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.
Otyugh Solitary, Large
Tentacles (d10+3 damage) 20 HP 1 Armor
Close, Reach, Forceful
Special Qualities: Filth Fever

The mating call of the otyugh is a horrible, blaring cry that sounds like a cross between an elephant dying and an over-eager vulture. The otyugh spends much of its time partly submerged in filthy water and prefers eating garbage over any other food. As a result, it often grows fat and strong on the offal of orcs, goblins and other cave-dwelling sub-humans. Get too close, however, and you’ll have one of its barbed tentacles dragging you into that soggy, razor-toothed maw. If you get away with your life, best get to a doctor, or your victory may be short lived. Instinct: To befoul

  • Infect someone with filth fever
  • Fling someone or something
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.
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

Black Chior Swordplay Solitary, Stealthy, Intelligent, Cautious
Elegant Slash (b[2d10] damage 2 piercing) 12 HP 3 armor
Close

When the show goes south and their backs are against the wall its time for the coup de grace. Oh you thought thouse sword swallowers and knife jugglers were mearly for show? Tsk tsk... Instinct: To cut to ribbons

  • Deliver superior swordsmanship
  • Cut somthing they didnt see coming
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.
Black Chior Composer Solitary, Stealthy, Magical, Devious, Intelligent
Thowing Knife (d6+2 damage 1 piercing) 12 HP 3 armor
Close, Near

The ringleader of a Troop of the Black Choir. They are cunning, tricky, and most of all overtly self-centered. Just when you think youve got them on the tight rope they come back for an encore. Instinct: To take control with style and guile

  • Make an impressive illusion
  • Manipulate sounds with a melody
  • Alter the perception of your enemies
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.
Elder Vampire Solitary, Magical, Stealthy, Devious, Intelligent, Terrifying
Sanguine Strike (b[2d10+4] damage 2 piercing) 20 HP 6 armor
Close, Forceful, Near, Far
Special Qualities: True Vampire

Primitive man had a right reason to cling to primeval fire, to distrust the human-ish shape in the night, to run from the scene of blood. An Elder Vampire predated the invention of light and ruled over the void long before the mortal races came to purloin it from its rightful tyranny. One day we shall return the world to darkness and rule our domain once again. Instinct: Dominate from the shadows

  • Drain a creature of their strength
  • Dissappear as a swarm of bats, rats, snakes, and so on
  • Demonstrate master over Blood Magic
  • Use someone against them
  • Take the form of someones nightmare
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 Night Warden Solitary, Magical, Organized, Hoarder
Giant keyring-forceful (d10+2 damage) 16 HP 1 armor
Close

One of the primordial demons that wanders the Dream Tower. In one hand it carries a lantern with a will-o-wisp, taken from the realm of the dead. Nothing can hide from its innumerable eyes. Instinct: To search for intruders

  • Patrol the Tower of Dreams
  • Bolt of cold- A blast of freezing blue fire, ignores armor
  • Trumpet- call for support
Lost Soul Abomination Solitary, Large, Magical, Stealthy, Terrifying, Amorphous
Envelopment: The Lost Soul Abomination absorbs a victim into itself, retaining one of their eyes, which looks out of its otherwise black and featureless body. Anything in its way can be hit or crushed with its mass. (d10 damage 1 piercing) 19 HP 5 armor
Near
Special Qualities: The Lost Soul Abomination is as black as oil, formless and shifting to mimic shadows. It intelligently disguises itself in the dark and searches for lonely vulnerable souls to absorb and fill its void.

The Lost Soul Abomination is a planar entity created by botched necromancy of a lost soul. If allowed to remain, this creature, in unimaginable spiritual agony, keeps to the shadows, searching for a living presence to bond with in order to cure its pain. The Lost Soul Abomination speaks in the tongues of the dead to those who it isolates as lonely, vulnerable or in touch with other planes. This speech can paralyze all who hear it, allowing it to envelop the victim and bind their soul to it. One eye from each victim is occasionally visible. This creature is insatiable and fairly intelligent, but can easily be lured with the right person as bait and abhors bright light. It only hunts at night. Instinct: To absorb a lost human and become whole

  • Absorb
  • Shadow Self: This creature moves in silence and mimics shadows, making it difficult to spot. When discerning realities, take -1 unless you are have an ability to see planar entities.
  • Paralysis Speech: A stream of nonsense can be heard from this abomination. While it can be heard, the player must roll +WIS. On a 7-9, you are disorientated and unable to hear anything but the creature's speech, taking -1 forward. On a fail, you are paralyzed until your next turn.