Popular Monsters

The Thing in the Well Solitary, Large, Stealthy
Dark Tentacles (w[2d12] damage) 16 HP 1 armor
Reach, Near

"Good morning," the Thing in the Well calls, "And how are we doing this morning Mrs. Westmen?" -- "Just wonderfully. How have you been keeping, Thing?" -- "Fine, fine. A little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry yourself, perfectly fine." -- "It's quite alright Thing, I was just thinking I should bring by some lunch. How does a ham sound?" -- "You are too kind Mrs. Westmen, just too kind..." -- The Thing in the Well has lived in the village for longer than anyone can remember. It is traditional to fix regular meals for the Thing, and to present it with a sheep or pig on special occasions. Years ago a boy went down the well on a dare. He never returned. The subject has not been broached in the presence of the Thing. Instinct: To devour

  • Politely collect tribute
  • Leverage townspeople through secrets
  • Purify water
  • Hide in darkened waters
Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
Clockwork Defender Group, Large, Organized, Construct
Crushing blows from metal limbs (d8+2 damage) 12 HP 3 armor
Forceful
Special Qualities: Metal, Clockwork, Well-hidden weak spot

"The Old Ones, they knew much. Not the alchemy of man nor the sorcery of warlocks and the like. No, this is the magic of gears and pulleys, the sorcery of science. Watch your every step in the tower: be wary or you may call to life the ancient defense systems. You'll know the Defenders have awoken long before you face them, that's for sure; they're louder than a stomping giant and their hulls scrape the stone walls. You'll hear them coming, I'm sure you can avoid them, go on in the tower. Me? I... I'll stay out here. Got to have a lookout post, right?"

Instinct: Destroy all Intruders! *click* Defend the domain!

  • Display immense and uncaring strength
  • Soldier on, ignoring all damage until the last
  • Reveal a hidden function from the depths of its gearworks
Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
Otyugh Solitary, Large
Tentacles (d10+3 damage) 20 HP 1 Armor
Close, Reach, Forceful
Special Qualities: Filth Fever

The mating call of the otyugh is a horrible, blaring cry that sounds like a cross between an elephant dying and an over-eager vulture. The otyugh spends much of its time partly submerged in filthy water and prefers eating garbage over any other food. As a result, it often grows fat and strong on the offal of orcs, goblins and other cave-dwelling sub-humans. Get too close, however, and you’ll have one of its barbed tentacles dragging you into that soggy, razor-toothed maw. If you get away with your life, best get to a doctor, or your victory may be short lived. Instinct: To befoul

  • Infect someone with filth fever
  • Fling someone or something
This monster is from the core Dungeon World book
The Shadows That Melt Flesh Horde, Tiny, Stealthy, Intelligent, Planar, Amorphous
Millions of tiny bites (b[2d6-2] damage) 6 HP 1 armor
Hand, Ignores Armor
Special Qualities: Completely intangible swarms

Each individual shadow is actually a swarm of tiny, dust-sized demons. No one is quite sure where they come from, or how to kill them, but it is known that children of every species on every plane of existence know to fear the darkness . . . Instinct: To spread

  • Devour flesh
  • Impersonate voices
  • Absorb knowledge from those it kills
Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
Fire Beetle Horde, Small
Flames (d6 damage ignores armor) 3 HP 3 Armor
Near
Special Qualities: Full of flames

Scarabaeus pyractomena! What a delightful creature—see how its carapace glitters in the light of our torches? Not too close now, they’re temperamental, you see. The fire in their belly isn’t just metaphorical, no. Watch as I goad the beast. Aha! A spout of flame! Unexpected, isn’t it? One of these creatures alone, if it comes up from below, can be a hellish nuisance to a farmstead or village. A whole swarm? There’s a reason they call it a conflagration of fire beetles. Instinct: To enflame

  • Undermine the ground
  • Burst from the earth
  • Spray forth flames
This monster is from the core Dungeon World book

Recent Monsters

The Jealous Dead Horde, Magical, Divine, Devious, Organized, Intelligent, Planar
Choke, bite and claw (d4+2 damage) 11 HP 4 armor
Close

Spirits from the outer dark, born from dead lives that never were. They watch the world with hungry eyes, desperate to exist. They will strip the world of its flesh and future if they find a way in. Instinct: kill and posses

  • Harvest the flesh of the living
  • Can only be killed by blessings and holy silver
  • Howl
  • Song of the Void- Call to the heart's desire, trapping people in dreams and memories
Phase Spider Solitary, Large, Magical, Hoarder, Terrifying
Phase into an enemy and bite (d10+4 damage 3 piercing) 16 HP 2 armor
Forceful
Special Qualities: The Cave is all Spider Webs, Purple huge spider

A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. Instinct: To preserve to eat later

  • Bite with poisonous teeth
  • Phase in and out
Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
Wolf-in-Sheep's-Clothing Solitary, Stealthy, Amorphous
Barbed tentacles (d10 damage 2 piercing) 19 HP 5 armor
Close, Reach
Special Qualities: Camouflage, Harmless Disguise

Oh, what a harmless little thing! A rabbit sat atop a treet stump! That's what they want you to think my friends, but then some betentacled horror spears you with its barbed tendrils and drags you into its waiting maw! Anyway, and that today fellow councillors is why we should begin a program of destroying all stumps and killing all rabbits. Just in case. Instinct: To feed

  • Lure in the foolish
  • Surprise them!
  • Grab with terrible tendrils!
  • Maim (or even eat) with your terrible maw!
Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
Warden Beetle Horde, Devious
Pincers (d4 damage) 7 HP 5 armor
Close, Near
Special Qualities: Flight

The Warden Beetles of the King's Wood were once peaceful guardians. Now they're infected with a terrible fungus, bent on destruction. Instinct: Infect others with a violent strain of fungus

  • Protect the forest
  • Infection- Anyone damaged by the Beetle must roll for fungus
Pterafolk Group, Large, Stealthy
Claws (b[2d8+4] damage 1 piercing) 10 HP 1 armor
Forceful

Pterafolk (pronounced TAIR-eh-folk) are 10-foot-tall, winged, reptilian bipeds native to Chult. Malevolent isolationists, they regard most other creatures as their enemies. In Chultan culture, pterafolk are often referred to as "terror folk" for their habit of swooping down from the sky to snatch whatever and whomever they can, then transporting treasure and food back to their roosts. Pterafolk have 20-foot wingspans and give birth to live young. Ancient rituals once bestowed upon pterafolk the ability to assume the forms of pteranodons and wingless lizardfolk, but those rituals have long been forgotten. Instinct: To Spread Terror

  • Dive Attack
  • Fake Attack