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  • Lune Group, Stealthy, Divine, Organized, Intelligent, Planar
    sword made of moonlight (b[2d10+2] damage 1 piercing) 12 HP 0 armor
    Close
    Special Qualities: incorporeal

    Spirits of moonbeams sometimes choose to visit the denizens of Dungeon World. Usually they will simply impart their message and return to the sky, but some are summoned as guardians, or even take a liking to an earthbound mortal. Instinct: to serve its celestial master

    • Bring the Moon's guidance
    • Vanish behind a cloud
    • ask the Moon for backup
    • Know a closely-guarded secret
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  • Spell Weaver Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder, Planar
    creeping disintegration spell (b[2d8+2] damage) 12 HP 4 armor
    Close, Forceful, Ignores Armor, Far
    Special Qualities: six arms capable of casting spells

    Standing 8 feet tall and with six distinctive arms, these brilliant and strange creatures stalk Dungeon World, seeking ancient magic items and places of power for their own schemes. If you stand in their way, or if they think that ten steps down the road you might, you could become their enemy. Instinct: to take magic

    • cast multiple spells at once
    • Ward and trap a place ahead of time
    • overwhelm with magic
    • Dominate enemy
    • Recall just the right spell
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  • Grell Group, Devious, Intelligent, Hoarder, Planar
    Barbed tentacles (d6+2 damage) 6 HP 1 armor
    Close
    Special Qualities: Wingless flight

    A floating brain with tentacles that swing underneath, these bizarre creatures seek to eat and prefer intelligent prey for the screams. They like to drag their victims close, crush them with their tentacles, and finish them off with a sharp, hidden beak. Instinct: to consume

    • Grab with tentacles
    • Crush a held enemy
    • Use an alien device
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  • Spinning Die Horde, Small, Amorphous
    Spinning corners and edges (d6 damage) 10 HP 3 armor
    Close

    Polyhedrons are associated with adventurers, for some reason. Even though most adventurers have never done anything to bring the wrath of abstract shapes, many still chill with fear when they see one, or more, or even a stack, advancing down a dungeon corridor towards them. Whether a tetrahedron, cube, octahedron, dodecahedron, icosahedron, or even a more obscure shape, when they get up on one corner and start to spin, the wise know to run away. Instinct: to roll

    • Spin at lightning speed
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  • Phaerimm Solitary, Large, Stealthy, Magical, Intelligent, Hoarder, Planar
    Bolts of light or fire (b[2d12] damage) 16 HP 4 armor, magical
    Reach, Ignores Armor, Far

    A floating circular mouth, pointing up, with a body that tapers down to a pointed tail with a poisoned stinger, these intensely magical beings seek to dominate and bring pain. Instinct: to bring pain

    • Lash out with a powerful spell
    • Bring a cruel plan to fruition
    • Wield alien evocation, enchantment, illusion, or compulsion magic
    • Detect and deflect magic
    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.
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  • Nimblewright Solitary, Intelligent, Construct
    Rapier Arms (b[2d8] damage 1 piercing) 10 HP 2 armor
    Close
    Special Qualities: Sure-footed

    A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Instinct: Guard or Kill

    • Get that parkour!
    • Avoid being knocked down
    • Escape!
    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.
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  • Flameskull Solitary, Tiny, Magical, Devious, Intelligent, Undead
    fire ray (d8 damage) 11 HP 1 armor
    Ignores Armor, Near
    Special Qualities: Illumination

    Blazing green flames and mad, echoing laughter follow a disembodied skull as it patrols its demesne. When the undead flameskull discovers trespassers, it blasts the intruders with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory. Instinct: Serve it's creator

    • Rejuvinate fully in an hour unless dispelled, uncursed, or sprinkled with holy water.
    • Cast fireball
    • Resist magic
    • Shield - Block the Magic Missile Spell
    • Lift a small object from a distance
    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.
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  • Umbral Stalker Solitary, Magical, Stealthy, Devious, Terrifying
    rend shadows (b[2d8] damage) 16 HP 4 armor
    Close, Ignores Armor
    Special Qualities: is completely silent, horribly disfigured

    The Umbral Stalker is a tall, gaunt, grey being with large black voids in place of its eyes. Its mouth hangs agape and its jaw drops a foot down in a gaping, soulless void that swallows shadows. Its fingers are long and it hunches as it walks in complete silence. Instinct: to consume shadow

    • stalks from the shadows
    • creates a veil of shadow that extinguishes light
    • can apply debilities and remove limbs
    • heals itself for half of any damage dealt
    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.
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  • Air Elemental Group, Large, Planar, Amorphous
    Buffet (d8+2 damage) 17 HP 3 armor
    Forceful, Reach
    Special Qualities: Immune to Lightning/Thunder, Poison

    An air elemental is a funneling cloud of whirling air with a vague semblance of a face. It can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away. Instinct: Return to the Plane of Air

    • Whirlwind (Throw and Damage All Near It)
    • Air Form - Made of Air
    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.
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  • Grick Group
    Beak (d8 damage) 6 HP 3 armor
    Close
    Special Qualities: tentacles

    Gricks were large worm-like creatures that lived away from sunlight. Their head was composed of a sharp beak surrounded by four tentacles. Instinct: To Eat. Constantly.

    • Grab Prey
    • Climb Walls
    • Hide in rocky terrain
    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.
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