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  • Ant Solitary, Tiny, Stealthy
    Teeth (d4-2 damage) 1 HP 0 armor
    Hand
    Special Qualities: It's tiny

    When the ant attacks, he bites one random player. When the player is bitten, he will move on to another player. The way to defeat him is simple. Roll 2 D6s to find him, 1-6 you do not find him and he attacks a random player. 7-9, you find but he still gets to attack, then he dies. 10-12, you find him no problem, he dies instantly. Instinct: To bite, and bite, and bite

    • Bites one random player
    • Bites then moves on
    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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  • Raphiel the Shadow Dragon Solitary, Huge, Divine, Intelligent
    Shadow Breath, this attack causes 3 extra damage (2 d12+4 damage) 25 HP 3 armor
    Reach, Forceful, Ignores Armor, Near, Far

    This dragon is huge, it is larger then the empire state building. You are in for a real fight. It is black and loves cold icy lands. When it walks the ground shakes like a thunderous earthquake. It breathes black fire called shadow fire. Covers the sight of players in darkness. When he roars, cover your ears or suffer 2D6 of damage. He is the heart of evil, so you must kill what...? Instinct: To Destroy all in his path

    • Shadow Breath, players can't see anything
    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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  • Carrier Mob Horde, Devious, Organized
    Unarmed (d4 damage) 7 HP 0 armor
    Close, Near

    A mob of Human, Orc and Elf carriers of the Whale Plague who believe they want to escape when their infection is controlling them to infect new areas. Instinct: To infect

    • Surges forward to pass
    • Carries the Plague
    • Whale Song
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  • House Hunter Solitary, Huge, Stealthy, Amorphous
    Crushing stones (d10+3 damage 1 piercing) 23 HP 4 armor
    Reach, Near
    Special Qualities: Appear to be ordinary stone

    A derelict stone edifice, surrounded by weathered bones. Dormant, empty, inviting. Deep within a locked door blocks exploration, concealing the stomach, all red flesh and burning acid. If damaged the doors and walls bleed and it awakens with a vast shudder; suddenly all smashing stones, champing doorways, toothy drooling maws. Instinct: to devour

    • Slam with a stony pseudopod
    • Grow a toothy mouth
    • Throw victims off balance
    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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  • Olmec Solitary, Large, Intelligent, Hoarder, Construct, Amorphous
    A giant golden fist. (d10+4 damage) 27 HP 4 armor
    Forceful, Near
    Special Qualities: Immortal golden guardian

    A giant golden golem, created to protect the treasures of its old master; it doesn't seem to care that its engineer died long ago, leaving only a vast amount of wealth and a mouldering castle. Instinct: To protect the temple and its treasures.

    • Dazzling body of gold.
    • Repair self with treasure.
    • Treasure for the hoard!
    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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  • Shadow Blessed Kobold Group, Small, Stealthy, Intelligent
    A jagged, Black Dragon spine Dagger (d8+2 damage 1 piercing) 6 HP 1 armor
    Close

    Blessed by Ezradreth these Kobolds can step through shadows and teleport at will to where ever they can see. They are the blessed Shadow-touched of Amnestera. Instinct: To attack and dissappear

    • Strike from and step through shadows
    • Phase through shadows
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  • Triceratops Group, Large, Cautious
    Razor sharp horns (d8+4 damage 1 piercing) 14 HP 4 armor
    Forceful

    Some areas of Dungeon World lie long forgotten, seemingly by time itself. It's in these primal wilds where small clutches of these ancient beasts still roam. Usually peaceful herbivores they can be formidable foes in defense of their family unit. Instinct: Defend the young!

    • Gore and trample
    • Deflect blows with it's bony crest
    • Cry out for others of it's kind
    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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  • Kobold Caster Horde, Small, Magical, Organized, Hoarder, Stealthy
    Elemental blast (d6+1 damage) 4 HP 1 armor
    Close, Reach, Ignores Armor, Far

    "We were knee-deep in Kobolds after stumbling across their lair. It was nothing we hadn't seen before, though. Hordes of little, scaly beasts who make up for size with tenacity and cunning. We were giving as good as we got and had them on the run. Then came the lightning, a long, many-fingered streak of blue that crackled and popped so loud I couldn't hear anything for days after. Two of our party were down, smoke trailing up from their bodies, but it got some Kobolds, too. I remember the smell and then seeing that scaly bastard in his tattered robes, little skulls dangling from his belt. I thought we were about to burn as fire formed on his fingertips, but suddenly a hard, magical rain came as it hurled curses to the sky. We didn't take time to think about it - we ran as fast as we could and didn't stop til we were back in town." The Kobold Caster is a relic of the old dragon casters from a forgotten time. While much of their knowledge was lost over the ages, a select few still possess innate talents and study the arcane arts as best they can. The result is as deadly and dangerous to their kin as to their enemies, for they have little control over the forces they unleash. Kobold Caster spells are mostly elemental: fire, water, wind, earth, electricity and sometimes effects that defy definition (and are likely unexpected accidents). In spite of their poor grasp of magic, they are revered in Kobold tribes when they arise. Kobold Casters are not so much made as born, you see. And their connection to the dragon casters of old earns them a special place among their kind. Instinct: to break and kill with magic.

    • Use allies as shields
    • Unleash wild, uncontrolled magic
    • Call the Kobold horde
    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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  • Fire Wolf Guard Group, Large, Magical, Divine, Terrifying
    Fiery Claws (d8+2 damage) 10 HP 4 armor
    Ignores Armor
    Special Qualities: It is a dog with fur of fire

    This creature knows nothing but death. It is well known in legend that when you are attacked by a Fire Wolf that you will lose 7 hit points if touched by it. The Fire Wolf attacks without warning, he dwells where there is lots of fire, but not all know that until it is too late. How do you destroy fire? You decide Instinct: To burn

    • Creates a world of fire
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  • Black Guards Group, Intelligent
    Rapiers (d6 damage 1 piercing) 4 HP 0 armor
    Close or a few yards away

    "We are surrounded" The warriors looked up to see they were surrounded, 7 men called Black Guards pointed arrows at them. The Black Guards do not like being disturbed, they strike where they want and often and quick. Towns, or anywhere. They do not take prisoners. They love violence. They wear black and dark blue armor from head to toe. Some groups of them are small, others large. Instinct: To win every battle

    • Quick Thrust
    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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