We made a monster manual with 15 monsters for Dungeon World.

We made a monster manual with 15 monsters for Dungeon World.

We made a monster manual with 15 monsters for Dungeon World. One of the monsters the Kusarikku is available for free so you can get an idea of what to expect from the book. Its $3 but if you backed The Wyrd of Stromgard check your email its free for you.. and anyone you share the link with until Sunday night.

http://bit.ly/2VfShib

Dire Turkey

Dire Turkey

Dire Turkey

solitary, large, terrifying

HP 16 Armor 0

Beak and talons, d10+3 (close, reach, messy, 1 piercing)

Qualities: short range flight, horrible appearance and gobble-gobble

> Buffet them senseless with its wings

> Pin prey beneath its weighty talons

> Tear their innards out!

Instinct: to vent its endless rage

(hat tip to Slothman over on the DIscord for the image)

This is actually one of the monsters that I plan to use for the family Game with the girl, boy, and wife.

This is actually one of the monsters that I plan to use for the family Game with the girl, boy, and wife.

This is actually one of the monsters that I plan to use for the family Game with the girl, boy, and wife.

The wife is making a halfling druid inspired by the art of the pacific northwest first nations. Her domanion is the mystery islands a group of islands off the coast. She wanted to be able to turn into a spirit bear (white bear) and be an orca.

We talk a lot about invasive species, and looking at how those squirrels can get into any kind of bird feeder we have a Dungeon World Dire Squirrel was born. Something maybe a bit different than a dire wolf. Gives us some tension when playing a druid, a creature of nature but also one that is invasive and steals stuff. I like that when they are out in the wilderness they may end up losing all those precious rations.

http://codex.dungeon-world.com/monster/5692281503875072

I was working up a new monster on the codex for family play.

I was working up a new monster on the codex for family play.

I was working up a new monster on the codex for family play. I checked some of my old ones. This was one was fun to play in a gonzo game I ran. I love the codex. Such an awesome resource for this game.

http://codex.dungeon-world.com/monster/5679052450955264

A curious thing happens to the bodies of the slain in the Northlands.

A curious thing happens to the bodies of the slain in the Northlands.

A curious thing happens to the bodies of the slain in the Northlands. Putrefaction of corpses begins unusually fast, even in the cleanest of places. The flesh quickly turns black with necrosis; tissues becoming rigid in the joints and skin, yet fluid elsewhere in the body. Within a matter of just a few days, the diseased corpse becomes mobile. Within a week, it is a living skeleton sleeved in rot, the remaining organs reduced to septic sludge.

Such creatures in this condition lack the shambling slowness of zombies. They prefer instead to leap or scuttle, unnaturally strong limbs seizing living prey to spread their plague. If it cannot find suitable prey, it will instead hide in whatever dark or moist place it can find and wait. They have no means of communication, but sometimes work together along with those it died alongside with.

Because of this plague, prompt cremation of the dead is of the utmost importance in the Northlands. If a body cannot be burned, a liter of saline solution poured into the lungs via the mouth will /usually/ halt the transformation. Prayer seems to have little effect, as does consecrated burial; the dead just dig their way free.

Oh, and don’t try to raise the dead while you’re in the Northlands. It ends badly for all involved.

*The Decayed*

Group, Terrifying

Filthy bite (d6 damage, close)

10HP, 0 armor

Instinct: To spread the plague

Moves:

Spread rotting infection

Grab them and never let go

Burst forth vile grave water

These monster conversions were inspired by DCC Module Gnole House (in the DCC Quickstart Rules pdf) which could act…

These monster conversions were inspired by DCC Module Gnole House (in the DCC Quickstart Rules pdf) which could act…

These monster conversions were inspired by DCC Module Gnole House (in the DCC Quickstart Rules pdf) which could act as as a neat prequel to my own “Gibbelin Job” Dungeon Starter …

(https://www.drivethrurpg.com/product/194173/20-Dungeon-Starters) or

(https://drive.google.com/file/d/0B7cav44145d9TzRoSEdGdGJFclk/view?usp=sharing)

Check out: https://d-infinity.net/fiction/man-who-sold-rope-gnoles for the great story that inspired the module!

Lesser Gnole

Group, Organized, Hoarder

Brutal Weapon (d8 damage) 6 HP 0 armor

Close

Special Qualities: Cannibal, Evil Merchants

Gnoles go through two distinct life phases and lesser gnoles are the first stage. Lesser gnoles are man-sized, hulking creatures with a physique reminiscent of an ape. They have rubbery flesh covered with coarse, dark hair, and beady, piggish eyes of bright red. Lesser gnoles don’t typically wear clothing, but enjoy accessories such as hats, scarves, sashes, and oversized boots when they can find them. Their tongues are long and ribbon-like, and they can understand but not speak the Common tongue, communicating with one another in a complex language of purrs, whines, whistles, trills, and grunts. All gnoles live in family groups that mimic human society to the point of parody. They fight with clubs, axes, spears, and other brutal but simple weapons.

Instinct: Devour Humans!

