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
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

Recent Monsters

Trouser Kraken Solitary, Large, Construct, Amorphous
Clothing tentacles (d10+2 damage) 23 HP 1 armor
Forceful, Reach
Special Qualities: Split apart

Kraken but made of clothes Instinct: To cause a scene

  • Entangle
Waning Moon Judge Solitary, Stealthy, Divine, Magical, Organized, Intelligent, Hoarder
Wargavel (d10+4 damage) 14 HP 2 armor
Close

Just as the moon has many faces, so would a lunar cult - it is reasoned. The waning moon reminds us of the inescapable cycle of the moon, its indefatigable nature causing it to sink into hiding once more - but nonetheless unstoppable in its purpose. Above the hunters of this facet of the moon cult stand the judges, ready to lay down judgements (and curses) upon those that they judge to be heretic, apostate, heathen, or other 'criminals'. Heavy hits the hammer upon those that dare to break the law. Instinct: To dispense the cult's justice

  • Pass judgement and enforce sentences
  • Turn out to be a lycanthrope
  • Sense the breaking of laws unerringly
  • Summon bailiffs
Gazdátlan Solitary, Large, Planar
Karmol, tép (d10 damage 2 piercing) 16 HP 2 armor
Special Qualities: Anomálikus

Instinct: Pusztítani

  • Őrjöngés
  • Bepillantás a szellemvilágba (bénitás)
Aven Solitary, Magical
Eldrich megragadás (d10 damage) 12 HP 4 armor
Close, Ignores Armor, Far

Instinct: Szellemlényt alkotni

  • Eszencia mágus
  • Anomálikus
La banda del Ripio Horde, Stealthy, Devious, Intelligent, Cautious, Hoarder
Arcos, ballestas, Espada Ida (b[2d4+2] damage) 3 HP 4 armor
Close, Reach, Far

La banda del Ripio (liderada por el bandido homónimo) se dedica a asaltar a gente en caravanas a través del Largodesierto para conseguir el honor de su cantón en el Akhrematón bianual. Instinct: Asaltar caravanas en Ykrea

  • Coordinarse en el ataque
  • Tender emboscadas letales
  • Conocen el terreno mejor que nadie