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  • Claymen Group, Stealthy, Terrifying, Amorphous
    Bash, Throw Mud (1d6 damage) 6 HP 1 armor
    Close, Near
    Special Qualities: Regeneration, Heat Sensitivity (Slows Regeneration by 50%)

    Claymen are a form of golem. They tend to come from failed attempts at creating a clay golem, but some particularly skilled individuals have been able to recreate their failed experiments in particularly disturbing ways. Claymen are living clay creatures that look like men who's legs sometimes fuse together at the knees. Each time Claymen attack, they lose a little bit of themselves, dealing taking a bit of damage. They are bound to the clay paths that they are found, but can reform indefinitely unless the clay is dry. In wet or rainy conditions, they regenerate much faster than they would otherwise. Regenerate: When a clayman is destroyed, it cannot reconstitute itself until it has regained at least 1/2 it's HP. Instinct: To eliminate intruders

    • Wait Until Victims Pass
    • Grab Hold
    • Pull Under
    • Regenerate (2 HP)
    • Regenerate In Rain (4 HP)
    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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  • Time Elemental Solitary, Large, Magical, Planar, Amorphous
    Withering arm (d12 damage 1 piercing) 23 HP 5 armor
    Near

    Time elementals are creatures from a plane most scholars are unaware even exists. A time elemental is a powerful creature formed of pure time and matter such as is unknown to even the most learned of sages. It is unknown how or why time elementals enter the Dungeon World, as they cannot be summoned using the standard summoning spells.Time elementals attack by forming misty or smoky arms from their forms and lashing at opponents. A time elemental can see a few seconds into the future. This ability prevents it from being surprised. Time elementals are immune to all time-related spells and effects. Instinct: Causes Time Ripples

    • Eliminates time paradoxes
    • Can Teleport thru time and space
    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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  • Aranea Captain Solitary, Large, Magical, Intelligent
    Magic Missile (d10 damage) 16 HP 0 armor
    Ignores Armor

    An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea's brain. All araneas have a single alternate form as well—this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms—this additional shape is locked into one unique appearance. Araneas typically gather in small colonies of two to six individuals, making webbed nests high in trees. These colonies work together to research magic, and may change membership many times over as individuals leave to pursue their own studies and are replaced by newer members. A single aranea may take on humanoid form and live for years in a humanoid community, never revealing its true nature. Though araneas generally prefer to be left alone, they often prove quite knowledgeable about the ways of magic, and if approached peacefully may be willing to share their expertise for the right price (typically a magic item or some service). Skilled spellcasters, araneas try to avoid physical combat and use their webs and spells when they can. Rather than kill their enemies, araneas often subdue opponents and hold them for ransom. Due to it's status as a captain, this is a master of magic, besting even the most studious of spellcasters. It's goal is to protect it's kind by any means. Due to this, it is a very threatening creature that is completely terrible to fight head-on unless you heavily outnumber it. Although death is possible while fighting this captain, it will most likely use Soul Gem in order to own yet another posession. It's weakness is it's fragility, as it spends it's time researching magic instead of getting exercise compared to the others. Therefore, the best strategy is to either get a very strong sneak attack or to overwhelm it with force. Instinct: to drain life

    • Cast Magic
    • Perfect Summons (Aranea), Soul Gem (Trap), Polymorph(Defense), and Blinding Light(AOE)
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  • Tiny Animated object Group, Tiny
    Smash (d6-2 damage) 6 HP 1 armor
    Hand

    A tiny object, like a utensil or a book, that is animated and moves on it's "own." However, it is controlled by an external force. Instinct: to obey

    • Move Around
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  • Small Animated Object Solitary, Small
    Smash (d10 damage) 12 HP 1 armor
    Close

    A small object, like a chair or a small shelf, that is animated and can move on it's "own." However, it is controlled by an external force. Instinct: to obey

    • Move Around
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  • Cultist Group, Stealthy, Divine, Devious, Intelligent, Hoarder
    knives or daggers (d4 damage) 8 HP 0 armor
    Close

    A cultist of a demon or dark god. Adept at vile rituals and mean skulking. Instinct: to bring about dark changes

    • perform a step of a ritual
    • appear or disappear in the night
    • call upon dark powers
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  • Enthelia Solitary, Organized, Intelligent
    brawling and tools (b[2d10] damage 1 piercing) 12 HP 3 armor
    Close, Reach

    Elder Enthelia is the chief peace-keeper of Keenhelm. She carries shackles, rope, chains, and clubs to subdue criminals, but usually fights bare-handed. Instinct: to protect the weak and punish the innocent

    • grapple, wrestle, or bind someone
    • shout for aid
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  • Keenhelm Irregular Group, Devious, Organized, Intelligent, Cautious
    spear (d4 damage) 6 HP 2 armor
    Close, Reach

    Any of the strong, young men and women of Keenhelm who work as guards and occasional militia; usually outfitted in rough hide armor with a spear and buckler, they carry rope and shackles to subdue criminals. Instinct: to protect their family and home

    • patrol or guard somewhere
    • make a stunning blow
    • bind someone and bring them to Enthelia
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  • Isah Solitary, Stealthy, Divine, Magical, Intelligent, Hoarder, Planar, Amorphous
    chilling touch (w[2d10+2] damage) 25 HP 1 armor
    Close, Ignores Armor

    A pale, beautiful woman with icy powers; she seeks to be adored and obeyed, and will ritually drown those who oppose her. Harm will reveal her flesh to be enchanted snow; her blood to be icy water. Instinct: to gain admirers and slaves

    • blow an icy kiss
    • make promises of love or gifts
    • cast a spell of ice, wind, or despair
    • tell of something lost or hidden
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  • Okmok Solitary, Huge, Magical, Stealthy, Divine, Devious, Intelligent, Hoarder, Planar
    slam and smash (b[2d10+9] damage) 30 HP 6 armor
    Reach, Forceful

    A giant river-fish that oozes from it's scales and has one-hundred human faces. Okmok is a vile fish-god who's gained the worship of some local goblins. Instinct: to corrupt and conquer

    • summon spawn
    • offer a bargain or invitation to worship
    • cast a spell of water, decay, or transformation
    • regenerate in water
    • move through the eternal river
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