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.
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
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.
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.
Sewer Monkey Horde, Small, Devious
Tooth and Claw (d8 damage) 3 HP 0 armor
Close

After escaping from a visiting circus many years ago, these monkeys have somehow learned to live and thrive in the city bowels. Fur bleached white from strange chemicals, they are small, mean, and sharp toothed. Many larger animals have learned the hard way that it's best avoid their territory and stay out of their path. Instinct: To defend territory

  • Overpower through numbers
  • Infect wounds

Recent Monsters

Justicar Cultist Horde, Organized, Intelligent, Fanatical
Firearms (d6 damage) 3 HP 1 armor
Close, Reach, Near
Special Qualities: Resolute, Suicidal

The Justicars are a group of fanatical zealots inhabiting an island chain near Yanthar. Easily identified by their painted faces and painted slapdash armor, the Justicars are one of the most predominant 'gangs' in this region of Lythera. Relaying entirely on numbers to win engagements, they have attempted to attack Yanthar several times in the past, but the tactical maneuvering of Dynara and the crucial role played by the BVR squad remnants during these encounters have seen the nearly tribe-like repelled time and time again. Currently a tenuous cease-fire is in place, allowing the Justicars to visit the colonies on Yanthar but under a strict curfew of when they most depart. The 'cultist' is the name given by the Yantharians to the rank and file grunt in the Justicars. Armed with shoddy weaponry and armor that barely qualifies as such, they're usually nothing more than cannon fodder used to absorb enemy fire and make way for the more specialized units. Instinct: Territorial Control

  • 'Might Means Right'
  • Can call for backup
  • Unafraid of death
  • Mixed Units
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 Amoeba Solitary, Large, Amorphous
Acidic Grab (d10 damage) 12 HP 0 armor

A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding the giant amoeba is the result of an alchemist's experiment gone horribly wrong. Instinct: Dissolve flesh

  • Slithers
  • Mindless
  • Relentless
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.
Wereshark Solitary
Bite (b[2d10+2] damage) 16 HP 0 armor
Close
Special Qualities: Vulnerable to Silver

The wereshark is an avaricious hybrid of man and shark. These huge predators destroy large caches of fish (and fishermen) and have been known to attack nearly any form of aquatic life, including the intelligent races such as tritons, sea elves, and mermen. The wereshark is a huge, muscular brute when in human form, and it takes the form of a great white shark when transformed. Cruel and arrogant in its human form, a wereshark is even more vicious in its shark form. Custom Move: (When a lycanthrope bites you, ROLL+WIS. On a 10+, you repel the curse. On a 7-9, you go into a bloodthirsty rage for murder until you sleep/fall unconscious. On a 6-, the next full moon will see you join the lycanthrope family.) Instinct: Consume

  • Bully
  • Serve Cthulhu
  • Devour
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.
Gutteteer Zombie Solitary, Construct, Terrifying
Writhing guts (d10+2 damage) 20 HP 0 armor
Close, Forceful, Reach
Special Qualities: Undead, Can reanimate corpses, Undead, Nauseating apperance

Gutteteer zombies are an example of self-sustaining necromancy. The horrid thing uses its exposed intestines to take control of other corpses, turning them into zombies who serve to protect both it and its creator. Instinct: To obey creator

  • Chokes victims
Arch Revenant Solitary, Magical, Divine, Devious, Intelligent
Execution touch (b[2d8+6] damage 1 piercing) 22 HP 4 armor
Close, Forceful
Special Qualities: Undead, Comes back from death,

A revenant comes about when a person truly feels that their death was unjust. An arch revenant comes about when the entire universe agrees. These undead have suffered such a grievous miscarriage of justice that the world around them bends to help them have their gruesome revenge, submerging the horrid corpse's surrounding in a nightmarish hellscape from which there are few ways to escape. Instinct: To have justice and revenge

  • Call upon the method of its murder
  • Scarring touch