Popular Monsters

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.
Clockwork Defender Group, Large, Organized, Construct
Crushing blows from metal limbs (d8+2 damage) 12 HP 3 armor
Forceful
Special Qualities: Metal, Clockwork, Well-hidden weak spot

"The Old Ones, they knew much. Not the alchemy of man nor the sorcery of warlocks and the like. No, this is the magic of gears and pulleys, the sorcery of science. Watch your every step in the tower: be wary or you may call to life the ancient defense systems. You'll know the Defenders have awoken long before you face them, that's for sure; they're louder than a stomping giant and their hulls scrape the stone walls. You'll hear them coming, I'm sure you can avoid them, go on in the tower. Me? I... I'll stay out here. Got to have a lookout post, right?"

Instinct: Destroy all Intruders! *click* Defend the domain!

  • Display immense and uncaring strength
  • Soldier on, ignoring all damage until the last
  • Reveal a hidden function from the depths of its gearworks
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.
The Shadows That Melt Flesh Horde, Tiny, Stealthy, Intelligent, Planar, Amorphous
Millions of tiny bites (b[2d6-2] damage) 6 HP 1 armor
Hand, Ignores Armor
Special Qualities: Completely intangible swarms

Each individual shadow is actually a swarm of tiny, dust-sized demons. No one is quite sure where they come from, or how to kill them, but it is known that children of every species on every plane of existence know to fear the darkness . . . Instinct: To spread

  • Devour flesh
  • Impersonate voices
  • Absorb knowledge from those it kills
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.
Trash Dragon Solitary, Huge, Intelligent, Hoarder
Accidental trash avalanche (w[2d10] damage) 24 HP 3 armor
Reach, Near, Far

The Hoarding Dragon, also referred to as the Trash Dragon takes it's kin's attraction to great piles of wealth to unhealthy, obsessive extremes. Where other Dragons will collect hoards of precious metals and jewels, the Hoarder Dragon is not so discerning. It will collect any rubbish, trash, or miscellany it finds. A Trash Dragon's hoard is often made up of worthless items and objects that It has picked up and simply cannot part with. It clings to these things, overstuffing it's lair to the point where it can barely move without causing avalanches of rubbish. Trash Dragons are seen as pitiable, pathetic creatures, but despite the trouble they cause, very few will seek out and kill them. While most of their hoard is worthless junk, there can sometimes be rare magical or valuable items in amongst the dross. Instinct: To hoard trash and mundane items to excess

  • When you feel threatened or uneasy, recede into your hoard.
  • When your hoard is threatened, make weak arguments as to why you need every single item.
  • When they steal something, chase them, and beg for it back
  • When they kill you, pass your compulsion to them.
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.
Kobold Horde, Small, Stealthy, Intelligent, Organized
Spear (d6 damage) 3 HP 1 Armor
Close, Reach
Special Qualities: Dragon connection

Some are wont to lump these little, rat-like dragon-men in with goblins and orcs, bugbears and hobgoblins. They are smarter and wiser than their kin, however. The kobolds are beholden slaves to dragons and were, in ancient times, their lorekeepers and sorcerer-servants. Their clans, with names like Ironscale and Whitewing, form around a dragon master and live to serve and do its bidding. Spotting a kobold means more are near—and if more are near then a mighty dragon cannot be far, either. Instinct: To serve dragons

  • Lay a trap
  • Call on dragons or draconic allies
  • Retreat and regroup
This monster is from the core Dungeon World book

Recent Monsters

Cavern Crawler Group, Stealthy
Bite (d8 damage) 6 HP 2 armor
Close
Special Qualities: Climb walls and ceiling

This creature appears to be a mix of giant centipede and slate-gray iguana.

Cavern crawlers are subterranean creatures that make their lairs in narrow pits and shafts, feeding on cave rats, monstrous centipedes and spiders, and other such underground denizens. They are feared by subterranean dwellers for their toxic bite which causes its victims to become delusional or lost in deep dark cavern recesses. A cavern crawler attacks from ambush, clinging to stalactites or overhangs and dropping on its unsuspecting prey. The target is subjected to repeated bites and dragged to a safe place before being devoured by the cavern crawler. Instinct: Bite repeatedly

  • Sicken and confuse with a bite
  • Prowl through the stalactites.
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.
Giant Scarab Group, Large
Barbed legs and razor mandibles (d8+4 damage 2 piercing) 10 HP 3 armor
Forceful
Special Qualities: clumsy flight, quick burrowing

This glossy beetle is the size of a cow, and has a hard, blue-black carapace spattered with dust and dung.

These massive beetles are a threat to ancient tombs as they chew their way through the interred. Some say scarab beetles’ connection with the dead gives them powers greater than those of normal beetles, but any evidence of this has yet to been proven true. Merchants claim powdered scarab is an essential element in magic that protects against death effects. Instinct: Eat flesh and bone.

  • Chew away armor
  • Burrow through stone
  • Gnaw deep into the wound
  • Inflict filth fever
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.
Zhyen Horde, Tiny, Intelligent, Planar, Construct
Elemental touch (w[2d6-2] damage) 7 HP 0 armor
Hand, Ignores Armor
Special Qualities: Created by jinn from the elements

This little person resembles a storybook genie. They float in midair, barely a foot tall but possessing no legs with which to determine their true height. Wisps of elemental light trail from their eyes, and they bow their turbaned head, ready to serve.

The zhyen is a minor type of genie. Curious beings, they can most often be found freely wandering their home plane in the service of jinn, but occasionally wind up in the mortal world to serve as servants or messengers to more powerful beings. Once drawn from their home plane, a zhyen will often seek ways to stay beyond the duration of the magic that brought them, astounded as they are by the diverse wonders of the mortal world. Instinct: Persist in the mortal world

  • Perform magical trickery
  • Resist the elements
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.
Merlin Type Alpha Group, Stealthy, Magical, Devious, Intelligent
Disorientating Blast (d6 damage) 6 HP 0 armor
Close, Ignores Armor, Near

Scan: Name tag and remnants of labcoat suggest this organism was a scientist caught at ground zero of the explosion. Previous identity has been erased by transformation, so lethal force is advised. Interaction with neo-physical forces allows this being to implant images in people's minds, overriding visual data. These are purely visual, so hearing, smell and touch can help discern fact from fiction. Instinct: To infect

  • Alter people's perception of reality
  • Can turn invisible
  • Can create illusions
  • Blurs the line between friend or foe
Salamander Type 001 Horde, Small
Bony claw (d4 damage) 3 HP 1 armor
Close
Special Qualities: Immune to fire, Weak to water

Scan: This organism is a chimera created by several lab animals being melted together by the G.O. The large dangling sack is an organic factory, mixing several chemicals to produce an unique compound. This compound does not only ignites upon contact with air, it also disrupts neo-physical effects. Instinct: To infect

  • Spews dispelling, flammable sludge