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  • Satyr Group, Devious, Magical, Hoarder
    Charge (w[2d8] damage) 10 HP 1 Armor
    Close
    Special Qualities: Enchantment

    One of only a very few creatures to be found in the old woods that don’t outright want to maim, kill, or eat us. They dwell in glades pierced by the sun, and dance on their funny goat-legs to enchanting music played on pipes made of bone and silver. They smile easily and, so long as you please them with jokes and sport, will treat our kind with friendliness. They’ve a mean streak, though, so if you cross them, make haste elsewhere; very few things hold a grudge like the stubborn satyr. Instinct: To enjoy

    • Pull others into revelry through magic
    • Force gifts upon them
    • Play jokes with illusions and tricks
    This monster is from the core Dungeon World book
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  • Razor Boar Solitary
    Tusks (d10 damage, 3 piercing) 16 HP 1 Armor
    Close, Messy

    The tusks of the razor boar shred metal plate like so much tissue. Voracious, savage and unstoppable, they tower over their mundane kin. To kill one? A greater trophy of bravery and skill is hard to name, though I hear a razor boar killed the Drunkard King in a single thrust. You think you’re a better hunter than he? Instinct: To shred

    • Rip them apart
    • Rend armor and weapons
    This monster is from the core Dungeon World book
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  • Ogre Group, Large, Intelligent
    Club (d8+5 damage) 10 HP 1 Armor
    Close, Reach, Forceful

    A tale, then. Somewhere in the not-so-long history of the mannish race there was a divide. In days when men were merely dwellers-in-the-mud with no magic to call their own, they split in two: one camp left their caves and the dark forests and built the first city to honor the gods. The others, a wild and savage lot, retreated into darkness. They grew, there. In the deep woods a grim loathing for their softer kin gave them strength. They found dark gods of their own, there in the woods and hills. Ages passed and they bred tall and strong and full of hate. We have forged steel and they match it with their savagery. We may have forgotten our common roots, but somewhere, deep down, the ogres remember. Instinct: To return the world to darker days

    • Destroy something
    • Fly into a rage
    • Take something by force
    This monster is from the core Dungeon World book
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  • Hill Giant Group, Huge, Intelligent, Organized
    Thrown rocks (d8+3 damage) 10 HP 1 Armor
    Reach, Near, Far, Forceful

    Ever seen an ogre before? Bigger than that. Dumber and meaner, too. Hope you like having cows thrown at you. Instinct: Ruin everything.

    • Throw something
    • Do something stupid
    • Shake the earth
    This monster is from the core Dungeon World book
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  • Griffin Group, Large, Organized
    Talons (d8+3 damage) 10 HP 1 Armor
    Close, Reach, Forceful
    Special Qualities: Wings

    On first glance, one might mistake the griffin for another magical mistake like the manticore or the chimera. It looks the part, doesn’t it? These creatures have the regal haughtiness of a lion and the arrogant bearing of an eagle, but they temper those with the unshakeable loyalty of both. To earn the friendship of a griffin is to have an ally all your living days. Truly a gift, that. If you’re ever lucky enough to meet one be respectful and deferential above all else. It may not seem it but they can perceive the subtlest slights and will answer them with a sharp beak and talons. Instinct: To serve allies

    • Judge someone’s worthiness
    • Carry an ally aloft
    • Strike from above
    This monster is from the core Dungeon World book
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  • Elvish High Arcanist Solitary, Magical, Intelligent, Organized
    Arcane fire (d10 damage ignores armor) 12 HP 0 Armor
    Near, Far
    Special Qualities: Sharp senses

    True elvish magic isn’t like the spells of men. Mannish wizardry is all rotes and formulas. They cheat to find the arcane secrets that resound all around them. They are deaf to the arcane symphony that sings in the woods. Elvish magic requires a fine ear to hear that symphony and the voice with which to sing. To harmonize with what is already resounding. Men bind the forces of magic to their will; Elves simply pluck the strings and hum along. The High Arcanists, in a way, have become more and less than any elf. The beat of their blood is the throbbing of all magic in this world. Instinct: To unleash power

