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  • Steel Clan Warrior Group, Organized, Intelligent, Cautious, Hoarder
    Hammer (d8+4 damage) 14 HP 6 armor
    Close, Forceful, Near

    Decades ago, the dwarves of Emrahil fell victim to a terrible plague, one that killed most of their people. They retreated into their mountain holds and nobody had heard from them for more ten years; everyone pretty much forgot about them. They're back and, unlucky for you, the blame surface-worlders for the plague. They spent their time in the mountains building great coal-powered armor suits that keep them alive, and man do those things pack a punch. Good luck! Instinct: To wreak revenge.

    • Resist huge amounts of damage.
    • Call reinforcements.
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  • Voidlock Spellsword Group, Magical, Organized
    Finely crafted longsword. (b[2d8+2] damage 2 piercing) 6 HP 3 armor
    Close

    Clothed in black, silver-edged leathers, these Voidlock initiates work in small strike teams. They specialize in magic that can confuse, conceal, and poison, which they use to get to their targets, kill them efficiently, and leave without a trace. A team is generally headed by a leader whose job it is to report back if things go wrong on a mission. Instinct: Prevent the spread of knowledge at all costs.

    • Work as a team.
    • Confuse and weaken before striking hard.
    • Aid the leader's escape if things go wrong.
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  • Lost Knight Group, Magical, Organized, Intelligent, Cautious, Hoarder
    Massive blade (d8+4 damage 3 piercing) 14 HP 6 armor
    Close, Forceful, Reach

    They had one duty: to guard their master. They failed in life, but they will continue to soldier on in death . . . Instinct: To avenge

    • Defend an ancient battleground
    • Vanish into mist
    • Prioritize opponents
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  • Those Without Hearts Horde, Small, Stealthy, Devious, Organized, Planar
    Claws (d8 damage 1 piercing) 7 HP 1 armor
    Close

    Those without hearts are small, dark, wretched shadow-creatures who travel between worlds with the ultimate goal of feeding on the heart of the universe itself. It is rumored that stronger forms exist. Instinct: Consume worlds

    • Steal hearts
    • Emerge from shadows
    • Those it defeats rise as monsters without hearts
    • Attack from behind
    • Hunt those who wield magical weapons
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  • First Guardian Solitary, Stealthy, Divine, Magical, Intelligent, Planar, Construct, Amorphous
    Space distortion (d12+2 damage) 21 HP 1 armor
    Close, Ignores Armor, Far
    Special Qualities: Friendly appearence, Create stable time loops

    Every world with intelligent life has a First Guardian, and Dungeon World is no exception. Mysterious and paradoxical, part of a First Guardian's duty is to ensure its own creation using logically impossible time manipulation. Capable of tapping into nearly infinite knowledge and manipulating space-time, First Guardian's nonetheless prefer to manipulate others to do their work for them. Their one goal is to bring about their universe's ultimate purpose, for good or ill. Instinct: Bring about the universe's ultimate purpose

    • Establish strange time paradoxes
    • Inconvenient teleportation
    • Warp reality
    • Predict using near-omniscience
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  • Killer Rabbit Solitary, Tiny, Stealthy, Hoarder
    Bucky little rabbit teeth (b[2d12-2] damage 4 piercing) 12 HP 0 armor
    Hand

    This rabbit is dynamite! It often grazes peacefully outside of ancient caves, quietly guarding magical secrets. Instinct: To guard ancient secrets

    • Tear apart warriors
    • It looks adorable
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  • Skeletal King Hadrian Group, Magical, Divine, Organized, Intelligent, Terrifying, Hoarder
    Scepter (d10+2 damage) 10 HP 2 armor
    Close
    Special Qualities: Decaying flesh and bones

    Since his death King Hadrian's realm has shrunk considerably. His realm is his crypt beneath Kings Mountain. Instinct: To rule

    • Command his skeletal court
    • Drain life
    • Call forth the Skeletal Court
    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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  • The Black Knight Solitary, Stealthy
    Enormous sword (swung or thrown) (b[2d10+4] damage 1 piercing) 20 HP 2 armor
    Close, Forceful, Reach, Near

    The Black Knight is the best guard you can hire. He can kill almost anyone in a fight, and he's been known to insist that even the most grievous injuries are mere "flesh wounds." Instinct: Prevent any from passing

    • Fight relentlessly
    • Bite your legs off
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  • The Reaper Solitary, Magical, Stealthy, Divine, Intelligent, Hoarder, Planar, Terrifying, Amorphous
    The Scythe (b[2d12+6] damage) 25 HP 5 armor
    Close, Forceful, Reach, Ignores Armor
    Special Qualities: You can't kill death, Burning eyes

    Death isn't such a bad guy, really. He just needs to make sure that everything happens on schedule. In fact, he's been known to make deals from time to time, especially if he hears a real sob story. He's kind of tired of his job, to be honest, and probably wouldn't mind finding an apprentice to take over for him . . . Instinct: To move the universe towards its predestined conclusion

    • Claim living souls
    • Take the form of a lost loved one
    • Call on the souls of the departed
    • Teleport instantly to any point on any plane
    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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  • Maxwell Solitary, Stealthy, Intelligent
    Silver Hammer (b[2d10+4] damage 1 piercing) 12 HP 0 armor
    Close, Forceful, Reach

    Maxwell was once a physician, but an encounter with a mysterious drifter with juju eyeballs entrusted him with an ancient Silver Hammer. Now he is a deadly force of the absurd, luring the compassionate to their dooms with his charm and seemingly good intentions. The silver hammer he wields is a mysterious planar artifact not to be used lightly. Instinct: Lash out against those who would aid him

    • Strike living things until they are dead
    • Creep up from behind
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