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Monsters by Eric W

  • Reality Ant Horde, Devious, Organized, Planar
    Mandibles (d4+2 damage) 7 HP 1 armor
    Close, Ignores Armor
    Special Qualities: Dig through reality, resist magical effects that lack the secret

    Reality ants are as hard to clear out from an infestation as their normal cousins. They cut shafts into reality itself and pile it up like an anthill. Instinct: to harvest

    • Dig out a shard of reality
    • Take something that normally couldn't be taken in material form
    • Emit warning pheromones
    • Dig interplanar tunnel
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  • Lune Group, Stealthy, Divine, Organized, Intelligent, Planar
    sword made of moonlight (b[2d10+2] damage 1 piercing) 12 HP 0 armor
    Close
    Special Qualities: incorporeal

    Spirits of moonbeams sometimes choose to visit the denizens of Dungeon World. Usually they will simply impart their message and return to the sky, but some are summoned as guardians, or even take a liking to an earthbound mortal. Instinct: to serve its celestial master

    • Bring the Moon's guidance
    • Vanish behind a cloud
    • ask the Moon for backup
    • Know a closely-guarded secret
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  • Spell Weaver Solitary, Magical, Stealthy, Devious, Intelligent, Hoarder, Planar
    creeping disintegration spell (b[2d8+2] damage) 12 HP 4 armor
    Close, Forceful, Ignores Armor, Far
    Special Qualities: six arms capable of casting spells

    Standing 8 feet tall and with six distinctive arms, these brilliant and strange creatures stalk Dungeon World, seeking ancient magic items and places of power for their own schemes. If you stand in their way, or if they think that ten steps down the road you might, you could become their enemy. Instinct: to take magic

    • cast multiple spells at once
    • Ward and trap a place ahead of time
    • overwhelm with magic
    • Dominate enemy
    • Recall just the right spell
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  • Grell Group, Devious, Intelligent, Hoarder, Planar
    Barbed tentacles (d6+2 damage) 6 HP 1 armor
    Close
    Special Qualities: Wingless flight

    A floating brain with tentacles that swing underneath, these bizarre creatures seek to eat and prefer intelligent prey for the screams. They like to drag their victims close, crush them with their tentacles, and finish them off with a sharp, hidden beak. Instinct: to consume

    • Grab with tentacles
    • Crush a held enemy
    • Use an alien device
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  • Spinning Die Horde, Small, Amorphous
    Spinning corners and edges (d6 damage) 10 HP 3 armor
    Close

    Polyhedrons are associated with adventurers, for some reason. Even though most adventurers have never done anything to bring the wrath of abstract shapes, many still chill with fear when they see one, or more, or even a stack, advancing down a dungeon corridor towards them. Whether a tetrahedron, cube, octahedron, dodecahedron, icosahedron, or even a more obscure shape, when they get up on one corner and start to spin, the wise know to run away. Instinct: to roll

    • Spin at lightning speed
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  • Phaerimm Solitary, Large, Stealthy, Magical, Intelligent, Hoarder, Planar
    Bolts of light or fire (b[2d12] damage) 16 HP 4 armor, magical
    Reach, Ignores Armor, Far

    A floating circular mouth, pointing up, with a body that tapers down to a pointed tail with a poisoned stinger, these intensely magical beings seek to dominate and bring pain. Instinct: to bring pain

    • Lash out with a powerful spell
    • Bring a cruel plan to fruition
    • Wield alien evocation, enchantment, illusion, or compulsion magic
    • Detect and deflect magic
    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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