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Monsters by Error 404

  • Time Orphan Horde, Magical, Intelligent, Terrifying
    grasping hands and teeth (d4 damage) 11 HP 0 armor
    Close
    Special Qualities: undying torment and wailing

    A crowd of people, grief-stricken, tormented, and screaming, attacking anything nearby. Neram's experiment cursed them to a tortuous existence in a permanent state of temporal-flux (never truly being dead OR alive), they flicker in and out of existence like a bad light bulb, they shuffle closer and closer to you. Instinct: to die

    • bite and claw them
    • Flicker in and out of existence at random
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  • Grimwulf Pack Horde, Large, Organized, Intelligent, Construct
    Rough-hewn weapons (b[2d6+4] damage) 11 HP 1 armor
    Forceful, Near
    Special Qualities: magical

    At first they appear as bestial, but then you notice the scavenged bits of armor, and then the rough-hewn weapons gripped in claw-like hands (or is it hand-like claws?) and finally, the gleam of a true and malevolent intelligence piercing you from beneath it's furred brows. Grimwulf, even the word makes your blood run cold. A Grimwulf is what happens when you take 1 part werewolf, 2 parts rage possessed berzerker warrior, combine them using profane magics to be twice as big and five times as mean, they are capable of thought but suicidally loyal. But the worst part about grimwulves...there's never just one. Instinct: to obey their Master

    • Slaughter them
    • Call the Pack
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  • Onikuma rider Group, Stealthy, Intelligent, Hoarder
    corrosive fire globes and spell staves (b[2d8+2] damage) 6 HP 3 armor
    Close, Ignores Armor, Near, Far

    Onikuma riders are the insane acolytes of the rogue theurge Edrigor. They serve with fanatical abandon, often carrying a staff imbued by Edrigor with destructive magic, a bone dagger, or globes full of alchemical green fire. Instinct: to serve Edrigor

    • Attack indirectly
    • hidden weapons
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  • Onikuma Solitary, Large, Terrifying
    Crushing Charge (d10+2 damage) 16 HP 3 armor
    Forceful
    Special Qualities: Spiky armored plates

    A creature, all armored plates and spiky protuberances surrounding a single cyclopean eye, comes charging around, crushing and smashing everything in its path. A rider is just barely visible behind a bony ridge on the thing's head. Instinct: to rampage

    • Charge!
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  • Treesquid Solitary, Small
    Vicious Beak (d6 2 piercing messy) 4 HP 0 armor
    Close, Near
    Special Qualities: Nimble, Fast, Stealthy

    Treesquid are one of the stranger, but more common, of the new species in this area. Originally spotted far north of Arizona Bay, in the temperate forests of Old Cascadia. Treesquid are known for their eight grasping arms and two extremely strong tentacles tipped with a hooked climbing claw, made of a material similar to their beaks. These quick, nimble creatures swing from branch to branch and leap from tree to tree in the forests, eating small birds, rodents, and pretty much anything else they can catch. A common tactic is to track prey for several miles and then drop on their head or some other exposed weak point when they stop to rest. When it is unable to strike from stealth, treesquid use the suckers on their arms, and the climbing claws on each tentacle to inflict wounds. Treesquid are not usually dangerous to people, though small children have been attacked in the past. Instinct: to hunt prey

    • drop on them from above
    • grasp and tear
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Leech Zombies Horde, Devious, Construct, Terrifying
    unco-ordinated attempts to grab and bite (d4 damage) 11 HP 0 armor
    Close
    Special Qualities: Created by an Abyssal Leech, Rotted flesh hangs off of bones as they reach and moan for blood.

    After an Abyssal Leech is defeated, its belly splits open and all the people it has eaten come forth as a swarm of undead creatures that seek to infect and devour anyone they can reach. They aren't very co-ordinated, but they have the advantage of numbers, and unending stamina. Abyssal Leech: http://codex.dungeon-world.com/monster/5191485481811968 Instinct: To consume or infect people

    • Swarm anything in their path
    • NPCs that are bitten turn into more zombies.
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  • Abyssal Leech Solitary, Huge, Terrifying
    Gigantic razor sharp maw (d12+7 damage) 20 HP 1 armor
    Reach, Forceful, Ignores Armor, Far
    Special Qualities: It vomits up people it has eaten as zombies

    A gigantic leech, bigger than a house. Slime glistens on its black, rubbery, skin. At its front, flaps peel back to reveal circular rows of razor sharp teeth and the reek of some kind of venom. It resists attacks from most heroes, but when or if it is defeated, its belly splits open and the townspeople it has consumed emerge from within the leech as zombies which the heroes must face. Instinct: To consume fresh blood

    • Eat dozens of townsfolk in a single bite
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  • Elf Warriors Horde, Stealthy, Magical, Organized, Intelligent
    Shapeshifting weapon (can be any melee weapon) (b[2d6] damage 1 piercing) 6 HP 2 armor
    Close, Reach
    Special Qualities: Precise

    A platoon of Elven warriors from a distant kingdom, graceful and deadly, their weapon of choice is a magical item that changes form according to the will of its wielder. It can take the shape of any mundane weapon, from a small dagger to a pike or battleaxe, instantly. This makes Elf warriors versatile and deadly. Instinct: To complete their mission

    • Fight with speed and grace using a weapon that changes forms
    • Move silently
    • Use basic spells for healing and repair
    • Call for reinforcements
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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