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.
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
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

Recent Monsters

Steam elemental Solitary, Large, Magical, Divine, Planar, Amorphous
Supercritical steam-blast (d12+2 damage) 29 HP 7 armor
Forceful, Ignores Armor, Near
Special Qualities:

Normally, fire and water mix as well as you'd expect. But sometimes, under just the right conditions--a spirit can form of equal parts fire and water, somehow forming a higher harmony. These volatile spirits rarely stray from the conditions that created them, but burn with curiosity for anything that enters their domain. I leave as an exercise to the reader to decide whether it is more unfortunate for the spirit or the visitor that few things can stand the scalding steam that comprises their physical bodies... Instinct: To surge forward

  • Burst forth and recede
Preist of Juan Horde, Organized, Intelligent
Silvered Crossbow (w[2d6] damage 1 piercing) 3 HP 3 armor
Close, Far

The People's Temple of Juan take tithes from the builders and provides them representation and collective strength. They welcome "civilized" visitors and prize true sacrifice for the good of the collective, but they exile the "monster races" to Kyle's H, and will not tolerate their presence. Instinct: The Build and Expand

  • Bring order to chaos
  • Form a committee
Preist of Carolyn Group, Stealthy, Magical, Organized, Intelligent, Hoarder
Nets and clubs (d8+2 damage) 6 HP 0 armor
Close, Near

The Church of Carolyn Worships that Which Lies Beneath, both literally and figuratively. They wish to dwell on and draw power and secret wisdom from ancient an terrifying beasts long dormant in the dark waters of the world, they also seek out true motivations and to learn and exploit the machinations of society. Instinct: To Horde Secrets

  • Drive mad with visions of what lie below
  • Summon the Spectres
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.
Orc Gimp Group, Divine, Devious, Intelligent
Headbutt (d4+2 damage) 6 HP 0 armor
Hand

An orc baby born from or into violence is forever marked as a Gimp, born to serve the ultimate sacrifice of one's body, mind, and life for the sake of destroying the enemy with the aid of an Orc One-Eye. Gimps are stark-naked, hands and legs shackled with man-leather and matted hair, with a long iron chain embedded into the base of the neck. When the Gimp recites the ancient rite Eyes for Eyes, the target indicated will suffer the same ways the Gimp does when the Orc One-Eye harms it. Instinct: to give itself freely

  • Recite the ancient rite of Eyes for Eyes
  • Sacrifice itself to help allies
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.
Wolleon Group
Kick (d6+2 damage) 3 HP 1 armor
Hand, Forceful
Special Qualities: Chameleon Skin

A large, bi-pedal, animal with lizard skin that changes color to match its surroundings, two slender arms with zygodactyly digits, a prehensile tail, a pouch on its abdomen, and two independently mobile eyes. It stands at roughly 4', and its length from its snout to the tip of its tail can be upwards of 5'. It uses its powerful, seemingly spring-loaded legs to defend itself, run at an incredible pace, and leap up to roughly two feet from a standstill. Instinct: To graze and multiply

  • Run remarkably fast
  • Leap remarkably high
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.