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  • Cave Cricket Group, Small, Devious
    Kick (d4 damage) 6 HP 2 armor
    Close

    crickets they resemble, they are mostly harmless. Their chief danger comes from their chirping, which they do when alarmed, because other monsters recognize that sound as indicating there might be fresh prey nearby. The chirping travels up to 300 feet through the tunnels and caves where these crickets are normally found. Cave crickets are about 3 feet long. These giant insects rarely attack living creatures larger than themselves. If attacked, a cave cricket uses its powerful legs to kick opponents before hopping away. Instinct: To alert

    • Hop away
    • Chirp (alert nearby enemies)
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  • Enchanted Suit of Armor Group, Cautious, Construct, Amorphous
    Wicked morningstar (b[2d8+4] damage) 13 HP 7 armor
    Close, Forceful
    Special Qualities: Made of enchanted metal, shimmering with magic

    A lord needs some guardians, that's pretty straightforward. Nowdays they're bannermen, vassals or hired swords – or the Kingsguard, in some very special cases. The Old Ones, though? They never really trusted any other guardians than those made by themselves. These suits of metal, enchanted with the souls of the very best fighters need no supplies, no rest and no mercy. They fight 'till their mercyful death or until they have beaten the enemy into pulp. Instinct: to fight.

    • To fight both with skill and reckless abandon
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  • Aspect of the God of the Sunken Solitary, Huge, Magical, Organized, Planar, Construct, Amorphous
    Water and ice spells (d12+5 damage) 27 HP 1 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: Watery, amorphous body

    Legends tell of these enormous water-creatures which can usually be found around the triton tidecallers. Tales and songs say that they are the aspects of the God of the Sunken, smiting the enemies of their overlord and protecting the most devoted of believers. It is highly recommended to avoid these monstrosities if one is a mere mortal, born on land: their hatred against our kind is just as deep as the ocean itself where they hail from. Instinct: to eradicate the enemies of the God of the Sunken

    • To demonstrate the vast power of the God of the Sunken
    • To bend water to its will.
    • Call the Tritons for help.
    • Lay a curse upon the land-bred.
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  • Mother Goose Solitary, Large, Intelligent
    Large Bill (w[2d10] damage) 16 HP 0 armor
    Near

    You shouldn't have done that... Those houses belonged to those pigs... Oh no, really you ate the bears' porridge too? She doesn't like it when you upset her animals. Do you hear that? The distant flaps of her wings? The angry honks? She's close... Ready yourself! She's a pissed mom and she has a nasty bite. Instinct: To protect the creatures of this whimsical forest.

    • Peck and eat
    • Smash with large wings
    • Release a debilitating honk
    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 Leviathan Solitary, Huge, Magical, Hoarder, Planar
    Smashing things, water cannons (d12+7 damage) 24 HP 3 armor
    Reach, Forceful, Ignores Armor, Far

    The leviathan is a large, dark blue monster the size of several city blocks. It plows through forests destroying them without care, making sure to kill any humans it can find. it has multiple water tendrils that it can control at will. Instinct: Destroy the sentient races of parthax

    • Destroying the land
    • Can control and manifest water
    • it can summon water at will from portals on its back.
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  • The Eater Solitary, Magical, Terrifying
    claws (d12+2 damage) 16 HP 2 armor
    Close, Ignores Armor
    Special Qualities: it is vicious and eats its own skin,

    This creature was once human, but magic has destroyed it's humanity. It lives to devour anything that stands in it's path. Instinct: To eat

    • Devorer
    • To destroy the fleash
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  • Rendrin - The First King of Men Solitary
    rusty longsword (b[2d10] damage) 16 HP 1 armor
    Close
    Special Qualities: Undying

    Rendrin the First King of Men lies waiting trapped in his tomb beneath Elvesend. He is kept alive by his ring Lifemate which twins his soul to his long slain body. He is desicated beyond recognition. He waits in his armor Wulfkin which allows him to turn into a wolf for someone to free him. Then he will lead the armies of man again. Instinct: to lead the armies of men

    • Turn into a massive undead wolf
    • Rise again from the dead
    • Bend the minds of men
    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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  • Rogue Spellcaster Solitary, Magical, Organized, Intelligent
    Magical talisman (d10 damage) 12 HP 0 armor
    Close, Ignores Armor, Far

    Not only magic is ever-present on Dungeon World, but the different groups and organizations trying to keep it in check as well. Magistrates of Magic this, Circle of Druids that... bah! What does someone, gifted with magical talents, have to do to be left alone to practice the arcane arts in peace? Well, to lend some help to criminals, outlaws and other underground elements in return for protection, apparently. Either this, or to retire into some old, crumbling tower, like those proper crazy, old mages. Who would've thought that these institutions of wizardry don't take kindly on people walking out on them, taking all of their secrets with them, huh? Instinct: to avoid the law

    • To play with dangerous powers.
    • Cast a spell that endangers everyone.
    • Call upon other outlaws for help.
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  • Night Terror Solitary, Huge, Magical, Planar, Terrifying, Amorphous
    Raw Fear (d12+3 damage) 27 HP 5 armor
    Reach, Ignores Armor, Near, Far
    Special Qualities: Incorporeal

    A primordial being from the Land of Dreams. Some say the Night Terror is the source of nightmares that leave one's bedsheets dripping with sweat. In rare cases, the Night Terror has been known to enter a dream directly, an event which often leaves the victim shaken for life, if they ever wake up at all. It retreats from light, but in a dream, it has full control of the environment. Scholars dispute whether the Night Terror is a god or simply a force of nature, but it remains unknown whether it can even be harmed, let alone destroyed. Instinct: to terrify.

    • Invade a dream
    • Summon your greatest fear
    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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  • Bones The Adventurer Solitary, Magical, Intelligent, Cautious
    +1 Longsword of Valour (b[2d10] damage 1 piercing) 16 HP 4 armor
    Close

    Ol' Bones used to be one of those solo adventurer types, until he ran into a danger too great for one man to handle. Now once more in the land of the living, but with his body hopelessly decayed, he seeks to relive his former glories. Instinct: to prove his strength

    • Use a healing potion
    • Cast a rudimentary spell
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