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  • Chaos Spawn Solitary, Amorphous
    Chaotic touch (d10 damage) 19 HP 1 Armor
    Close, Reach
    Special Qualities: Chaos form

    Driven from the city, a cultist finds sanctuary in towns and villages. Discovered there, he flees to the hills and scratches his devotion on the cave walls. Found out again, he is chased with knife and torch into the depths, crawling deeper and deeper until, in the deepest places, he loses his way. First, he forgets his name. Then he forgets his shape. His chaos gods, most beloved, bless him with a new one. Instinct: To undermine the established order

    • Rewrite reality
    • Unleash chaos from containment
    This monster is from the core Dungeon World book
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  • Apocalypse Dragon Solitary, Huge, Magical, Divine
    Bite (b[2d12]+9 damage, 4 piercing) 26 HP 5 Armor
    Reach, Forceful, Messy
    Special Qualities: Inch-thick metal hide, Supernatural knowledge, Wings

    The end of all things shall be a burning—of tree and earth and of the air itself. It shall come upon the plains and mountains not from beyond this world but from within it. Birthed from the womb of deepest earth shall come the Dragon that Will End the World. In its passing all will become ash and bile and the Dungeon World a dying thing will drift through planar space devoid of life. They say to worship the Apocalypse Dragon is to invite madness. They say to love it is to know oblivion. The awakening is coming. Instinct: To end the world

    • Set a disaster in motion
    • Breathe forth the elements
    • Act with perfect foresight
    This monster is from the core Dungeon World book
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  • Aboleth Group, Huge, Intelligent
    Tentacle (d10+3 damage) 18 HP 0 Armor
    Reach
    Special Qualities: Telepathy

    Deep below the surface of the world, in freshwater seas untouched by the sun, dwell the aboleth. Fish the size of whales, with strange growths of gelatinous feelers used to probe the lightless shores. They’re served by slaves: blind albino victims of any race unfortunate enough to stumble on them, drained of thought and life by the powers of the aboleth’s alien mind. In the depths they plot against each other, fishy cultists building and digging upward towards the surface until someday, they’ll breach it. For now, they sleep and dream and guide their pallid minions to do their bidding. Instinct: To command

    • Invade a mind
    • Turn minions on them
    • Put a plan in motion
    This monster is from the core Dungeon World book
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  • Troglodyte Group, Organized
    Club (d8 damage) 10 HP 1 Armor
    Close

    Long-forgotten, our last remaining ancestors dwell in caves in the wild parts of the world. Driven away by our cities and villages, our iron swords and our fire, these ape-men eat their meat raw with sharp-nailed hands and jagged teeth. They strike out at frontier villages wielding clubs and in overwhelming numbers to seize cattle, tools, and poor prisoners to drag into the hills. Known for their viciousness and their stink, they’re an old and dying race we’d all sooner forget existed. Instinct: To prey on civilization

    • Raid and retreat
    • Use scavenged weapons or magic
    This monster is from the core Dungeon World book
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  • Spiderlord Solitary, Large, Devious, Intelligent
    Mandibles (d8+4 damage) 16 HP 3 Armor
    Close, Reach
    Special Qualities: Burrowing

    Even spiders have their gods, whispered to in webs with little praying arms. Instinct: To weave webs (literal and metaphorical)

    • Enmesh in webbing
    • Put a plot into motion
    This monster is from the core Dungeon World book
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  • Rot Grub Horde, Tiny
    Burrow (d6-2 damage) 3 HP 0 Armor
    Hand
    Special Qualities: Burrow into flesh

    They live in your skin. Or your organ meat. Or your eyeballs. They grow there and then, in a bloody and horrific display, burrow their way out. Disgusting. Instinct: To infect

    • Burrow under flesh
    • Lay eggs
    • Burst forth from an infected creature
    This monster is from the core Dungeon World book
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  • Roper Solitary, Large, Stealthy, Intelligent
    Bite (d10+1 damage) 16 HP 1 Armor
    Close, Reach
    Special Qualities: Rock-like Flesh

    Evolutionary happenstance has created a clever underground predator. Disguised as a rocky formation—most often a stalactite or stalagmite—the roper waits for its prey to wander by. When it does, whether it’s a rat, a goblin or a foolhardy adventurer, a mass of thin, whipping tentacles erupts from the thing’s hide. A hundred lashes in the blink of an eye and the stunned prey is being dragged into the roper’s mouth. Surprisingly effective for a thing that looks like a rock. Instinct: To ambush

    • Ensnare the unsuspecting
    • Disarm a foe
    • Chew on someone
    This monster is from the core Dungeon World book
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  • Purple Worm Solitary, Huge
    Bite (d10+5 damage) 20 HP 2 Armor
    Reach, Forceful
    Special Qualities: Burrowing

    Iä! Iä! The Purple Worm! Blessed is its holy slime! We walk, unworthy, in its miles of massive tunnels. We are but shadows under its violet and all-consuming glory. Mere acolytes, we who hope someday to return to the great embrace of its tooth-ringed maw. Let it consume us! Let it eat our homes and villages so that we might be taken! Iä! Iä! The Purple Worm! Instinct: To consume

    • Swallow whole
    • Tunnel through stone and earth
    This monster is from the core Dungeon World book
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  • Maggot-Squid Horde, Small
    Chew (d6 damage) 3 HP 1 Armor
    Close
    Special Qualities: Amphibious, Paralyzing Tentacles

    The gods that made this thing were playing some sick joke on the civilized folk of the world. The maggot-squid wields a face full of horrible squirming tentacles that, if they touch you, feel like being struck by lightning. They’ll paralyze you and chew you up slowly while you’re helpless. Best to not let it get to that. Instinct: To eat

    • Paralyze with a touch
    This monster is from the core Dungeon World book
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  • Otyugh Solitary, Large
    Tentacles (d10+3 damage) 20 HP 1 Armor
    Close, Reach, Forceful
    Special Qualities: Filth Fever

    The mating call of the otyugh is a horrible, blaring cry that sounds like a cross between an elephant dying and an over-eager vulture. The otyugh spends much of its time partly submerged in filthy water and prefers eating garbage over any other food. As a result, it often grows fat and strong on the offal of orcs, goblins and other cave-dwelling sub-humans. Get too close, however, and you’ll have one of its barbed tentacles dragging you into that soggy, razor-toothed maw. If you get away with your life, best get to a doctor, or your victory may be short lived. Instinct: To befoul

    • Infect someone with filth fever
    • Fling someone or something
    This monster is from the core Dungeon World book
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