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Monsters by Sage Kobold

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  • Ethereal Filcher Solitary, Devious, Planar
    Stolen dagger (w[2d8] damage) 12 HP 1 Armor
    Close, Reach
    Special Qualities: Burrowing

    Things go missing. A sock, a silver spoon, your dead mother’s bones. We blame the maid, or bad luck, or just a moment of stupid forgetfulness and we move on. We never get to see the real cause of these problems. The spidery thing with human hands and eyes as blue as the deep Ethereal plane from whence the creature comes. We never see the nest it makes of astral silver webbing and stolen objects arranged in some mad pattern. We never watch it assemble its collection of halfling finger-bones, stolen from the hands of the sleeping. We’re lucky, that way. Instinct: To steal

    • Take something important to its planar lair
    • Retreat to the Ethereal plane
    • Use an item from its lair
    This monster is from the core Dungeon World book
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  • Digester Solitary, Large, Construct
    Acid (d10+1 damage ignores armor) 16 HP 1 Armor
    Close, Reach
    Special Qualities: Digest acid secretion

    It’s okay, magical experimentation is a messy science. For every beautiful pegasus there’s a half-done creature that wasn’t quite right. We understand. The goblin-elephant you thought was such a great idea. The Gelatinous Drake. Just examples. No judgement here. Anyway, we’ve got something for that. We call it the Digester. Yes, just like it sounds. Strange looking, I know, and the smell isn’t the best, but this thing—it’ll eat magic like Svenloff the Stout drinks ale. Next time one of these unfortunate accidents occurs, just point the Digester at it and all your troubles drain away. Just keep an eye on it. Damn thing ate my wand last week. Instinct: To digest

    • Eat away at something
    • Draw sustenance
    This monster is from the core Dungeon World book
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  • Derro Horde, Devious, Intelligent, Organized
    Pickaxe (d6 damage) 3 HP 2 Armor
    Close
    Special Qualities: Telepathy

    It’s typical to think that all the malignant arcane monsters made in this world are birthed by wizards, sorcerers, and their ilk. That the colleges and towers of Dungeon World are womb to every bleak experiment. There are mistakes made in the depths of the earth, too. These ones, the derro, are the mistakes of a long-forgotten dwarven alchemist. The derro don’t forget, though. Twisted and hateful, the derro can be spotted by their swollen skulls, brain-matter grown too large. They do not speak except in thoughts to one another and plot in the silent dark to extract sweetest revenge—that of the created on the creator. Instinct: To replace dwarves

    • Fill a mind with foreign thoughts
    • Take control of a beast’s mind
    This monster is from the core Dungeon World book
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  • Chimera Solitary, Large, Construct
    Bite (d10+1 damage) 16 HP 1 Armor
    Reach

    Well-known and categorized, the chimera is a perfected creature. From the codices of the Mage’s Guild to the famous pages of Cullaina’s Creature Compendium, there’s no confusion about what chimera means. Two parts lioness, one part serpent, head of a she-goat, and all the vicious magic one can muster. The actual ritual might vary, as might a detail or two—more creative sorcerers switch the flame breath for acid, perhaps. Used as a guardian, an assassin or merely an instrument of chaos unchained, it matters little. The chimera is the worst sort of abomination: an intentional affront to all natural life. Instinct: To do as commanded

    • Belch forth flame
    • Run them over
    • Poison them
    This monster is from the core Dungeon World book
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  • Bulette Solitary, Huge, Construct
    Bite (d10+5 damage, 3 piercing) 20 HP 3 Armor
    Close, Forceful
    Special Qualities: Burrowing

    A seasoned caravan guard learns to listen for the calls of a scout or sentry with a keen ear. A few extra seconds after the alarm is raised can mean life or death. Different cries mean different responses, too—a call of “orcs!” means draw your sword and steady for blood but a call of “bandits!” says you might be able to bargain. One alarm from the scouts that always, always means it’s time to pack up, whip your horse and run for the hills? “LAND SHARK!” Instinct: To devour

