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  • Troglodyte Group, Terrifying
    Claws (d8 damage) 6 HP 1 armor
    Close
    Special Qualities: Stench causes weakness

    Troglodytes, often referred to as stink-meat by other Underdark denizens, are cave-dwelling reptilian humanoids, with a barbaric culture centered around food and scent. The stench of an angry or frightened troglodyte is so foul that it will cause weakness in all living creatures nearby, even after the troglodyte had died. Troglodytes take sadistic pleasure in mercilessly hunting weaker sentient beings before dragging them back to their caves to be eaten. Instinct: Hunt

    • Raid
    • Ambush
    • Devour
    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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  • Kuo-toa Group, Terrifying
    Spear (d10 damage) 6 HP 0 armor
    Close
    Special Qualities: Immune to illusions, Detect Invisible, Slippery, Amphibious

    Kuo-toa are vile, fish-like, amphibious, aberrant humanoids who live at the intersection of the ocean and the Underdark. They are half-mad religious zealots, descendants of a once-great race that was pushed deep underground many years ago. Here, they worship mad gods and spawn new numbers, dreaming of the day when they will re-take the surface. Their population nearly exterminated and forgotten, they plot their inevitable resurgence with a despicable glee. The Pincer Staff, a long staff with a restraining claw at the end, is used by some kuo-toans to trap enemies so that the kuo-toa's allies can pummel them without retribution. Harpoons are employed by kuo-toa to stick enemies, yank them off their feet, and pull them closer if they try and flee. Sticky Shields are used by kuo-toa to restrain an enemy's weapon: if the foe strikes their shield, the weapon is stuck fast. Kuo-toa are worshippers of the dark goddess Blibdoolpoolp, the Sea Mother. Their holy sites provide access to salt water, and often serve as spawning points and trade centers. Though wicked, they respect most other races of the underdark, at least in terms of power: their holy sites serve as places to trade slaves and goods from many corners of the underdark. Amongst other kuo-toa, the creatures are fairly antisocial and independent. Madness is a common ailment amongst the kuo-toa, their degenerate nature encouraging a weak mind. Some kuo-toa worship Dagon (Cthuhlu) instead of Bilbdoolpoolp, though the two don't seem to have an active rivalry. Instinct: Sacrifice humanoids

    • Capture slaves
    • Trade
    • Worship
    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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  • Baron the World Smith Solitary, Small, Magical, Intelligent, Cautious, Hoarder
    First Hammer (b[2d10+4] damage) 12 HP 6 armor
    Close, Forceful, Ignores Armor, Near

    Instinct: To lead the dwarves to a new age

    • Craft things of legend
    • Use a magic weapon
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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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