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.
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
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

Drorg Solitary, Huge, Magical, Hoarder, Terrifying
Breath weapon (d10+7 damage 1 piercing) 24 HP 2 armor
Reach, Forceful, Ignores Armor, Near, Far
Special Qualities: It is a massive and ferocious looking dragon.

This dragon has become even more hateful and dangerous since its escape from imprisonment by the Dwarves. It does not spew fire, but uses his guttural furnaces to melt metal coins and objects it ingests. It then spits them out in a molten blast which it can magically manipulate until it cools and hardens again. He is also very cunning and employs minions. Instinct: Dominate and collect

  • Spits molten metal
  • Can animate it's breath weapon, forming and controlling the molten metal until it hardents.
  • Can use it's metal coated claws to attack
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.
Dreadlord Lothair Group, Large, Organized, Intelligent, Cautious
Conqueror (Spear) (b[1d10+3] damage) 14 HP 3 armor
Forceful, Reach, Near

The Dreadlord of the Troglyds, Emperor of the Swamp, Chief of the Karls. A giant, ruthless Alligator man. Instinct: To conquer, to subjugate

  • Take something by force
  • Call on clansmen
  • Sack a village
  • Intimidate someone
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.
Rhonin Group, Organized
Hammer, sword, or whip. (d8+4 damage) 6 HP 1 armor
Close, Forceful, Near

The head of a rhinoceros and body of a man, these humanoids are slightly larger than most men. Know as hired mercenaries, they are very loyal to their commanders. While not exactly bright, some have an almost human intelligence. They fight with any weapon they can get there hand on and are very forceful at close range, throwing enemies aside. They wear leather armor that they keep in meticulous condition. Instinct: follow commands

  • Forceful bash
  • Call reinforcements
Skeleton kobold scale sorceror Group, Small, Stealthy, Magical, Construct
ranged weapon (d8 damage) 6 HP 0 armor
Close, Far
Special Qualities: undead

A skeletal kobold clad in simple clothes but able to wield the magics of its master. Instinct: to serve the dracolich

  • pack tactics
  • cast spells silently
  • fire spells
Skeletal kobold dragonshield Group, Small, Cautious, Construct
double weapon strike (d8 damage 1 piercing) 6 HP 3 armor
Close
Special Qualities: undead

Bigger than a common kobold skeleton, and armed with a shield. Instinct: to serve the dracolich

  • defends its allies
  • pack tactics
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.