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  • Shadow Fiend Solitary, Stealthy, Magical, Intelligent, Hoarder, Planar, Terrifying, Amorphous
    Claws (d8 damage) 15 HP 3 armor
    Close, Reach, Ignores Armor
    Special Qualities: Insubstantial, Flying, Sunlight Vulnerability

    "Come in, come in. Yes, yes welcome, we know just what you want, we have what you need. This one, perhaps - a dwarf king from a world without a sky. It took us three years but it was worth it. Or perhaps this one is more to your liking? An elf wizard from a world without water. That one took us twelve days - the light was harsh but he was less paranoid. You've come all this way, we can give you what you want. But you, what do YOU have to offer? Everything has a price. If you can't pay... well, we can work something out, yes." Instinct: To take and sell mortal minds

    • Steal a target's mind
    • Possess a foe
    • Become one with the shadows
    • Sell captured minds for power and wealth
    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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  • Chillblains Solitary, Huge, Terrifying, Amorphous
    Crush (d10+7 damage) 31 HP 2 armor
    Reach, Forceful, Ignores Armor
    Special Qualities: Heat-sapping Aura

    Chilblains are, thankfully, rare. They arise when numerous creatures are killed by surprise in cold environments - avalanches are the most common cause. A mass of roiling flesh and tortured faces towering over the treetops, slithering across the ground and seeking to regain the warmth it once knew. Unfortunately, in doing so, it generally wipes out living creatures it comes into contact with, and the aura of cold it exudes prevents it from ever knowing heat again. Instinct: To seek out warmth

    • Inadvertently snuff out sources of heat
    • Crush living creatures
    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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  • Skull Lord Solitary, Divine, Magical, Organized, Intelligent, Hoarder, Terrifying
    Shadow Magic (d10 damage) 18 HP 2 armor
    Ignores Armor, Near, Far
    Special Qualities: Three Heads

    Servants of gods of death, unlife and vile magic, Skull Lords are an enigmatic kind of undead rarely seen above ground. They lurk in crypts or great necropolises, working dark plots and summoning armies of servitors. They lack the ability to regenerate like liches or death knights but have a most curious advantage - each Skull Lord has three heads, with each head knowing and whispering different terrible secrets. No-one knows their true origin, or how they achieved their three heads. Instinct: To conspire against the living

    • Undermine the efforts of mortals
    • Weave terrible spells
    • Bring forth undead minions
    • Whisper dreadful secrets from one of its heads
    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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  • Rutterkin Horde, Organized, Cautious, Planar
    Shortspear (d6+2 damage 1 piercing) 3 HP 2 armor
    Close

    Rutterkin are among the lowest creatures in the demonic hierarchy, barely about the Larvae and filth that crawl in the abyssal filth. Tortured and tormeted by their own failures and pains, they are herded into vast hordes by darker patrons and thrown at their foes en masse. Those who survive the subsequent massacres are rounded back up and thrown against enemies again and again - those who show a particular aptitude for cruelty might manage to ascend to forms that are less wracked with constant agony. Instinct: To take out its suffering on others

    • Attack friends and foes alike
    • Overwhelm with numbers
    • Destroy on behalf of its master
    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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  • Eidolon Horde, Magical, Planar
    Wild Magic (d6+2 damage) 7 HP 3 armor
    Close, Ignores Armor, Near, Far
    Special Qualities: Flying

    "Magic isn't an exact science, and magic relating to the planes is even more risky. Inaccurate directions, an error in the rituals, interference by planar entities, or just sheer bad luck - the number of things that can go wrong is nearly endless. And when things do go wrong, those lost in the void don't always have the good luck to die. The least fortunate come back as creatures we have termed Eidolons - vaguely humanoid creatures wrought from some otherworldly stone and bursting with magical energy, which cluster in hordes around tears into mortal worlds. They can't get through, fortunately, so they love it when an ill-prepared mage ventures into world he doesn't understand, only to end up trapped with them in the void between worlds. Be careful when looking into other realms for, rest assured, the other worlds are looking back." -Excerpt from a lecture from an unnamed scholar. Instinct: To grab at the life it once had

    • Covet the lifeforce of mortals
    • Unleash raw magical energy
    • Gather round portals between worlds
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  • Wrath Demon Group, Large, Planar
    Oversized Glaive (b[2d8+4] damage 2 piercing) 14 HP 1 armor
    Forceful, Reach

    Known as "Bulezau" by scholars, the monsters more commonly called Wrath Demons are huge, goat-headed monstrosities. They embody the destructive nature of the Lower Planes like few others - leaping into battle and reveling in the slaughter whether they're using their weapons or their bare claws. Fortunately they're rare in the mortal realms, lacking the intelligence to make their way through portals on their own initiative. One Wrath Demon's bad enough on its own, but fiendish powers have a nasty tendency to gather groups of them together and use them as strike teams in their vast armies. Instinct: To destroy

    • Attack relentlessly
    • Shrug off wounds
    • Leap into the fray
    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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  • Tanin'Iver Solitary, Huge, Divine, Magical, Intelligent, Terrifying
    Plague Breath (b[2d12+7] damage) 24 HP 4 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: Wings, Blindsight, Spread pestilence and suffering

    The Herald, the Harbinger, the First Wyrm - the prophecies disagree on the specifics but all state that the Tanin'Iver will bring sin and disease into the world. A demon lord, a cruel god, a mortal tyrant - whatever it serves, the fact remains that the beast itself is a horrible monstrosity. A great, blind dragon with skin that constantly rots and reknits itself, it slumbers beneath the earth, waiting for the clarion call from the dark forces it serves. Its eventual awakening will shake the Dungeon World and herald something even more sinister in the future. Instinct: To bring evil into the world

    • Herald the coming of a great evil
    • Curse its foes
    • Spread pestilence and suffering
    • Draw from untapped resources of dark power
    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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  • Hobgoblin General Solitary, Organized, Intelligent, Cautious, Hoarder
    Halberd (d10+4 damage 1 piercing) 12 HP 6 armor
    Close, Forceful, Reach

    In the end, it's all the same with goblins. Even if they make laws and fight in formations, they're still ruled by the strongest. And that's where the General comes in - the Hobgoblin who has seized power over all their fellows. With strength and ruthlessness and brutality mixed with its kind's trademark cunning, it rules its lessers with an iron fist. Instinct: To rule Instinct: To rule

    • Wage war against its foes
    • Command its minions
    • Enact its plans and schemes
    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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  • Hobgoblin Warmage Solitary, Magical, Organized, Intelligent
    Fireball (d10+2 damage) 12 HP 2 armor
    Ignores Armor, Near, Far

    Commanders of strike forces and supporters of the main army, the dreaded Warmages cast spells of great force and violence to tear apart defences and fortifications. They lack the subtlety of their goblinoid kin but they make up for it with their powerful magics and the perverse glee they draw from destruction. Instinct: To wipe out foes

    • Weave a spell of destruction
    • Tear down walls and defences with magic
    • Support their allies with a well-placed spell
    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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  • Hobgoblin Scout Group, Stealthy, Organized, Intelligent
    Longbow (d8 damage) 6 HP 3 armor
    Near, Far

    The armies, the siege engines, the banners and wardrums - it never comes unannounced. First come the scouts, the eyes and ears of the Hobgoblin armies, seeking vulnerabilities and striking at valuable targets where they can. It's an ill-omen to see a scouting party as they rarely travel far from the great host. Instinct: To gather knowledge

    • Observe targets
    • Ambush foes and quickly retreat
    • Report back to superiors
    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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