    • Drag prey into rough tunnels
    • Burst from the earth
    • Swallow whole
    This monster is from the core Dungeon World book
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  • Salamander Horde, Large, Intelligent, Organized, Planar
    Flaming spear (b[2d6]+3 damage) 7 HP 3 Armor
    Close, Reach, Near
    Special Qualities: Burrowing

    “The excavation uncovered what the reports called a basalt gate. Black stone carved with molten runes. When they dug it up, the magi declared it inert but further evidence indicates that was an incorrect claim. The entire team went missing. When we arrived, the gate was glowing. Its light filled the whole cavern. We could see from the entrance that the area had become full of these creatures—like men with red and orange skin, tall as an ogre but with a snake’s tail where their legs ought to be. They were clothed, too—some had black glass armor. They spoke to each other in a tongue that sounded like grease in a fire. I wanted to leave but the sergeant wouldn’t listen. You’ve already read what happened next, sir. I know I’m the only one that got back, but what I said is true. The gate is open, now. This is just the beginning!” Instinct: To consume in flame

    • Summon elemental fire
    • Melt away deception
    This monster is from the core Dungeon World book
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  • Naga Solitary, Intelligent, Organized, Hoarder, Magical
    Bite (d10 damage) 12 HP 2 Armor
    Close, Reach

    Ambitious and territorial above nearly all else, the naga are very rarely found without a well-formed and insidious cult of followers. You’ll see it in many mountain towns—a snake sigil scrawled on a tavern wall or a local church burned to the ground. People going missing in the mines. Men and women wearing the mark of the serpent. At the core of it all lies a naga: an old race now fallen into obscurity, still preening with the head of a man over its coiled, serpent body. Variations of these creatures exist depending on their bloodline and original purpose, but they are all master manipulators and magical forces to be reckoned with. Instinct: To lead

    • Send a follower to their death
    • Use old magic
    • Offer a deal or bargain
    This monster is from the core Dungeon World book
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  • Minotaur Solitary, Large
    Axe (d10+1 damage) 16 HP 1 Armor
    Close, Reach
    Special Qualities: Unerring sense of direction

    “Head of a man, body of a bull. No, wait, I’ve got that backwards. It’s the bull’s head and the man’s body. Hooves sometimes? Is that right? I remember the old king said something about a maze? Blast! You know I can’t think under this kind of pressure. What was that? Oh gods, I think it’s coming…” Instinct: To contain

    • Confuse them
    • Make them lost
    This monster is from the core Dungeon World book
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  • Magmin Horde, Intelligent, Organized, Hoarder
    Flaming hammer (d6+2 damage) 7 HP 4 Armor
    Close, Reach
    Special Qualities: Fiery blood

    Dwarf-shaped and industrious, the magmin are among the deepest-dwellers of Dungeon World. Found in cities of brass and obsidian built nearest the molten core of the planet, the magmin live a life devoted to craft—especially that of fire and magical items related to it. Surly and strange, they do not often deign to speak to petitioners who appear at their gates, even those who have somehow found a way to survive the hellish heat. Even so, they respect little more than a finely made item and to learn to forge from a magmin craftsman means unlocking secrets unknown to surface blacksmiths. Like so much else, visiting the magmin is a game of risk and reward. Instinct: To craft

    • Offer a trade or deal
    • Strike with fire or magic
    • Provide just the right item, at a price
    This monster is from the core Dungeon World book
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  • Gray Render Solitary, Large
    Rending claws (d10+3 damage, 3 piercing) 16 HP 1 Armor
    Close, Reach, Forceful

    On its own, the render is a force of utter destruction. Huge and leathery, with a maw of unbreakable teeth and claws to match, the render seems to enjoy little more than tearing things apart. Stone, flesh, or steel, it matters little. However, the gray render is so rarely found alone. They bond with other creatures. Some at birth, others as fully-grown creatures, and a gray render will follow their bonded master wherever they go, bringing them offerings of meat and protecting them while they sleep. Finding an un-bonded render means certain riches, if you survive to sell it. Instinct: To serve

    • Tear something apart
    This monster is from the core Dungeon World book
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