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

Candy Group, Small, Intelligent, Hoarder
Teeth & Claws (d8+4 damage 1 piercing) 6 HP 1 armor
Close, Forceful
Special Qualities: Shape Changer

An orphaned Halfling, adopted by Aureon, The World Dragon’s Daughter, Aurelis. Growing up in The Scarlet Wood under the care of a Demi-God, was given a connection to the world beyond appreciation. She learned to be able to transform into other creatures of the world. Instinct: Win The Tournament

  • Charm with their naivete
  • Become a Beast of Land or Sky
  • Use their animal form to solve a problem
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.
Hilaros Group, Magical, Devious, Intelligent
The Mallet of Ailes (d6+2 damage) 6 HP 3 armor
Close, Forceful, Ignores Armor

The Firbolg Son of his Villages Chief deep in The Scarlet Woods. Who ran from responsibility to experience and tell the grand stories of the world after meeting Sortas, The God of Magic at one of Sortas’ parties. Realizing his innate ability to affect the world around him with his songs. Instinct: Win The Tournament

  • Weave magic into their performance
  • Heal Their Allys with their songs
  • Confuse and Beguile the opposition
Gnarled Ivy Group, Stealthy, Intelligent, Hoarder
Flintlock Pistol (d8 damage) 6 HP 1 armor
Close, Reach, Far

Overview: A Tabaxi who grew up along side his twin brother Scarlet Poppy, honing their craft of thievery to become a master thief. Spending their time stealing magic items and artifacts from the anti-magic society known as “The Fellowship”. Now, on his adventures, he has become a crack shot with a flintlock pistol. Instinct: Win The Tournament

  • Hide away in the shadows
  • Shoot the opposition in the back
Oriff of Aranore Group, Small, Magical, Intelligent, Cautious
Pen, The Living Sword (b[2d8] damage 1 piercing) 6 HP 3 armor
Close, Ignores Armor, Far

A Dwarf hailing from The Archives, a hollowed out mountain filled with a catalog and collection of almost everything and anything. Where he learned the way of Semiotics (A.K.A. Pattern magic) to read the world around them and perform seemingly odd actions to create fantastical outcomes. Instinct: Win The Tournament

  • Defend themselves and others with Magic
  • Affect The Pattern to Solve a Problem
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.
Arauthator Solitaire, Enorme, 45 PV, 3 armure
Proche, Allonge
Special Qualities: Battement d'ailes (1d10 + bouscule), Déchirures de griffes (2d6), Morsure (3d4), Souffle de froid (1d8 + faible, ralenti), Coup de queue (2d4)

Dans chaque tour, fait soit 3 attaques (4 chances sur 6) soit un souffle de froid (2 chances sur 6)/ 3 attaques : Ailes ou Queue + Griffes + Morsure (réciproque et reste qui n'ont pas attaqué, 1d3) Souffle de froid : cône devant le dragon, large (bouge la tête) Instinct:

  • Défendre son antre
  • Protéger son trésor
  • Faire régner les dragons
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.