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Monsters by First Son of Light

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  • Those Without Hearts Horde, Small, Stealthy, Devious, Organized, Planar
    Claws (d8 damage 1 piercing) 7 HP 1 armor
    Close

    Those without hearts are small, dark, wretched shadow-creatures who travel between worlds with the ultimate goal of feeding on the heart of the universe itself. It is rumored that stronger forms exist. Instinct: Consume worlds

    • Steal hearts
    • Emerge from shadows
    • Those it defeats rise as monsters without hearts
    • Attack from behind
    • Hunt those who wield magical weapons
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  • First Guardian Solitary, Stealthy, Divine, Magical, Intelligent, Planar, Construct, Amorphous
    Space distortion (d12+2 damage) 21 HP 1 armor
    Close, Ignores Armor, Far
    Special Qualities: Friendly appearence, Create stable time loops

    Every world with intelligent life has a First Guardian, and Dungeon World is no exception. Mysterious and paradoxical, part of a First Guardian's duty is to ensure its own creation using logically impossible time manipulation. Capable of tapping into nearly infinite knowledge and manipulating space-time, First Guardian's nonetheless prefer to manipulate others to do their work for them. Their one goal is to bring about their universe's ultimate purpose, for good or ill. Instinct: Bring about the universe's ultimate purpose

    • Establish strange time paradoxes
    • Inconvenient teleportation
    • Warp reality
    • Predict using near-omniscience
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  • Killer Rabbit Solitary, Tiny, Stealthy, Hoarder
    Bucky little rabbit teeth (b[2d12-2] damage 4 piercing) 12 HP 0 armor
    Hand

    This rabbit is dynamite! It often grazes peacefully outside of ancient caves, quietly guarding magical secrets. Instinct: To guard ancient secrets

    • Tear apart warriors
    • It looks adorable
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  • The Black Knight Solitary, Stealthy
    Enormous sword (swung or thrown) (b[2d10+4] damage 1 piercing) 20 HP 2 armor
    Close, Forceful, Reach, Near

    The Black Knight is the best guard you can hire. He can kill almost anyone in a fight, and he's been known to insist that even the most grievous injuries are mere "flesh wounds." Instinct: Prevent any from passing

    • Fight relentlessly
    • Bite your legs off
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  • The Reaper Solitary, Magical, Stealthy, Divine, Intelligent, Hoarder, Planar, Terrifying, Amorphous
    The Scythe (b[2d12+6] damage) 25 HP 5 armor
    Close, Forceful, Reach, Ignores Armor
    Special Qualities: You can't kill death, Burning eyes

    Death isn't such a bad guy, really. He just needs to make sure that everything happens on schedule. In fact, he's been known to make deals from time to time, especially if he hears a real sob story. He's kind of tired of his job, to be honest, and probably wouldn't mind finding an apprentice to take over for him . . . Instinct: To move the universe towards its predestined conclusion

    • Claim living souls
    • Take the form of a lost loved one
    • Call on the souls of the departed
    • Teleport instantly to any point on any plane
    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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  • Maxwell Solitary, Stealthy, Intelligent
    Silver Hammer (b[2d10+4] damage 1 piercing) 12 HP 0 armor
    Close, Forceful, Reach

    Maxwell was once a physician, but an encounter with a mysterious drifter with juju eyeballs entrusted him with an ancient Silver Hammer. Now he is a deadly force of the absurd, luring the compassionate to their dooms with his charm and seemingly good intentions. The silver hammer he wields is a mysterious planar artifact not to be used lightly. Instinct: Lash out against those who would aid him

    • Strike living things until they are dead
    • Creep up from behind
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  • Nowhere Man Solitary, Large, Magical, Devious, Intelligent, Hoarder, Planar
    Energy-draining gaze (d12 damage) 24 HP 0 armor
    Ignores Armor

    The Nowhere Man is the sole living inhabitant of Nowhere Land, a terrible plane rendered gray and lifeless after a well-intentioned priest's attempt to remove the force of entropy also removed change and liveliness. The Nowhere Man has no goals of his own, but when he is accidentally summoned into the Dungeon World, unsuspecting humanoids often find themselves lulled into a magical sleep, becoming part of the Nowhere Man. Directionless, passionless, and blind, the Nowhere Man brings destruction in his wake purely incidentally. He doesn't know where he's going to, but pray it isn't in your direction. Instinct: To do nothing

    • Instill apathy
    • Magically inflict a state of blindness and consuion
    • Turn humanoids into fixtures of Nowhere Land
    • Return to Nowhere Land instead of dying
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  • Slime Group, Tiny, Organized, Amorphous
    Wobbly, bludgeoning body (d10-2 damage) 9 HP 1 armor
    Hand
    Special Qualities: Can squish through anything, excellent hagglers

    Slimes appear like little droplets with faces. They are usually blue, but they come in a variety of colors. They fill an unusual niche in their ecosystems; they feed almost exclusively on beginning adventurers. Once heroes have become more established, however, the slimes will usually prefer to socialize, often engaging in business and social transactions with more powerful adventurers. Instinct: To multiply

    • Assail weak passerby
    • Strategic retreat
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  • Gebbeth Solitary, Stealthy, Magical, Devious, Intelligent, Planar, Construct, Terrifying, Amorphous
    Dreadful icy claws (d12+2 damage) 23 HP 1 armor
    Close, Ignores Armor
    Special Qualities: Draw on the knowledge and traits of its victim, Dark mirror of the soul

    Ancient and terrible, these shades dwell in the land of the dead and prey on those who would presume to wield necromancy. A wizard believing himself to be a "master of death" will have to contend with the dark mirror of his own hubris, his own pride turned into an unstoppable monster. Only the wisest wizards and their friends will be able to learn the monster's true nature in time to escape its terrible mastery. Instinct: Replace the souls of the living

    • Pursue the proud
    • Exploit a secret
    • Possess the living
    • Feed on fear and pride
    • Move between the lands of the living and the dead
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  • Unicorn Solitary, Large, Magical, Divine, Intelligent, Terrifying
    Glittering horn (d12+4 damage 4 piercing) 22 HP 4 armor
    Special Qualities: Too beautiful to be real

    Not a true monster, the unicorn is as old as the sea, old as the moon. Protectors of forests, legend has it that only the truly pure of heart can approach a unicorn. Both beautiful and terrible, their horns have the power to slay dragons or bring a dying innocent back from the brink of Death's kingdom. Instinct: Preserve purity

    • Heal the hurt
    • Shatter dark magic
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