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  • Gnoll Tracker Group, Organized, Intelligent
    Bow (d8 damage) 6 HP
    Near, Far
    Special Qualities: Scent-tracker

    Once they scent your blood, you can’t escape. Not without intervention from the gods, or the duke’s rangers at least. The desert scrub is a dangerous place to go exploring on your own and if you fall and break your leg or eat the wrong cactus, well, you’ll be lucky if you die of thirst before the gnolls find you. They prefer their prey alive, see—cracking bones and the screams of the dying lend a sort of succulence to a meal. Sickening creatures, no? They’ll hunt you, slow and steady, as you die. If you hear laughter in the desert wind, well, best pray Death comes to take you before they do. Instinct: To prey on weakness

    • Doggedly track prey
    • Strike at a moment of weakness
    This monster is from the core Dungeon World book
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  • Formian Queen Solitary, Huge, Organized, Intelligent, Hoarder
    Crushing mandibles (d10+5 damage) 24 HP 3 Armor
    Reach, Forceful
    Special Qualities: Hive connection, Insectoid

    At the heart of every hive, no matter its size or kind, lives a queen. As large as any giant, she sits protected by her guard, served by every drone and taskmaster with her own, singular purpose: to spread her kind and grow the hive. To birth the eggs. To nurture. We do not understand the minds of these creatures but it is known they can communicate with their children, somehow, over vast distances and that they begin to teach them the ways of earth and stone and war while still pale and wriggling larvae, without a word. To kill one is to set chaos on the hive; without their queen, the rest turn on one another in a mad, blind rage. Instinct: To spread formians

    • Call every formian it spawned
    • Release a half-formed larval mutation
    • Organize and issue orders
    This monster is from the core Dungeon World book
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  • Formian Centurion Horde, Intelligent, Organized
    Barbed spear (b[2d6]+2 damage) 7 HP 3 Armor
    Close, Reach
    Special Qualities: Hive connection, Insectoid, Wings

    Whether in the form of a legionnaire, part of the formian standing army, or as a praetorian guard to the queen, every formian hive contains a great number of these most dangerous insectoids. Darker in carapace, often scarred with furrows and the ceremonial markings that set them apart from their drones, the formian centurions are their fighting force and rightly so. Born, bred and living for the singular purpose of killing the enemies of their hive, they fight with one mind and a hundred swords. Thus far, the powers of Law have seen fit to spare mankind a great war with these creatures, but we’ve seen them in skirmish—descending sometimes on border towns with their wings flickering in the heat or spilling up from a sandy mound to wipe clean a newly-dug mine. Theirs is an orderly bloodshed, committed with no pleasure but the completion of a goal. Instinct: To fight as ordered

    • Advance as one
    • Summon reinforcements
    • Give a life for the hive
    This monster is from the core Dungeon World book
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  • Formian Taskmaster Group, Organized, Intelligent
    Spiked whip (d8 damage) 6 HP 3 Armor
    Close, Reach
    Special Qualities: Hive connection, Insectoid

    It takes two hands to rule an empire: one to wield the scepter and one to crack the whip. These ant-folk are that whip. Lucky for them, with two extra arms, that’s a lot of whip to crack. They oversee the vast swarms of worker drones that set to build the mighty caverns and ziggurats that dot the places that formians can be found. One in a hundred, these brutes stand two or three feet taller than their pale, near-mindless kin and have a sharper, crueler wit to match. They’ll often ignore the soft races (as we’re known) if we don’t interfere in a project, but get in the way of The Great Work and expect nothing less than their full attention. You don’t want their full attention. Instinct: To command

    • Order drones into battle
    • Set great numbers in motion
    This monster is from the core Dungeon World book
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  • Formian Drone Horde, Organized, Cautious
    Bite (d6 damage) 7 HP 4 Armor
    Close
    Special Qualities: Hive connection, Insectoid

