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Monsters by AlfredR

  • Bartleby's Bandits Group, Organized, Intelligent, Hoarder
    Stab and club (w[2d8] damage) 6 HP 1 armor
    Close, Near

    Instinct: Obey orders

    • Loot
    • Hoot and hollar for bandits
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  • Bartleby Solitary, Stealthy, Organized, Intelligent, Cautious, Hoarder
    Hook-sword (w[2d10] damage 1 piercing) 12 HP 2 armor
    Close, Near

    Bartleby has turned to pillaging and raiding to support his home of Graybark and his lover, Sage. He doesn't want to cause anyone any harm, but his brothers and sisters go to bed hungry every night -- as do the wives, husbands, daughters, and sons of all those who take up the cause of his band. They do what they must to survive: they have hit priestly convoys, they have attacked bands of knights, they have killed merchants and travelers when they've had to. Not for greed, though. All just to get by, to get the food their people need, the medicine, the goods... and the gold to buy what they cannot steal. His band has found the roots of the dryad Elohiir's tree in the depths of the forest, and the dryad's ghost has grown fond of Sage. Though Bartleby steams with passionate jealousy, he knows this only makes their band stronger. So, for now, he prods Sage to flirt with the ghost, appeal to her love, and convince her to aim her magic and wrath at those who hold what Graybark needs -- and at those who stand in Bartleby's way. Instinct: To loot and raid

    • Offer treasure for passage
    • Stab in the back
    • Hoot and hollar for bandits
    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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  • Striped Heiger Solitary, Huge, Hoarder, Construct, Terrifying
    Rending Claws (d10+7 damage 1 piercing) 24 HP 1 armor
    Close, Forceful, Reach
    Special Qualities: A Dozen Legs, Spider-Climb, Submissive, Cavernous Maw

    12 feet tall, 25 feet long, a head the size of a horse, a mouth big enough to swallow one whole, a dozen skinny legs with fans of fur and claws supporting each one. It is meant for wanton violence, killing, breaching enemy defenses and sowing chaos as it goes. It is simple-minded, with fiery fur with knife-like streaks of black hair throughout. Your best bet is to hope when its play time, you're the master and not the toy. Instinct: To torture its meals

    • Trample its prey
    • Rend 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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  • The Ghost of Elohiir Solitary, Magical, Divine, Intelligent, Terrifying, Amorphous
    Ghostly touch (w[2d12+2] damage) 19 HP 5 armor
    Close, Ignores Armor
    Special Qualities: Beauty of Nature Gone Rotten

    Once, Elohiir was the Dryad of all of the wood surrounding a little village in the hills. When bandit armies came for the village, she gave up her life to protect the mortal she loved. Her body shriveled up, petrified, as did the woods that were her home -- along with the invading thugs, who were rooted to the spot, turned to stone. Their bodies fill the woods of Graybark to this day, and her curse remains, turning all those with evil in their hearts to stone should they set foot in the wood. Today, the town of Graybark has fallen on hard times and its people have taken to banditry to supply their families with the goods they need to survive. Their leader, Bartleby, has persuaded his lover -- Sage -- to appeal to the spirit of Elohiir that still lingers on this plane. Elohiir sees her long-deceased love in Sage's eyes, and obeys his instructions, doting on his every word and need. She is used by the Bandits of Graybark, deceived into petrifying traders so their wares can be taken. Soon, this arrangement will be put to the test, and Elohiir's wrath will be known. Instinct: To serve Sage

    • Turn living material to stone
    • Compel plant-life to take root
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  • The White King Solitary, Magical, Devious, Organized, Intelligent, Hoarder, Planar
    Frozen skewers (b[2d10+4] damage 1 piercing) 16 HP 4 armor
    Close, Forceful, Near, Far

    The White King is a fallen planar power, banished for some offense against its own warring, deadly kin. Here, in Dungeon World, it has found a place to begin anew -- building up its power base with those power-hungry enough to wish to serve in The White King's frozen hell. The White King has earned the service of frost spirits in its time here, or perhaps has mastered certain spells, or might have even brought its own frozen servants here in exile. Regardless, The White King's powers are great! Rumors that its power pales in comparison to its kin will, hopefully, remain only rumors. Instinct: To accumulate power

    • Overwhelm with a growing frost
    • Command winter winds
    • Obscure and conceal with a sudden snow storm
    • Call upon hungry wraiths and their corpse-hosts
    • Soar across the planes with a storm-portal
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