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Monsters by A Person With No Name

  • Greater Water Elemental Solitary, Huge, Magical
    Titanic Strike (d10+9 damage) 33 HP 5 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: Thunderously Raging Foamy Waves

    Most of you adventurers have already encountered some elementals along your journey. Ever wondered where they come from? Well, it's simple, really: all things have some sort of... spirit, if you like. Yes, even mountains and trees and rivers. But this thing? Nah, it never was from this plane of existence. This hideous titan is from beyond our world, representing an element in its purest, extraplanar form. My advice? Run. Instinct: To demonstrate the power of water

    • Strike with tidal power
    • Suffocating Grapple
    • Manipulate water in supernatural ways
    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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  • 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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  • 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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