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Spiteful Faith's Up-voted Monsters

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  • Imperator Captain Solitary, Magical, Stealthy, Divine, Devious, Intelligent
    anointed bow (b[2d8+2] damage) 14 HP 6 armor
    Close, Near
    Special Qualities: protective tattoos

    The most elite of the imperators, they have covered themselves in holy tattoos and go without armor or shield. They are brutal combatants and cunning hunters, and have learned secret magics which allow them to counter and prevent supernatural powers. Instinct: to vanquish the unclean

    • detect the supernatural
    • hunt, track, and prowl
    • counter a spell or bind magic powers
    • disarm or restrain someone
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  • Fire Beetle Horde, Small
    Flames (d6 damage ignores armor) 3 HP 3 Armor
    Near
    Special Qualities: Full of flames

    Scarabaeus pyractomena! What a delightful creature—see how its carapace glitters in the light of our torches? Not too close now, they’re temperamental, you see. The fire in their belly isn’t just metaphorical, no. Watch as I goad the beast. Aha! A spout of flame! Unexpected, isn’t it? One of these creatures alone, if it comes up from below, can be a hellish nuisance to a farmstead or village. A whole swarm? There’s a reason they call it a conflagration of fire beetles. Instinct: To enflame

    • Undermine the ground
    • Burst from the earth
    • Spray forth flames
    This monster is from the core Dungeon World book
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  • The Thing in the Well Solitary, Large, Stealthy
    Dark Tentacles (w[2d12] damage) 16 HP 1 armor
    Reach, Near

    "Good morning," the Thing in the Well calls, "And how are we doing this morning Mrs. Westmen?" -- "Just wonderfully. How have you been keeping, Thing?" -- "Fine, fine. A little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry yourself, perfectly fine." -- "It's quite alright Thing, I was just thinking I should bring by some lunch. How does a ham sound?" -- "You are too kind Mrs. Westmen, just too kind..." -- The Thing in the Well has lived in the village for longer than anyone can remember. It is traditional to fix regular meals for the Thing, and to present it with a sheep or pig on special occasions. Years ago a boy went down the well on a dare. He never returned. The subject has not been broached in the presence of the Thing. Instinct: To devour

    • Politely collect tribute
    • Leverage townspeople through secrets
    • Purify water
    • Hide in darkened waters
    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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  • Sigben Horde, Large, Construct
    Tail whip (d6+1 damage) 11 HP 2 Armor
    Close, Reach
    Special Qualities: Vampire spawn

    “Aswang-hound and hopping whip-tail! Sent by vampires on their two, twisted legs, these ugly things look like the head of a rat or a crocodile, maybe, furry though and sharp of tooth. They have withered wings, but cannot use them and long, whipping tails, spurred with poison tips. Stupid, vengeful and mischievous they cause all kinds of chaos when let out of the strange clay jars in which they’re born. Only a vampire could love such a wretched thing.” Instinct: To disturb

    • Poison them
    • Do a vampire’s bidding
    This monster is from the core Dungeon World book
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  • Terror Bird Solitary, Large
    Bite (b[2d12] damage) 16 HP 0 armor
    Near

    Think of an ostrich on steroids, then add the ferocious hunting skills of an eagle. That's roughly the picture of extinct South American birds called phorusrhacids, or terror birds, that lived from 60 million to 2 million years ago. Instinct: apex predator

    • Hunts
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  • Slime Mold Solitary, Large, Devious, Amorphous
    Fungal Pseudopod (d8+1 damage 1 piercing) 19 HP 2 armor
    Special Qualities: Resistant to Fire

    Slime mold are amorphous creatures that have symbiotically fused with several varieties of mushroom, mold or mildew. Like most slimes, they only want to eat, though they refrain from consuming relatives of their symbiote. Instinct: To eat

    • May try to engulf prey
    • Infect with rot, causing the weak and sick debility
    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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  • Glass golem Horde, Magical, Stealthy, Intelligent, Construct
    glass blade hands (d6 damage 1 piercing) 7 HP 4 armor
    Close
    Special Qualities: Controlled by a magical link

    It looks like any other person until it's activated. Then all hell brakes loose. Constructed long ago by mad glass alchemist Instinct: to infiltrate

    • Obeys
    • Can look like some person
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  • Crystal Golem Solitary, Magical, Intelligent, Construct
    Beam of supernatural light (d10 damage 1 piercing) 20 HP 4 armor
    Close, Far
    Special Qualities: Supernaturally charismatic

    This is Malvolian's improvement on "Glass golem". While in human it's very charismatic. Unusually so. The magical link that controls these and the "Glass golems" works to share some power that then can be used to cast magical spells. Although they are crude by comparison power grows as creature count grows. Instinct: To Replace

    • To relay glass control
    • Cast a spell using surrounding golems
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  • Primal Prowler Solitary, Intelligent
    Predatory Slash (b[2d8+2] damage) 12 HP 1 armor
    Close, Forceful, Reach

    These fey embody everything savage and sadistic about nature. The cat that plays with its food. The snake that slowly crushes its prey. The lion that strangles the buffaloo. All these and more are part of the primal prowlers. They live to hunt, but make sure to take their time to make their prey's last moments absolutely agonizing. Instinct: To hunt and torment

    • Track prey
    • Inflicts shakyness with its venomous claws
    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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  • Spear of the Fallen King Horde, Divine, Terrifying
    Corrupted Weaponry (d6+2 damage) 9 HP 1 armor
    Close, Near
    Special Qualities: Immune to mental effects, Skin like mucus

    When the King calls, we rise from the slime-covered pool to answer. Instinct: To Slay the King's enemies

    • Serve the master, for eternity
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