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
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
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

The Mahina Group, Magical, Organized, Intelligent, Amorphous
(d10 damage) 9 HP 5 armor

The Children of the Moon Instinct: Treat everyone the same

  • To observe the universe
Rella Mozza Solitario (preferisce scopa)
2d4+3 danni perforanti 10 HP 3 armatura
vicino, intelligente

La figlia adottiva del Capitan Barbagialla, combatte con agilità e trucchi subdoli. Inoltre, è anche una bravissima cameriera. Instinct:

  • Coltello da Pizza
  • Forchetta
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.
Hippopotamus Group, Large
Crushing Bite (d8+2 damage 1 piercing) 10 HP 1 armor
Hand, Forceful

The Hippopotamus is a massive, barrel-shaped creature with short legs and a wide mouth filled with formidable teeth. Its thick, hairless skin varies in shades of gray and brown, offering some protection against the elements. Despite its seemingly docile appearance, the Hippopotamus possesses incredible strength and is known for its aggressive behavior.

The Hippopotamus is known to fiercely guard its territory and offspring, creating problems for those who encroach upon its domain. It aggressively defends its space, charging and attacking any potential threats with its formidable jaws and sheer strength. The Hippopotamus is especially dangerous when protecting its young, as it becomes even more aggressive and relentless in its pursuit. Its territorial nature and imposing presence make it a formidable foe, capable of causing significant problems and dangers for adventurers or individuals who enter its domain without caution.

Ferocious Charge: The Hippopotamus can charge with remarkable speed, using its weight and momentum to crash into enemies. Its charge is accompanied by powerful jaws that snap shut with bone-crushing force, dealing significant damage to its target.

Territorial Aggression: The Hippopotamus is fiercely territorial and will defend its space against intruders. It becomes especially aggressive when its territory is threatened, charging at foes and aggressively attacking with its massive jaws. It will pursue adversaries relentlessly, making it challenging for them to escape its wrath.

Wall of Flesh: The Hippopotamus possesses a thick, tough hide that acts as natural armor, offering substantial protection against physical attacks. Combined with its massive size, this formidable defense makes it challenging to harm the Hippopotamus with conventional weaponry.

Acquatic Adaptation: The Hippopotamus is a proficient swimmer and can hold its breath for extended periods. It can traverse bodies of water with ease, and its amphibious nature allows it to launch surprise attacks from rivers, lakes, or swamps.

Move: Surprise Attack from the Water

When the Hippopotamus launches a surprise attack from the water, roll +Dexterity. On a 10+, choose two. On a 7-9, choose one:

  • Ambush: The Hippopotamus catches its target off guard, gaining a significant advantage in the attack. It inflicts additional damage or gains a bonus to its attack roll.
  • Drag Under: The Hippopotamus lunges at its target and attempts to drag them underwater. The target is momentarily submerged, struggling to breathe and losing their footing, granting the Hippopotamus an opportunity to disorient or incapacitate them.
  • Disruptive Presence: The sudden emergence of the Hippopotamus startles and distracts the target and any nearby allies, causing them to momentarily lose focus or become disorganized. The target suffers penalties to their next action or attack.
  • Retreat: The Hippopotamus launches its surprise attack and swiftly retreats back into the water, escaping any immediate reprisal. It is difficult for the target or their allies to retaliate effectively against the swift and elusive Hippopotamus.

    On a miss: The target manages to evade or counter the Hippopotamus' surprise attack, turning the tables on the creature. The GM will introduce a complication or twist related to the failed attack.

    Note: This move allows the Hippopotamus to utilize its aquatic adaptation to its advantage, launching unexpected assaults from bodies of water. It represents the Hippopotamus' ability to capitalize on its environment, catching its targets off guard and creating chaos in combat. The move reflects the Hippopotamus' territorial nature and its capability to surprise and disorient adversaries, making it a formidable and unpredictable opponent.

    Instinct: Protect its territory and its young

    • Territorial aggression
    • Ferocious charge
    • Surprise attack from the 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.
    Bush Elephant Solitary, Large
    Tusk (d10+4 damage 3 piercing) 20 HP 1 armor
    Forceful, Ignores Armor, Near

    The Bush Elephant is a majestic creature, slightly smaller than its War Elephant counterpart, but still towering above most other creatures. It has a robust build, covered in a rough, sandy-colored hide. Its large ears fan out like sails, and it possesses elongated, curved tusks.

    The Bush Elephant has a deep affinity for the natural world and acts as a guardian of the wilderness. It is known to defend its habitat fiercely, ensuring the safety and balance of the surrounding flora and fauna. The Bush Elephant reacts aggressively to those who threaten or exploit the natural environment, whether it be poachers, deforestation, or other destructive forces. It charges into battle, using its abilities to trample and incapacitate foes, while also employing its plant manipulation skills to create barriers and protect the natural world. The Bush Elephant's actions often cause problems for those who disrespect or seek to harm the delicate balance of nature.

