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.
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
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

Recent Monsters

Firesinger Group, Stealthy, Divine, Magical, Intelligent
Fireball (with its instrument) (d8+2 damage) 6 HP 1 armor
Close, Far

The bards of the "firesinger". Singing songs of fire with. After the "great cadence", it rains fire and the firesinger burn himself. Instinct: Burn the world

  • Singing songs of fire
  • Disguise
  • Firesong
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.
Old Robotic Construct Group, Large, Intelligent, Construct, Amorphous
Large rusted swords (1d6 damage slashing) 5 HP 6 armor
Forceful, Near, Far
Special Qualities: Meant to act as a guard but went haywire

Instinct: Determines who is worthy of passing attacks those it deems unworthy

  • Guards
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.
Hamadryad Solitary, Devious, Organized, Intelligent
Oaken cudgel (d8 damage) 12 HP 1 armor
Close, Reach

Instinct: To protect its forest home

  • Call upon nature spirits for aid
  • Soothe an attacker into somnolence with sedating saps
  • Summon sprites
Goben Group, Small, Stealthy, Intelligent, Hoarder
gobknife (b[2d8] damage 2 piercing) 6 HP 1 armor
Close

Goblins native to the desert, who wear skintight GobSuits which retain their body moisture. They have great skill in navigating the desert while remaining undetectable to the abominations that make their home there. They often wield GobKnives, weapons shaped from the teeth and bones of desert abominations. Are hostile to outsiders, and will often launch ambushes on unsuspecting travelers to harvest their water. Travelers are likely to die here anyway, so why leave their valuable liquid to waste? If one can manage to make contact and pass their tests, they might find themselves inducted into a fiercely loyal and strange family. Instinct: Conserve water for the clan

  • Navigate the desert with skill and stealth
  • Ambush from beneath the sand
  • Weaken foes by draining their water
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.
Matwah Solitary, Stealthy, Intelligent, Cautious
Bow and Arrow (d8 damage) 12 HP 2 armor
Close, Far

Matwah is unusual for a dwarf, as he prefers to keep his distance and rain poisoned or flaming arrows down on his foes. If he realizes he is outmatched, he will not hesitate to flee and fight another day (or from the shadows). Instinct: Disrupt order Instinct: Disrupt order

  • Poison
  • Cheap Shot
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.