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

Sphère Dwemer Solitary, Cautious, Construct
Lame ou point sur ressort, arbalète, bouclier (b[2d10+2] damage 1 piercing) 16 HP 3 armor
Close, Near
Special Qualities: Peut se mouvoir rapidement en forme de sphère

Les sphères dwemers sont une autre forme assez commune de construction dwemer. Ils se déplacent généralement en forme de boule leur permettant de silloner rapidement les ruines Dwemers grâce aux différents réseaux de tuyaux qui parcourent ces lieux. Lorsqu'ils entrent en combat ils déploient un torse humanoide surmonté d'une tête et possédant 2 bras armés. Les bras peuvent être aggrémentés de divers armes, de la pointe à l'épée, en passant par l'arbalète ou même un bouclier. La tête est en général une sculpture métallique stylisée représentant leur créateur. Ils n'ont pas de conscience propre et donc aucune réelle forme d'intelligence, cependant ils sont tout de même capables de manier des tactiques de combat complexe. Ils restent exclusivement dans les anciennes demeures dwemers et sont très aggressifs envers les intrus. Instinct: Attaquer les intrus

  • Défend les ruines dwemers et attaque les intrus
Baliste Dwemer Group, Small, Organized, Construct
Tire de puissants carreaux perforants (b[2d8] damage 1 piercing) 6 HP 2 armor
Far
Special Qualities: C'est un gardien des lieux contre les intrus

Parmis les animoncules dwemers les plus dangereux, la baliste peut tirer des carreaux perforants les plus épaisses protections. Les Dwemers ont créé ces balistes comme gardiens et soutiens à distance pour leurs foyers ou leurs armées. Bien que leurs créateurs aient disparus il y a longtemps, les balistes continuent de monter la garde et défendre les maisons de leurs maîtres. Rarement seuls, ces animoncules s'entourent généralement d'autres assemblages plus puissants et peuvent également alerter les défenses les plus importantes du lieu. Leurs carreaux sont extrêmement puissants et peuvent être tirer à très longue distance, dépassant de loin les simples arbalètes & arcs conventionnels. Cela en fait de puissants adversaires qu'il vaut mieux prendre par surprise quand c'est possible et recevoir un carreau de plein fouet détermine en général la fin du combat pour la cible ou du moins une cicatrice digne d'une bonne histoire. Leur faiblesse majeure réside dans leur temps de recharge qui est suffisamment long pour créer des opportunités, si tenté que l'on est pas déjà au prise avec un autre ennemi entre temps. Instinct: Tire sur les intrus à longue distance

  • Surveille les alentours et alerte les défenses
  • Peut alerter d'autres animoncules pour l'aider
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.
Araignée dwemer Group, Small, Magical, Organized, Construct
Pinces et outils coupants (d6 damage) 13 HP 3 armor
Close
Special Qualities: Une gemme d'âme le maintient en fonctionnement

Les araignées dwemers sont la classe ouvrière des animoncules dwemeris. On les trouve généralement en grand nombre dans les ruines. Ils ont en général 8 pattes articulées attachées sur un corps de forme oblongue, d'où leur nom. Ils ont presque toujours une pierre d'âme quelque part dans leur corps, qu'ils utilisent pour s'alimenter et comme source pour leurs attaques électriques. En tant qu'ouvriers, ils combattent presqu'exclusivement en groupe. La plupart du temps ils ne sont pas aggressifs et se contentent d'exécuter leurs routines de maintenance mais réagissent immédiatement s'ils sont attaqués et combattront jusqu'à leur destruction. Une particularité de ces assemblages est qu'ils peuvent entraîner une réaction en chaîne menant à leur désactivation dans une décharge électrique dévastatrice à courte portée. Instinct: Se défend et alerte les défenses du lieu

  • Répare ses congénères & collecte les pièces utiles
  • Peut projeter des attaques électriques (ou gaz), et s'autodétruit parfois
  • Peut alerter d'autres animoncules plus puissants
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.
One of the Problem Twins Group, Stealthy, Organized, Intelligent
A Yari spear (d8 damage) 6 HP 2 armor
Close, Reach

The Problem Twins are two guards, Kang and his friend Hong. Though good at their job, their loose approach to authority always puts them at odds with the rest of the Supang guard. They tend to be assigned busy work or menial tasks they can't ruin by doing dumb stunts. Instinct: to have fun on the job

  • Do something bold or foolish
  • Make an opening for his partner
  • perform a Double-Team manouver
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.
Agent Zetyen Group, Devious, Organized, Intelligent, Magical
Whip of Searing Steel (b[2d6] damage) 6 HP 1 armor
Close, Reach, Ignores Armor
Special Qualities: Flaming skin

Zetyen is an agent of the Jade Hand. Their low-ranking position doesn't prevent their hot-headed personality from driving them to pursue anything they view as a threat to the status quo. Instinct: to protect imperial business

  • Brutally arrest someone
  • Use secret intelligence
  • Involve the Jade Hand
  • Use her whip to set something on fire
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.