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  • Basilisk Solitary, Hoarder
    Bite (d10 damage) 12 HP 2 Armor
    Close

    “Few have seen a basilisk and lived to tell the tale. Get it? Seen a basilisk? Little bit of basilisk humor there. Sorry, I know you’re looking for something helpful, sirs. Serious stuff, I understand. The basilisk, even without its ability to turn your flesh to stone with a gaze, is a dangerous creature. A bit like a frog, bulbous eyes and six muscled legs built for leaping. A bit like an alligator, with snapping jaws and sawing teeth. Covered in stony scales and very hard to kill. Best avoided, if possible.” Instinct: To create new statuary

    • Turn flesh to stone with a gaze
    • Retreat into a maze of stone
    This monster is from the core Dungeon World book
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  • Bakunawa Solitary, Large, Intelligent, Messy, Forceful
    Bite (d10+3 damage, 1 piercing) 16 HP 2 Armor
    Close, Reach
    Special Qualities: Amphibious

    Dragon-Turtle’s sister is a mighty serpent queen. Ten yards of scales and muscle, they say she wakes with a hunger when the sun disappears from the sky. She is attracted by bright light in the darkness and like any snake, the Bakunawa is sneaky. She will seek first to beguile and mislead and will only strike out with violence when no other option is available. When she does, though, her jaws are strong enough to crack the hull of any swamp-boat and certainly enough to slice through a steel breastplate or two. Give the greedy snake your treasures and she might just leave you alone. Instinct: To devour

    • Lure prey with lies and illusions
    • Lash out at light
    • Devour
    This monster is from the core Dungeon World book
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  • Word Demon Solitary, Planar, Magical

    All of mortal magic is just words. Spells are prayers, rote formula, runes cast, or songs sung. Letters, words, sentences, and syntax strung together in a language that the whole world itself might understand. By way of words we can make our fellows cry or exult, can paint pictures and whisper desire to the gods. No little wonder, then, that in all that power is intent. That every word we utter, if repeated and meaning or emotion given to it, can spark a kind of unintentional summoning. Word daemons are called by accident, appear at random and are often short-lived, but come to attend a particular word. Capricious, unpredictable and dangerous, yes—but possibly useful, depending on the word. Instinct: To further their word

    • Cast a spell related to their word
    • Bring their word into abundance
    This monster is from the core Dungeon World book
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  • The Tarrasque Solitary, Huge, Planar
    Special Qualities: Impervious

    The Tarrasque. Legendary unstoppable juggernaut—eater of cities and swallower of ships, horses, and knights. A creature unseen in an age but about whom all kinds of stories are told. One thread of truth weaves through these stories. It cannot be killed. No blade can pierce its stony shell nor spell penetrate the shield it somehow bears. Stories say, though, that the will of one pure soul can send it to slumber, though what that means and, by the gods, where such a thing might be found, pray we do not ever need to learn. It slumbers. Somewhere in the periphery of the planar edge, it sleeps for now. Instinct: To consume

    • Swallow a person, group, or place whole
    • Release a remnant of a long-eaten place from its gullet
    This monster is from the core Dungeon World book
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  • Quasit Horde, Planar
    Hellish weaponry (d6 damage) 7 HP 2 Armor
    Close
    Special Qualities: Adaptable form

    An imp with some ambition. A quasit is a kind of foot soldier in the demon realm. A commoner, armed with fangs or claws or wings or some other thing to give it just a little edge over its hellish peers. Commonly bound by warlocks to carry heavy loads or build bridges or guard their twisted towers, a quasit can take on many forms, none of them pleasant. Instinct: To serve

    • Attack with abandon
    • Inflict pain
    This monster is from the core Dungeon World book
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  • Nightmare Horde, Large, Magical, Terrifying, Planar
    Trample (d6+1 damage) 7 HP 4 Armor
    Close, Reach
    Special Qualities: Flame and shadow

    The herd came from a pact made in the days when folk still inhabited the Blasted Steppes. Horselords, they were, who travelled those lands. Born in the saddle, it was said. One of theirs, in a bid to dominate his peers, made a black pact with some fell power and traded away his finest horses. He had some power, sure—but what’s a thousand year dynasty when a life is so short? Now the fiends of the pit ride on the finest horses ever seen. Coats of shining oil and manes of tormented flame: these are steeds of hell’s cavalry. Instinct: To ride rampant

    • Sheath a rider in hellish flame
    • Drive them away
    This monster is from the core Dungeon World book
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  • Larvae Horde, Devious, Planar, Intelligent
    Slime (w[2d4] damage) 10 HP 0 Armor
    Close

    Those who have seen visions of the Planes Below, and survived with their sanity intact, speak of masses of these writhing wretches. Maggots with the faces of men and women, crying out for salvation in a nest of flames. Sometimes, they can be goaded out through a rip in the planar caul and emerge, wriggling and in torment, into our world. Once here, they spread misery and sickness during their mayfly lives before expiring into a slurry of gore. All in all, an enticement to do good deeds in life. Instinct: To suffer

    • Fill them with despair
    • Beg for mercy
    • Draw evil attention
    This monster is from the core Dungeon World book
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  • Inevitable Group, Large, Magical, Cautious, Amorphous, Planar
    Hammer (d10+1 damage) 21 HP 5 Armor
    Close, Reach
    Special Qualities: Made of Order

    All things come to an end. Reality bleeds from the cut of entropy’s knife. At the edge of time itself stand the inevitable. Massive, powerful and seemingly carved from star-stuff themselves, the inevitable intervene only where magic or calamity have undone the skein of fate. Where the arrogant and powerful boil the substance of destiny away and seek to undermine the very laws of reality, the inevitable arrive to guide things back to the proper order. Unshakable, seemingly immune to mortal harm and utterly enigmatic, it is said that the Inevitable are all that will remain when time’s long thread has run out. Instinct: To preserve order

    • End a spell or effect
    • Enforce a law of nature or man
    • Give a glimpse of destiny
    This monster is from the core Dungeon World book
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  • Imp Horde, Planar, Intelligent, Organized
    Flame gout (d6 damage, ignores armor) 7 HP 1 Armor
    Close, Near, Far

    These tiny observer-demons often act as a first-time binding subject by neophyte warlocks. They can be found infesting arcane cabals, drinking potions when no one watches, and chasing pets and servants with tiny pitchforks. A caricature of true demonhood, these little creatures are, thankfully, not too difficult to bind or extinguish. Instinct: To harass

    • Send information back to hell
    • Cause mischief
    This monster is from the core Dungeon World book
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  • Hell Hound Group, Planar, Organized
    Fiery Bite (d8 damage) 10 HP 1 Armor
    Close
    Special Qualities: Hide of shadow

    When one reneges on a deal, does not the debtor come for payment? Does the owed party not send someone to collect what is due? So too with the Powers Below. They only want what is theirs. A howling pack of shadows, flame and jagged bone, driven by the hunting horn. They will not cease, they cannot be evaded. Instinct: To pursue

    • Follow despite all obstacles
    • Spew fire
    • Summon the forces of hell on their target
    This monster is from the core Dungeon World book
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