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Iggi_Dee's Up-voted Monsters

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  • Kobold Horde, Small, Stealthy, Intelligent, Organized
    Spear (d6 damage) 3 HP 1 Armor
    Close, Reach
    Special Qualities: Dragon connection

    Some are wont to lump these little, rat-like dragon-men in with goblins and orcs, bugbears and hobgoblins. They are smarter and wiser than their kin, however. The kobolds are beholden slaves to dragons and were, in ancient times, their lorekeepers and sorcerer-servants. Their clans, with names like Ironscale and Whitewing, form around a dragon master and live to serve and do its bidding. Spotting a kobold means more are near—and if more are near then a mighty dragon cannot be far, either. Instinct: To serve dragons

    • Lay a trap
    • Call on dragons or draconic allies
    • Retreat and regroup
    This monster is from the core Dungeon World book
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  • Meenlock Group, Small, Devious, Intelligent, Terrifying
    Chitinous pincers (d8 damage) 6 HP 1 armor
    Close
    Special Qualities: Horrid alien features, Telepathy

    Meenlocks are two-foot tall, bipedal creatures with horrid, insect-like features that are covered in black, shaggy fur. They live in small groups (no more than 5 to a group) in underground caves. The mere sight of a meenlock can cause low-level intelligent creatures to collapse in fear, their touch causes paralysis . If a meenlock lair is disturbed, the occupants will silently follow the responsible party and wear down a single member (chosen generally at random, although humans and paladins will be given priority) with a continual low-level telepathic assault that manifests as whispered voices, strange noises, and other phenomena only perceived by the chosen target. When their weakened prey beds down for the night, the meenlocks will attempt to paralyze them (killing anyone else who resists), carry them back to their lair while still alive, and turn them into another meenlock through a short, gruesome procedure. Instinct: Protect the tribe

    • Touch causes paralysis
    • Telepathic assault
    • Relentless
    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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  • Beetle Mounts Group, Large, Devious
    Ramming with its cranial horn. (d6 damage) 10 HP 5 armor
    Reach

    Very large shiny black body. A large pointed horn grows up from the center of its armored insect head. orange eyes. On its top is a heavily armored plate that forms a natural saddle for a mounted rider. 6 legs that are also armored. Underside is not as armored. It like to bash and run over its enemies when directly. Instinct: It rams!

    • Armored infantry creature
    • Heavily armored body can crush those in its way.
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  • Cookie Dragon Solitary, As big as an average corgi , Divine, Magical, Intelligent, Cautious, Hoarder, Curious, Timid, Adorable
    It Breathes flaming cookie dough (d8-2 damage) 100 HP 5 armor
    Hand, Far
    Special Qualities: The chocolate chips on his back are sharp, His scales are indestructable, The skin under the chocolate chips is weak

    It is a light brown ball, with giant eyes, and chocolate chips all over it's body. It has two small arms with two claws each and two small legs with three claws each. It has two big horns on it's head, and two large wings on it's back. He also has sharp teeth and small nostrils. And last of all, it has a short wiggly tail. Instinct: To eat cookies.

    • Throw exploding cookies at greedy creatures or greedy people.
    • Can posses any living thing, but at a cost.
    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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  • Raptor Group, Stealthy, Organized
    teeth & claws (b[2d8+2] damage) 6 HP 1 armor
    Close

    They were instinctive hunters and never passed up prey. They killed even when they weren't hungry. They killed just for the pleasure of killing. They were agile, tireless runners and incredible jumpers. They had lethal weapons on each of their four limbs; a strong punch with one of the forearms could lacerate a man. And had powerful jaws that ripped meat instead of biting it. Instinct: to hunt

    • stalk prey silently over long distances
    • prefer to use ambush tactics and distractions
    • can call on its pack members to aid it in hunting
    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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  • Fire Boar Group, Devious
    Flaming hooves (d6+2 damage) 6 HP 1 armor
    Close

    Native to the distant burning planes, Fire Boars are only seen in [this area] as mounts used by the Burning Lance. Often seen snorting gouts of flame and kicking up small bursts of fire as they walk, rumors say that if killed the meat is precooked and ready to eat. Instinct: Carry a rider into battle

    • Trample with burning hooves
    • Give its rider an advantage
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  • Kharibdyss Solitary, Huge, Terrifying
    Flailing Tentacles (b[2d12] damage 2 piercing) 20 HP 2 armor
    Reach, Forceful
    Special Qualities: Huge creature with tentacles around its heads

    The Kharibdyss is an ancient sea monster that slumbers in the depth of the ocean. Its enormous body is covered in slimy scales and its feet can crush several men beneath it. The most terrifying feature are the five snakelike heads which mainly consists of a giant maw surrounded by flailing tentacles. Smaller foes are eaten in one bite, but larger creatures are beaten or grabbed by the tentacles. The Kharibdyss is a very rare creature and seldom leaves the ocean unless summoned by evil humans or deep elf clerics. Instinct: To destroy

    • Devour a living creature - ally or foe
    • Destroy anything possible in its wake
    • Avoid blinding lights or large fires
    • Retreat and regenerate in the depth of the ocean
    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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  • Coin Mimic Horde, Tiny, Stealthy, Devious
    Stinger (d4-2 damage) 1 HP 1 armor
    Hand, Ignores Armor

    Coin mimics take the form of coins, gems or other small pieces of loot. They often hide among piles or bags of treasures, to take greedy adventurers unaware. They attack in a small swarm, stinging and paralyzing their prey so they may take their time in consuming them. Rumors say that these are actually the young of the more common varieties of mimics, but who can say? Instinct: To hide

    • Ambush unsuspecting adventurers
    • Blend in with mundane loot
    • Paralyze with stinging poison
    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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  • Fruit golem Solitary, Huge
    Bite (d10+5 damage) 20 HP 0 armor
    Reach, Forceful

    Instinct: to destroy

    • It goes bananas
    • Can heal by eating fruit
    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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  • Tiger Mounted Bugbear Solitary, Large, Terrifying, Organized, Intelligent
    Giant Morningstar (b[2d10+6] damage 3 piercing) 22 HP 2 armor
    Forceful, Reach, Near
    Special Qualities: Two Distinct Creatures, it's a Bugbear on a Goddamn Tiger!

    Bugbears. You know the type. Big hulky goblinoids. This one's figured out how to put a saddle on a goddamn tiger and not die. You might though. Once one dies, the other will probably fight on. Instinct: Slay enemies mercilessly, and feed them to the tiger

    • Pounce
    • Tiger Screech
    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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