Collects items

Summon other gnoles with whistle

Inspired by DCC Module Gnole House

Greater Gnole

Solitary, Large

Tentacles (d10 damage) 16 HP 1 armor

Special Qualities: Gem Eyes, Tribal Gnole Leader

If a gnole is lucky enough to survive a century or more, it undergoes a metamorphosis, transforming into a greater gnole. Greater gnoles typically stand 7’ tall, but can grow up to twice that size. Their bodies are oval in shape, with nodules of rubbery flesh protruding from their torsos and abdomens. Greater gnoles lose their coarse fur, revealing its naked, slate gray skin. Their arms become tentacles and their ears are grown over with folds of flesh, rendering them largely deaf. Even stranger, the eyes of a greater gnole transform into faceted gemstones and can be removed from their sockets. These gemstones are often magical and a Greater Gnole will regrow new eyes if his old eyes are lost and will often keep spare sets of “eyes”. If these are stolen the Greater Gnole will hunt down the thief with his or her tribe to capture and devour all of the thief and all of his or her comrades.

Instinct: Protect gem eyes

Devour Humans

Produce and protect gemstone eyes

Lead a lesser gnole tribe

Inspired by DCC Module Gnole House

Gibbelin

Group, Small, Intelligent, Hoarder

Weapon (d6 damage) 3 HP 0 armor

Close

Special Qualities: Cannibal, Wealthly in gems, Collecter

Short, ochre-colored humanoids with broad noses, catlike ears, and four-fingered hands. Gibbelins are a race of short humanoids said to be related to evil gnomes. Gibbelins dwell in the darkest of forests and in shallow caves under hills. They are intrigued by all manner of tools, weapons, and fancy clothing. The gnoles accumulate all these items from their victims and trade regularly with the gibbelins to acquire the green crystals they admire.

Instinct: Devours humans

Mines gems

Collects human items

Trades with gnoles

Inspired by DCC Module Gnole House

https://www.drivethrurpg.com/product/194173/20-Dungeon-Starters

I remember someone posting a DW monster creator/formatter via a web page, but could not find it.

I remember someone posting a DW monster creator/formatter via a web page, but could not find it.

I remember someone posting a DW monster creator/formatter via a web page, but could not find it. You could plug in values and answer questions and it would spit a neatly formatted monster.

Did I imagine it in some fever dream?

Is my search-fu just weak?

I created two new monsters for this week’s campaign. I thought I’d share them with you guys.

I created two new monsters for this week’s campaign. I thought I’d share them with you guys.

I created two new monsters for this week’s campaign. I thought I’d share them with you guys.

Mon’Koba [Group, Stealthy, Intelligent, Organized]

Spear (d8 damage)

8 HP; 1 Armor

Special Qualities: Arboreal (tree-dwelling)

The Mon’Koba are intelligent apes that resemble chimpanzees, bonobos and orangutans. They live in trees and hunt wildlife, they speak through grunted words and gestures. When they find a forest to call home, they become viciously territorial, protecting their land and hunting grounds. They have no tolerance for humanoids, causing every hostile interaction to deepen their disdain. They prefer to live in peace, but will overreact in an almost irrational manner to those in their territory. They leave only two options, fight or flee. They tend to fear enemies that outsize them and scream for allies, attacking only in groups. Their natural predator is the Saskong, the jungle yeti. Instinct: Protect the group through offense

Punish the trespassers

Drop from the trees

Scream for allies when threatened

——–

Saskong [Solitary, Huge, Cautious]

Bite (b[2d6+2] damage 1 piercing, close)

Crush and tear (d10+3 damage)

18 HP; 1 Armor

Special Qualities: Forest Stealth

The Saskong are also known as jungle yeti, though they can be found in any type of dense forest. They stand 3 meters tall and live among the trees, voraciously appeasing their omnivorous diet. They are not easily spooked, but prefer to stay hidden and away from most things, until their hunger drives them to intervene. They will kill and eat humanoids, and two a day would barely satisfy. They don’t carry weapons, but their ape-like paws allow them to grab and rend anything into pieces, or smother and squish with their massive musculature. They do not vocalize, which makes their massive presence even more horrifying, only the sounds of their crushing fill the air as they attack. They have a penchant for killing Mon’Koba, some believe that their tribal screams antagonize the laconic giants. Instinct: Always on the hunt

Insatiable hunger

Tear at meat

Silence the screams

Working on converting the classic DCC adventure “The Jeweler that Dealt in Stardust” by Harley Stroh to Dungeon…

Working on converting the classic DCC adventure “The Jeweler that Dealt in Stardust” by Harley Stroh to Dungeon…

Working on converting the classic DCC adventure “The Jeweler that Dealt in Stardust” by Harley Stroh to Dungeon World. Any Feedback?

Do the unusual monster combat mechanics work?