    • Work the magic that nature demands
    • Cast forth the elements
    This monster is from the core Dungeon World book
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  • Elvish Warrior Horde, Intelligent, Organized
    Sword (b[2d6] damage) 3 HP 2 Armor
    Close
    Special Qualities: Sharp sense

    ”As with all things they undertake, the elves approach war as an art. I saw them fight, once. The Battle of Astrid’s Veil. Yes, I am that old, boy, now hush. A warrior-maiden, she was clad in plate that shone like the winter sky. White hair streaming and a pennant of ocean blue tied to her spear. She seemed to glide between the trees the way an angel might, striking out and bathing her blade in blood that steamed in the cold air. I never felt so small before. I trained with the master-at-arms of Battlemoore, you know. I’ve held a sword longer than you’ve been alive, boy, and in that one moment I knew that my skill meant nothing. Thank the gods the elves were with us then. A more beautiful and terrible thing I have never seen.” Instinct: To seek perfection

    • Strike at a weak point
    • Set ancient plans in motion
    • Use the woods to advantage
    This monster is from the core Dungeon World book
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  • Eagle Lord Group, Large, Organized, Intelligent
    Talons (b[2d8]+1 damage, 1 piercing) 10 HP 1 Armor
    Close, Reach
    Special Qualities: Mighty wings

    Some the size of horses. Bigger, even—the kings and queens of the eagles. Their cry pierces the mountain sky and woe to those who fall under the shadow of their mighty wings. The ancient wizards forged a pact with them in the primordial days. Men would take the plains and valleys and leave the mountaintops to the eagle lords. These sacred pacts should be honored, lest they set their talons into you. Lucky are the elves, for the makers of their treaties yet live and when danger comes to elvish lands, the eagle lords often serve as spies and mounts for them. Long-lived and proud, some might be willing to trade their ancient secrets for the right price, too. Instinct: To rule the heights

    • Attack from the sky
    • Pull someone into the air
    • Call on ancient oaths
    This monster is from the core Dungeon World book
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  • Dryad Solitary, Magical, Intelligent, Devious
    Crushing vines (w[2d8]damage) 12 HP 2 Armor
    Close
    Special Qualities: Plant

    More beautiful by far than any man or woman born in the civil realms. To gaze upon one is to fall in love. Deep and punishing, too. Thing is, they don’t love—not the fleshy folk who often find them, anyway. Their love is a primal thing, married to the woods—to a great oak that serves as home and mother and sacred place to them. It’s a curse to see one, too, they’ll never love you back. No matter what you do. No matter how you pledge yourself to them, they’ll always spurn you. If ever their oak comes to harm, you’ve not only the dryad’s wrath to contend with, but in every nearby village there’s a score of men with a secret longing in their heart, ready to murder you where you sleep for just a smile from such a creature. Instinct: To love nature passionately

    • Entice a mortal
    • Merge into a tree
    • Turn nature against them
    This monster is from the core Dungeon World book
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  • Cockatrice Group, Small, Hoarder
    Beak (d8 damage) 6 HP 1 Armor
    Close
    Special Qualities: Stone touch

    “I ain’t ever seen such a thing, sir. Rodrick thought it a chicken, maybe. Poor Rodrick. I figured it to be a lizard of a sort, though he was right—it had a beak and gray feathers like a chicken. Right, well, see, we found it in the woods, in a nest at the foot of a tree while we were out with the sow. Looking for mushrooms, sir. I told Rodrick we were—yes, sir, right sir, the bird—see, it was glaring at Rodrick and he tried to scare it off with a stick to steal the eggs but the thing pecked his hand. Quick it was, too. I tried to get him away but he just got slower and slower and…yes, as you see him now, sir. All frozen up like when we left the dog out overnight in winter two years back. Poor, stupid Rodrick. Weren’t no bird nor lizard, were it, sir?” Instinct: To defend the nest

    • Start a slow transformation to stone
    This monster is from the core Dungeon World book
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