Fell Beasts & Foul Lairs is an OSE zine series, but I run a Dungeon World game on Mondays. The Ash Haint kept translating itself in my head while I wrote the OSE version, so here's the other side of it.
DW cares about monsters differently than the OSR. The moves below aren't a reskin, they're a rebuild. I started with the core of the monster and worked from there.
Ash Haint
A hunched, smoking shape that used to be a person. It moves on all fours as often as two legs and never tires.
Instinct: To burn what still lives
- Blacken flesh and cloth with a touch
- Choke the air with smoke and ash
- Never flee or stop pursuing
- Rise again from a corpse left unburied
14 HP, 1 Armor
Group, undead
Moves:
- When an Ash Haint's claws connect, it deals its damage and the target catches fire: they take the same damage again at the start of their next turn unless someone spends a moment putting it out.
- When a creature enters melee with an Ash Haint, the GM might call for a save or a cost: streaming eyes, choking smoke, hold -1 on the next roll that depends on clear sight or steady breath.
- When an Ash Haint would flee, negotiate, or lose interest, it doesn't. Use this to override a move that would otherwise apply.
- When an Ash Haint kills someone and the body goes unburied by sunset, a new Ash Haint rises from it the following night.
That core of the last move is the one I'm building a faction around. The goblins the party fire balled in Session 7, "What Gog Knows" will be making another appearance.
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