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

Krazrak Group, Magical, Planar
Ice shard (d8+2 damage) 6 HP 4 armor
Close

A Krazrak is a crimson ice elemental that spreads through living bodies like a mind-controlling fungus. Its frost creeps beneath the skin in branching red crystals, freezing thought and replacing the victim’s will with its own. Those fully claimed become cold, obedient vessels, exhaling scarlet mist as they carry the Krazrak’s infection into warmer lands. Instinct: To spread red ice

  • Drain their experience
  • Freeze them in place
  • Rewrite their memory
Kevllarma Horde, Large, Magical, Organized, Intelligent
Gob of Spit (b[2d6] damage 1 piercing) 7 HP 4 armor
Near
Special Qualities: Bulletproof Wool

The Kevllarma is what would otherwise be a naturally occurring llama in a world where even fur can be affected by intense magical energies. Instinct: protect the herd

  • Be stubborn
  • circle up
Experiment Chuha (Purified) Solitary, Intelligent, Cautious, Construct
Strength-laden blows (d10+2 damage 1 piercing) 20 HP 2 armor
Close, Forceful, Reach
Special Qualities: Aura of Peace and Tranquility, Overwhelming physical power

Experiment Chuha could be.... solved? Is this what it was supposed to become or another flawed failure? Who knows? Maybe Silvaril, the Curse-Eater does. Instinct: To define yourself

  • Nullify chaos through concentration and dedication
Katima's Power Solitary, Magical, Stealthy, Devious, Intelligent
Magic Missile (b[2d8] damage) 16 HP 4 armor
Close, Ignores Armor, Far

Katima has been divided in three. The party has the aid of Mind and Hope; now they must face Power. Coursing with elemental magic and possessed of little in the way of self-control or reflection, Power is dangerous and mighty--but fragile. Instinct: Recklessly employ magic

  • Pour out magic power like water
  • Teleporting herself away, or another into, danger
  • Elemental magic courses through her
  • Her magic destabilizes structure--including anatomy
Gigantic Snot Glob Solitary, Large, Magical, Devious, Hoarder, Construct, Terrifying, Amorphous
Snot Pod (w[2d6] damage) 27 HP 5 armor
Reach, Near
Special Qualities: Binding Goo, Refuse of a sickly Gigant, Looks and smells gross!

The Gigantic Snot Glob was originally a byproduct of a Gigant getting sick too close to the Feywood, or quite possibly one being cursed by a Fey so that all of their sicknesses would produce animated snot. Whichever the case, now the globs roam the land in search of just enough fluid to keep rolling, and anything else they can assimilate along the way. Instinct: Assimilate moisture

  • Deposit Slime
  • Transmit Disease
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.