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
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

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

Spider Queen Solitary, Large, Stealthy, Devious, Intelligent, Cautious, Hoarder, Terrifying
Claws (d8+2 damage 1 piercing) 20 HP 2 armor
Reach, Near, Far
Special Qualities: Barbed spindly legs

The Spider Queen is not your average giant spider. She loves trinkets - jewelry, rubies, emeralds, gold, armor - anything that shines, she must possess. She also has a lot of cunning for a spider - she will create web shields, or capture one enemy to gain leverage on the others. Beware the Swarm of Spiders she can send flying at you - this can escalate quickly! Instinct: to collect treasure

  • Swing Claws
  • Capture someone for leverage
  • Release Swarm of Spiders
Swarm of Spiders Horde, Tiny, Devious, Hoarder, Terrifying
Fangs (d4-2 damage 1 piercing) 7 HP 1 armor
Hand, Far
Special Qualities: Spindly legs with barbs

The Swarm of Spiders can be deadly. They exist simply to feed on whatever they find, and can easily wrap even the most hulking warrior in a strong web, immobilizing their prey while they continually bite and claw at them, until death. Instinct: to ensnare

  • Bite
  • Ensnare in web
Swarm of Rats Horde, Tiny, Devious, Hoarder
biting (d4-2 damage 1 piercing) 3 HP 0 armor

The Swarm of Rats attempts to consume anything in its path, and often is ridden with disease. Instinct: to feed

  • Overwhelm and consume
  • Infect with disease
Helder's Chosen Cultist Leader Group, Stealthy, Magical, Intelligent
Dagger (d6 damage) 6 HP 1 armor

A leader of the cult of Helder's Chosen, these men and women have been given some light armor and trained in some spells that help break a persons mental fortitude, either to allow easy escape or easy abduction. Instinct: to bring about Helder, the Dark Lord

  • Summon pestilence
  • Hide in the shadows
  • Conjure an illusion of a character's worst fear
Helder's Chosen Cultist Group, Stealthy, Intelligent
Dagger (d6 damage) 6 HP 0 armor

Wearing dark black robes, Helder's Chosen devote all of their being to simply bring others into the cult. Few know the true reason for the cults existence; most are brainwashed by malnutrition and abuse to the point of servitude. They are not particularly strong, relying on a few leaders to handle most dangerous situations. Instead, when faced with more physical tasks, the cultist will fall to the depths of the shadows to make sneak attacks. Instinct: to convert

  • Stab
  • Hide in shadows