation"]},
    {"name": "Triton Sub-Mariner", "tags": ["Group", "Organized", "Intelligent"], "attack": "Harpoon (b[2d8] damage)", "hp": 6, "armor": 3, "range": ["Close", "Near", "Far"], "special_qualities": ["Aquatic"], "description": "The triton are not a militant race by nature, but this trend begins to change as the tidecallers come to rally their people. Sub-mariners swim in formation, wielding pikes and harpoons and attack the crews of ships that wander too far from port.", "instinct": "To wage war", "moves": ["Lead tritons to battle", "Pull them beneath the waves"]},
    {"name": "Triton Noble", "tags": ["Group", "Organized", "Intelligent"], "attack": "Trident (d8 damage)", "hp": 6, "armor": 2, "range": ["Close", "Near", "Far"], "special_qualities": ["Aquatic"], "description": "The triton ruling houses were chosen, they say, at the dawn of time, granted lordship over all the races of the sea by some now-forgotten god. In ages past, they were known for their sagacity, but the tidecallers' prophecy is changing that: nobles are expected to be strong, not wise.", "instinct": "To lead", "moves": ["Stir tritons to war", "Call reinforcements"]}
  ]
}
