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Monsters by flycatcher

  • Alpha Shrieker Solitary, Large, Hoarder
    jump and pound, (b[2d8+2] damage 2 piercing) 16 HP 1 armor
    Forceful, Ignores Armor

    A massive two headed shrieker. Throws boulders and charges. Will protect young at all cost. Takes all opportunities to assert dominance. Second head grows once it asserts its reign. Its not uncommon for other limbs to grow. Instinct: Protect its pack

    • Clobber
    • throw stone
    • Deafening roar (player goes deff)
    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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  • Shrieker Horde, Organized, call others
    claws, clubs, rocks (d6+2 damage) 4 HP 0 armor
    Close, Forceful

    A large baboon (roughly the size of a large person). When you come across a lone Shrieker don't look it in the eyes, back away slowly...unless it lets out a scream in which case...screw it ,ditch your pack and run because no shrieker ever travels out of ear shot of its pack. A pack of shriekers (called a chorus) surround their prey and beat them relentlessly with large stones and clubs until the victim is no more than an easily digestible mush. Beware of the alpha male and female. They don't pay much attention unless theres a big commotion. Luckly shriekers are easily distracted by food and are prone to in-fighting to establish dominance. Definitely don't mess with shrieker babies. Instinct: teritorial

    • claw
    • shriek//roar
    • intimidating scream (character becomes scared)
    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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  • Frost Dragon Solitary, Huge, Magical, Hoarder
    Ice Breath (b[2d12+3] damage 3 piercing) 20 HP 4 armor
    Reach, Far
    Special Qualities: Dragon Historian

    Classic Frost Dragon. Keep your distance. Its Icy talons will freeze and shatter your flesh. Frost dragons live in mountainous regions of dungeon world and carve deep caverns in glaciers. Snow falls when it beats its wings. Instinct: Hermit

    • Ice Storm
    • Icicle Claw
    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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  • Cave Troll Solitary, Large, Hoarder, Terrifying
    claw (d10+2 damage) 16 HP 2 armor
    Forceful
    Special Qualities:

    Big, ugly, smelly. pale skin, turns to stone when sun touches its skin. Instinct: teritorial

    • punch
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  • Thorny Devil Group, Small, Magical, Stealthy, Hoarder, Planar
    Claw (d8 damage 1 piercing) 6 HP 3 armor
    Close

    Lil rascal, up to no good. Thorny Devils often gladly put themselves in harms way to do no more than hex or inconvenience a filthy mortal. When their death seems imminent, Thorny Devils burst into whips of sulfurous smoke and are sent back to whence they came. Instinct: Cause trouble

    • Vicious claw
    • Dirty lies
    • Hex
    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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  • Sucubus/Sucubi Solitary, Stealthy, Devious
    back stab (d6+2 damage) 12 HP 0 armor
    Close, Far
    Special Qualities: Can turn alies against eachother

    All your carnal desires come true (you pervert)...but at a cost. Instinct: seduce or enslave

      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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    • Mushroom 'Spore-mage' Solitary, Intelligent, Amorphous
      magic missiles (2d4+2 damage) 10 HP 1 armor
      poison spore (1d4 damaga ongoing to all in vacinity), Far
      Special Qualities: project visions/hallucinations (confused or sick -1 ongoing)-

      Leaders among the Mushroom folk. Spore-mages are ancient by fungal standards and thus the furthest along in decomposition. They guard ancient secrets dating back to before beings became self aware. They farm the root systems that grow to become the colonies young. Instinct: Guide colony, protect secrets

      • cast spells and poison spore
      • protect young
      • communicate with local ecosystem
      • detect alignment
      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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    • Mushroom champion Solitary, Large (8-10 ft), Amorphous
      Rotting clobber (1d8 damage) 10 HP 2 armor
      Forceful
      Special Qualities: Poison on contact (1d4 damage ongoing)

      This decaying mass of fungal flesh is a longstanding warrior of the mushroom folk. Old enough to know only mycelial language, the brute has no means of communicating with anyone of a different race. Poison spores rot off its every cell, making close combat a deadly task as any contact is dangerously intoxicating. The roots of these brutes can hold fast against hurricane level winds, allowing any of these ancient champignals to simply entwine itself to a spot and defend until kingdom come. Only a select few mushroom folk have the composition to hold together this well and the few per colony that do are held in high enough esteem to be legends in their own time. Instinct: Protect colony

      • grow roots (immovable)
      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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    • Mushroom Folk Group, Small, Magical, Amorphous
      Spear (1d4 damage) 5 HP 1 armor
      Close, Near
      Special Qualities: Projects visions (confused or sick -1 ongoing)

      Mushroom folk have been found thriving in the moist and humid areas of Dungeon World for as long as anyone can remember. Though historians often enjoy their company, as they have much more knowledge of earlier years, it can be hard to win their favor as civilization encroaches on their living environments. Rather than fingers, they have opposable mycelial roots. When in their villages, they can interweave these with their fungal structures as a means of communication amongst each other. This process, called solidelipathy, also allows them to share any collected nutrition. This nutrition comes from often comes rot and decay. It has become an important part of their way of thinking and a loose hierarchy forms in the mushroom communities based on which individuals have moved further along in their own natural decaying processes. Often, this simply matches their age, though a mushroom who has undergone a particularly harrowing life will rise in ranks faster than an elder. The mushroom folk are intimately acquainted with many forms of poison and are known to use them to create powerfully hallucinogenic toxins. These toxins are for the most part used to confuse and terrify enemies in battle but the mushroom folk can modify them in a way that will grant allies visions of the near future. Instinct: Protect their teritory (forest/caverns)

      • Spore burst (Blood weed poison, 1d4 ongoing damage))
      • Solidelipathy (Call for help)
      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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