    Trample: The Bush Elephant charges forward with surprising speed and agility, using its sheer size and momentum to trample enemies in its path. Its thunderous charge can knock foes off balance, inflict substantial damage, and create chaos on the battlefield.

    Thick Hide: The Bush Elephant's hide is tough and weathered, offering natural protection against physical attacks. It possesses a high degree of resistance to most mundane weaponry, requiring more powerful or specialized means to harm it.

    Plant Manipulation: The Bush Elephant has a unique connection to the plant life around it. It can manipulate nearby vegetation, causing vines to entangle enemies, roots to trip or immobilize them, or even summon thorny brambles to impede foes' movements. This ability allows the Bush Elephant to control the battlefield and create obstacles for its adversaries.

    Move: Plant Manipulation

    When the Bush Elephant focuses its energy on manipulating nearby vegetation, roll +Wisdom. On a 10+, choose two. On a 7-9, choose one:

  • Vines of Entanglement: The Bush Elephant causes thick vines to sprout from the ground, entangling and restraining enemies within reach. The affected targets are immobilized or have their movement significantly impeded.
  • Root Snare: The Bush Elephant summons roots from the earth to ensnare a target's legs, tripping them and causing them to fall prone. The affected target suffers a penalty to their next action or attack.
  • Bramble Barricade: The Bush Elephant creates a barrier of thorny brambles, obstructing the path of enemies. The brambles provide cover and can make it difficult for foes to approach or attack. Healing Verdure: The Bush Elephant channels its connection with nature to release a burst of healing energy. Allies within range are surrounded by rejuvenating plant life, restoring some health and temporarily alleviating minor injuries or ailments.

    On a miss, the Bush Elephant's attempt at plant manipulation goes awry or attracts unintended consequences. The GM will introduce a complication or twist related to the manipulation of vegetation.

    Note: This move allows the Bush Elephant to tap into its unique connection with plants and harness the power of nature. It provides versatile options for hindering enemies, creating barriers, or aiding allies through the manipulation of nearby vegetation. The move reflects the Bush Elephant's role as a guardian of the natural world and its ability to utilize the environment to its advantage. Instinct: Protect the natural world

    • Plant manipulation
    • Charge and trample
  • 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.
    War Elephant Horde, Huge, Organized
    Tusks (b[2d6+7] damage 1 piercing) 11 HP 1 armor
    Reach, Forceful, Ignores Armor, Near

    The War Elephant is a symbol of military might and dominance. It is trained for warfare, and its primary objective is to crush any opposition that stands in its way. Whether it is defending its allies or advancing on an enemy stronghold, the War Elephant charges into the midst of battle, wreaking havoc and trampling adversaries. Its immense strength and resilience, combined with its intimidating presence, make the War Elephant a formidable adversary that can pose significant problems for both armies and individuals alike.


    Trample: The War Elephant charges forward, trampling everything in its path. Its sheer weight and force cause devastation, knocking aside foes and causing significant damage. The trample can be used strategically to break enemy formations or scatter opposing forces. Iron Hide: The War Elephant's skin is incredibly tough, providing natural armor against physical attacks. It is resistant to most mundane weapons and can withstand a significant amount of punishment before succumbing to damage.

    Fearful Presence: The sheer size and ferocity of the War Elephant strike fear into the hearts of its enemies. Its presence alone can demoralize opponents, making them hesitant and prone to making mistakes in combat. This fear-inducing aura can also disrupt spellcasting and destabilize magical effects.

    Siege Weaponry: The War Elephant is equipped with a variety of mounted weapons and armor enhancements. These can include enormous tusks capable of goring foes, armored plating that provides additional protection, or even specialized ranged weaponry like ballistas or mounted archers. These enhancements make the War Elephant a formidable siege weapon and a devastating force on the battlefield.

    Move: Rally the Troops

    When the War Elephant lets out a mighty trumpet call, using its presence and commanding aura to rally the troops, roll +Charisma. On a 10+, choose two. On a 7-9, choose one:

  • The morale of allied forces is bolstered, granting them a temporary bonus to their combat abilities.
  • Inspired by the War Elephant's call, a select group of allies gains a surge of energy, allowing them to recover from fatigue or minor injuries.
  • The War Elephant's powerful presence instills courage and determination, reducing the effects of fear or mental manipulation on allied forces.
  • The sight of the War Elephant and its rally fills allies with renewed vigor and resolve, clearing one debility or negative status condition from each affected ally.

    On a miss, the War Elephant's rallying call has unintended consequences or attracts unwanted attention. The GM will introduce a complication or twist related to the rally.

    Note: This move is designed for the War Elephant to inspire and support its allies on the battlefield, boosting their morale and providing beneficial effects to enhance their combat capabilities or mitigate disadvantages. It reflects the commanding presence and leadership qualities of the War Elephant, showcasing its ability to rally the troops and turn the tide of battle in favor of its allies.

    Instinct: Crush Opposition

    • Trample
    • Rally the troops
  • 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.