Revised: Spider of Ygiiz Group, Small, Devious, Planar

Grapple Attack 6 HP 1 armor

Close

Special Qualities: Grapple Attack

Among the first beings drawn through Ogo’s starry portal,the Spiders are not arachnids in the true sense. Spiders most resemble enormous six-legged ticks, the size of large hounds. The Spiders are perfectly black, so dark that they reflect no light whatsoever, appearing as only the absence of any color,as if reality itself had been cut away in the Spider’s form. The Spiders wait for the PCs to enter the darkened garden before attacking—springing through the air and bearing their victims to the ground. The touch of the Spiders is as cold as the void, searing targets with frostbite.A successful attack by a Spider of Ygiiz indicates the PC is grappled.If the player does not Defy Danger+DEX; the a Spider tears freezing chunks out of its victim, permitting a swarm of local natural spiders to swarm into the wound, eager to please their extraplanar allies.The Spider will Ygiiz makes a final attack attempt, crushing the spiders infesting the wound, releasing a flood of toxins (Defy danger versus DEX to escape). The target cannot be roused by allies from the toxic coma and only awakens with a successful Defy Danger versus CON save.The target may make three Defy CON attempts to awaken, but after three failed checks, the PC dies (Last Breath roll). Adapted from the classic DCC adventure “The Jeweler that Dealt in Stardust” by Harley Stroh. Instinct: Serve Ygiiz, the Demon Spider-Mother

Grapple Prey

Command Spider Swarm

Infect Prey

Boss Ogo Solitary, Magical, Devious

Direct Spider Swarm 12 HP 0 armor

Close, Far

Special Qualities: Ygiiz Cultist, Controlled by the Crystal of the Outer Dark

The fences of Punjar are infamous for their cunning and greed, and Boss Ogo is no exception. Operating under the guise of a jeweler, Ogo does a brisk trade in stolen goods, enjoying the protection of a gang of bravos and thugs.But even the wary eye of a gang boss is no promise of surety in Punjar’s deadly environs. For the last month, no one has seen or heard from Ogo. The jeweler’s door is barred, his shutters locked, and no smoke escapes the shop’s chimney. Like ravens circling a stinking carcass, the bravos and pinch thieves of the Souk smell a fortune for the taking.Unbeknownst to his band, Boss Ogo yet lives—after a fashion. Nearly two months ago he fenced a gem stolen from a travelling sorcerer. Though appearing as a simple, rough amethyst, the crystal can serve as a portal and beacon to the beings of the outer dark. In his amateur study of the crystal, Ogo has undergone a conversion, believing that his role in this life is to usher Ygiiz, the Spider-Mother, into this realm. For the last month, he has spent every waking hour studying the crystal, seeking to activate its powers. Boss Ogo stands directly behind the crystal, one hand touching the stone, though the bulk of his frame is not immediately visible. Four Spiders of Ygiiz are feeding from his body. Ogo only becomes visible when the fuliginous extraplanar ticks detach from his body, revealing him bit by bit. Boss Ogo is haggard and gaunt, shrouded in drifting veils of cobwebs as spiders course over his skeletal frame. But his eyes are aflame with the madness of divine knowledge. On his silent command, the fell Spiders of Ygiiz move immediately to attack the PCs. For his part, Ogo does little more in combat than howl out at the PCs in madness. So long as he maintains contact with the crystal, Ogo is able to direct the natural spiders, causing them to swarm at his command. This is always accompanied by declarations of the PCs as heathens to be sacrificed to Ygiiz, the Spider-Mother. Ogo can target one PC, causing causing thousands of spiders to swarm over the PC (no roll needed). A swarmed PC suffers a -2 penalty to all rolls. If Ogo breaks concentration; then the swarm dissipates. The swarm dissipates immediately if the PC makes any action to sweeping the spiders from their body. Alternately, instead of directing the spiders, Ogo can attempt to summon an additional Spider through the crystal.Adapted from the classic DCC adventure “The Jeweler that Dealt in Stardust” by Harley Stroh.

Instinct: Worship Ygiiz

Spider swarm intruders!

Protect the Crystal of the Outer Dark

Summon Spider of Ygiiz

Sarzuk Rogue Group, Organized, Hoarder

Short sword (w[1d6] damage) 3 HP 1 armor

Close

Special Qualities: Summon help via blackbird

Brutish break-in techniques (as adjudicated by the GM) alert these rogues. This pair has a small, trained blackbird kept in a hooded cage. At the first sight of trouble, the pair releases the bird. Keep informal track of time once the bird is released. Once Sarzuk and his rogues arrive, he sends six of these men in to flush out the PCs, while waiting outside with the rest of his band (Two per PC).(Adapted from the classic DCC adventure “The Jeweler that Dealt in Stardust” by Harley Stroh)

Instinct: Obey Sarzuk

Watch

Retreat

Backstab

Sarzuk the Devil Solitary, Stealthy, Intelligent, Hoarder

Longsword (d10 damage) 6 HP 1 armor

Close

In the Boss’ inexplicable absence, his second in command—one Sarzuk the Devil—has taken over leadership of Ogo’s gang. Sarzuk has posted guards to watch over Ogo’s shop, and is ready to mobilize the surviving gang members at the first sign of rogues in the house. Adapted from the classic DCC adventure “The Jeweler that Dealt in Stardust” by Harley Stroh.

Instinct: Profit from misery

Torment the weak

Summon and command rogues

Torture for sport