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

Weredragon Solitary, Large, Intelligent, Hoarder
Bite (d10+4 damage 3 piercing) 20 HP 2 armor
Forceful, Messy
Special Qualities: Winged, Weak to silver

The startling theory that such a thing as a 'weredragon' exists posits even greater forces at work than any could have imagined. Perhaps lycanthropy was never the endgoal in of itself, werewolves and such were merely works in progress - and that the 'curse' was instead some method of... transcendance? Damnation? The reason as to why is hard to determine but one thing is obvious: Weredragons are rare - because the overwhelming personality change that such a powerful curse would inflict upon someone would make it nigh impossible to conceal - but also very difficult to oppose. What's more frightening is the thought that this too is only a step towards some ultimate goal. If so, what could that be? Instinct: To rule

  • Transform to pass unnoticed as monster or man
  • Bend an element to its will
  • Explode forth as an overwhelming surprise
  • Act with contempt
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.
Weregargoyle Solitary, Stealthy, Intelligent, Hoarder
Claws (d10+1 damage 1 piercing) 16 HP 2 armor
Close
Special Qualities: Wings, Weak to Silver

Sometimes the curse of lycanthropy can manifest in the most peculiar of ways. Perhaps it was less created by accident but as a direct effect of the experiments of the Sorcerer-Kings of old? Regardless what is known is that monstrous creatures such as gargoyles, the stoneskinned winged reptiles that themselves were legendarily bred for a purpose in the past are among the creatures that lycanthropy can mimic. The result (as far as scant details can allow) has revealed a startling synthesis - something more powerful and more dangerous than either of the two creatures that make up the whole. More dangerously it is infamously difficult to try to survey how many of these lycanthropes exist, after all if they can blend in with the already hidden populace of gargoyles that exist in this world, and few people are prepared to even entertain their existence... where do you even begin? Given the blessing of a more human intellect compared to the relatively bestial gargoyles... what are they planning? Instinct: To guard what is yours

  • Transform to pass unnoticed as monster or man
  • Blend into stonework
  • Strike from within
  • Take to the air
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.
Werejellyfish Group, Small, Stealthy, Organized, Intelligent, Hoarder
Stinging tentacles (d8 damage 1 piercing) 6 HP 1 armor
Close, Reach
Special Qualities: Land- and seaborne, Weak to silver

The mysteries of the moonlit depths can be fascinating at times. In certain waters masses of jellyfish can be found and can be quite deadly, but what is more worrying are rumours of those that are both jellyfish and person, cut from the same cloth as werewolves and similar - but more insidious in a way that is hard to imagine. Thankfully they mostly plague coastal regions, but what their motives are or how they operate are still a mystery. But it is said that they are the cause for ships found adrift with no-one aboard... Instinct: To thrive unseen on the frontier

  • Inject paralytic venom
  • Transform to pass unnoticed as beast or man
  • Beckon forth the gelatinous hordes
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.
Lord Strahd Von Zarovich Solitary, Magical, Stealthy, Divine, Predatory , Vampiric
Deadly Strike: Strahd enjoys sinking his family sabers edge into the flesh of fools. (b[2d12+2] damage 3 piercing) 25 HP 5 armor
Close, Forceful, Near, Far
Special Qualities: Immortal: Strahd cannot permanently die unless his power is severed from the dark vestige Vampyre in the Amber Temple., He is the Land: Strahd knows all that takes place in barovia through his network of spies, Heart of Ravenloft: an amalgamation of magic and malice, in the center of Castle Ravenloft lies a beating heart that serves as a back up pool of health for Strahd. Once he reaches zero HP, he regains half immediately. Should the heart be destroyed, Strahd will be brought to half his total current HP. , Sunlight Weakness: Strahd is greatly weakened by the divine rays of the sun. If exposed, He loses all armor and he will flee immediately

Strahd Von Zarovich, Dread lord of Barovia and deadly ancient vampire whose power originates from the dreaded vestiges of dark power. Strahd is more monster than man, ruling the demiplane of Barovia for over 5 centuries after making a deal with otherworldly powers in attempts to soothe his pain; he has suffered immeasurabl and has caused much more. He seeks to win the affections of a reincarnation of his long lost unrequited love, find a replacement to rule his land so he may finally leave, or simply to entertain himself in his eternal unlife. He suffers no fool but is cordial, flowing with etiquette befitting a king. However, underneath his collected demeanor lies a creature of malice and anguish. Instinct: To Feed, To court Ireena, To Find a replacement, To play around with pathetic mortals.

  • Dominate the Mind: Strahd is a master of manipulation and is even more proficient at it due to his supernatural ability to dominate ones mind.. Roll +WIS. 10+ You resist the allure, 7-9 Choose one: You can resist but you are hard pressed to take action against him. Take a -1 forward on any rolls made against Strahduntil Strahd makes a move against you, or you give in to the allure allowing Strahd to make a move against you, but you end up in an advantageous position. -6 You cannot resist his allure, for the duration of the scene you are compelled to do Strahds bidding. If in a combat situation, you are removed from combat until Strahd releases you or the allure is broken. To break out of the allure, roll +WIS. 10+ you break free!, 7-9 you suffer a -2 forward against Strahd until he makes a violent move against you. On a -6 You fall for his supernatural allure so completely, your mind breaks. Roll last breath.
  • Brutal Feed: Strahd can drain the life of anyone he bites leaving them with the loss of will to fight, unconscious, or dead dealing 1D8 damage and healing himself the D8 result in the process.
  • Polymorph: Strahd can transform into a wolf, swarm of bats, or gaseous cloud at will to escape or to simply travel
  • Practiced Mage: Strahd is a skillful user if the arcane. A skill honed further by his centuries of existance.
  • Alacritous Steps: Strahds vampiric condition allows him to possess supernatural speed to close or put distance between him and his opposition.
  • Create Spawn: If Strahd reduces a pkayers HP to zero with brutal feed, He can turn that player into a vampire spawn. Ravenously hungry for blood, roll last breath.
  • Summon Allies: Strahd can summon swarms of bats to harrass his foes, packs of wolves to rend thier flesh, or vampire spawn continue the blood feast.
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.
Samuel Kun Solitary, Organized, Intelligent, Construct
Ghostly Machete (d10 damage) 20 HP 0 armor
Close, Ignores Armor
Special Qualities: Incorporeo, He was created by the violence of the city

Instinct: To seek revenge

  • Turning invisible
  • Call the birds of prey