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

Goatscorpion Solitary, Large, Stealthy, Devious, Intelligent, Planar
Pincers, Sting (b[2d8] damage 1 piercing) 16 HP 3 armor
Special Qualities: Immune to poison, flame and fear

Goat’s head, giant scorpion’s body. It despises innocence and will attack the most virtuous party member first. Sting poison: 10d6 dmg Instinct: to destroy the virtuous and innocent

  • Spit vile black fluid
  • Poison them
  • Grab and snap 'em
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.
Demonic Fly Solitary, Large, Intelligent, Planar
Claws (b[2d10] damage) 16 HP 2 armor
Special Qualities: Wings, Immune to poison, flame and fear

Huge insect body, head like a bug-eyed caricature of a human face. It is dumb and vicious, but has an intricate knowledge of politics. They can emit a sound causing collective hallucinations (all PCs hallucinate the same thing). GM should not tell players they are hallucinating and hallucinations will generally be of things that would cause the PCs to expend resources (water, spells, arrows, etc.) to “destroy” them or things which would make them remove their armor. Instinct: to topple power

  • Corrupt them
  • Cause hallucinations
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.
Vorkuta, the Nephilidian Group, Stealthy, Devious, Intelligent, Hoarder
claws, bite (b[2d6] damage 1 piercing) 14 HP 1 armor
Close
Special Qualities: Amphibious, Immune to Poison, Immune to Mind Control

Floating palely in a small topless tank (5’ across, 15’ deep), Vorkuta is quite mad. She has gills in her neck and pale blue eyes. She babbles parts of old conversations and snatches of fairy tales. She will attack anyone who doesn’t humor her, however, and will try to swallow any jewelry she sees. She can transform into a small, mobile pool of black blood, or an aquatic form resembling a hybrid of a lionfish and a manta ray. If reduced to zero hit points within the zoo, Vorkuta will revert to the former form and escape, regenerating 1hp per hour. If grievously wounded in the water, Vorkuta will turn into sixteen black stones and sink to the bottom. In either form, a drop of blood from another vampire is sufficient to revive her completely. Sunlight or a stake through the heart will slay her permanently. Holy water causes 2 – 7hp damage. She is immune to poison and all forms of mind control. Turns as a vampire. So decadent are these creatures that they fear equally the sun, the sea, dry land, and, indeed any surface not hewn by an intelligent hand. Most prefer never to leave their half-drowned empire of Nephilidia. Inside its tarnished palaces and rotting halls they sit--forever knee-deep in black and stagnant water, with strange algaes stretched like cobwebs from the surface to the once-ornate walls and crumbling statuary--endlessly elaborating cruel and languid intrigues, attended by salamander men and eyeless fish. This amphibious species can change into a small, mobile pool of black blood, or take the form of a strange, darting, long-tendrilled aquatic animal resembling a hybrid of a lionfish and a manta ray. If reduced to zero hit points on land, the creature will revert to the former form. Consequently, if sufficiently injured, the Nephilidian vampire often sinks into the soil and becomes hopelessly trapped and intermingled with the earth. If grievously wounded in the water, this bizarre creature will turn into sixteen black stones and sink to the bottom. In either form, a drop of blood from another vampire is sufficient to revive the creature. Due to these vulnerabilites, the Nephilidian vampire prefers to travel via subterranian aquaducts, sewers, or other shallow, watertight, artificial constructions. They despise, but can--with an effort of will--tolerate clean running water. In their humanoid form, they are distinguishable from ordinary vampires by the gills on their necks and their glassy blue eyes. Instinct: to feed

  • Grapple them
  • Swallow their jewelry
  • Turn them and enthrall them
  • Shapeshift
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.
Thrace, the Nagadusa Solitary, Large, Stealthy, Devious, Intelligent
Claws (d10+2 damage) 16 HP 1 armor
Forceful, Reach

20’ (6m) long python’s body, woman’s head, smaller snakes instead of hair. Thrace is the sister of Eshrigel, gone mad long ago. Cage is 15’ cube. She may aid the PCs if they convince her they can help her escape but she will turn on them immediately after passing the front gate. She admires her sister, Eshrigel, and will make any deal to be reunited with her, but again, will turn on anyone aware of her existence immediately upon escaping. If she is paralyzed by her own gaze, that counts as death. If the myths are true, about 1/12 of the stone on the planet (and 1/12th of the planet itself) should revert to flesh upon her death. The GM may interpret this however s/he wishes. Instinct: to reunite with sister

  • Constrict them
  • Make a false promise
  • Petrify them with your gaze
Giant White Octopus Solitary, Large
Tentacle Mouths (b[2d10] damage 1 piercing) 16 HP 1 armor
Forceful, Reach, Near
Special Qualities: Amphibious

30 feet (9m) across, tiny mouths embedded in each sucker. The circular well in the cage is 15’ across and 40’ deep. If it is a moonless night, Raxia and Danica – two mad sisters from great houses who frolic with the octopus – will be visiting. The nightingale knows they are harmless and ordinarily lets them in and out at will. They possess no valuable information and the nightingale will not let them out while the PCs are in the Zoo. The octopus has a 12’ reach. It can survive outside of water for about an hour.It can walk on land and will do so to look for food Instinct: to eat

  • Grapple/entangle them
  • Disarm them
  • Drown them
  • Devour 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.