    With good cause, they say that these creatures (like all insects, really) are claimed by the powers of Law. They are order made flesh—a perfectly stratified society in which every larva, hatchling and adult knows its place in the great hive. The formian is some strange intersection of men and ants. (Though there are winged tribes that look like wasps out in the Western Desert, I’ve heard. And some with great sawtooth arms like mantids in the forests of the east.) Tall, with a hard shell and a harder mind, these particular formians are the bottom caste. They work the hills and honeycombs with single-minded joy that can be known only by such an alien mind. Instinct: To follow orders

    • Raise the alarm
    • Create value for the hive
    • Assimilate
    This monster is from the core Dungeon World book
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  • Xorn Solitary, Large, Construct
    Maw (d10 damage) 12 HP 2 Armor
    Close, Reach
    Special Qualities: Burrowing

    Dwarf-made elemental garbage muncher. Shaped like a trash bin with a radius of arms to feed excess rock and stone into its gaping maw. They eat stone and excrete light and heat. Perfect for operating a mine or digging out a quarry. Once one gets lost in the sewers below a city, though, or in the foundation of a castle? You’re in deep trouble. They’ll eat and eat until you’ve got nothing left but to collapse the place down on it and move somewhere else. Ask Burrin, Son of Fjornnvald, exile from his clan. I bet he could tell you a story about a xorn. Instinct: To eat

    • Consume stone
    • Give off a burst of light and heat
    This monster is from the core Dungeon World book
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  • Rust Monster Group, Construct
    Corrosive touch (d8 damage, ignores armor) 6 HP 3 Armor
    Close
    Special Qualities: Corrosive touch

    A very distinctive-looking creature. Something like a reddish cricket, I think. Long crickety legs, anyhow. Blind, too, as I understand it—they feel their way around with those long moth-looking tendrils. Feed that way, too. Sift through piles of metal for the choicest bits. That’s what they eat, don’t matter the type, neither. Their merest touch turns it all to rusted flakes. Magic lasts longer but under the scrutiny of a rust monster, it’s a foregone conclusion. Only the gods know where they came from, but they’re a curse if you value your belongings. Instinct: To decay

    • Turn metal to rust
    • Gain strength from consuming metal
    This monster is from the core Dungeon World book
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  • Pegasus Group, Construct
    Sharp hooves (d8 damage) 10 HP 1 Armor
    Close
    Special Qualities: Wings

    Don’t go thinking that every creature not natural-born is a horrible abomination. Don’t imagine for a second that they’re all tentacles and screaming and blood or whatever. Take this noble beast, for example. Lovely thing, isn’t it? A fine white horse with the wings of a swan. Don’t look like it ought to be able to fly, but it does. The elves work miracles, in their own way. They breed true—that’s the purity of elf-magic at work. Hatching from little crystal eggs and bonded with their riders for life. There’s still some beauty in the world, mark my words. Instinct: To carry aloft

    • Carry a rider into the air
    • Give their rider an advantage
    This monster is from the core Dungeon World book
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  • Owlbear Solitary, Construct
    Claws (d10 damage) 12 HP 2 Armor
    Close

    Body of a bear. Feathers of an owl. Beak, claws, and excellent night vision. What’s not to love? Instinct: To hunt

    • Strike from darkness
    This monster is from the core Dungeon World book
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  • Manticore Solitary, Large, Construct
    Stinger (d10+1 damage, 1 piercing) 16 HP 3 Armor
    Close, Reach, Messy
    Special Qualities: Wings

    If the chimera is the first step down a dark path, the manticore is a door that can’t be closed once it’s been opened. A lion, a scorpion, the wings of a drake. All difficult to obtain but not impossible and just animals, anyway. The last component, the hissing hateful face of the beast, is the ingredient that makes a manticore so cruel. Young or old, man or woman, it matters not but that they are human, living and breathing, married to the creature with twisted magic. All sense of who they are is lost, and maybe that’s a blessing, but the beast is born from human suffering. No wonder, then, that they’re all so eager to kill. Instinct: To kill

    • Poison them
    • Rip something apart
    This monster is from the core Dungeon World book
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