Warlock's Menagerie.pdf

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Warlock's Menagerie
Copyright
©
Nick Smith, 1980. All rights reserved. Except
for brief passages for purposes of review, the contents of this book may not be
reproduced or republished by any mechanical means without the express written
permission of the author of the text.
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TABLE OF CONTENTS
INTRODUCTION
MEASUREMENTS
How To UsE THE MONSTER LIST
MONSTER LIST: A,
2
2
3
B
c
D
4
5
E, F
G,H
6
7
8-9
IO
K
L
M
0,
p
R, S
T
1-13
14-15
16
17-19
I
20
21-22
u
V, W
Y, Z
MEN AND ANIMALS
STRENGTH
ATTACK MATRICES AND NOTES ON COMBAT
SPECIAL SAVINO THROW TABLE AND NOTES
TURNING UNDEAD
MONSTER SAVING THROWS
ENCOUNTER MODIFIERS
CARRIED MAGIC ITEMS
TREASURE CLASSES
GEMS AND JEWELRY
ADAPTING MONSTERS FROM FICTION
ORIGINAL MONSTERS
SPECIAL WEAPONS
POISON
ARMING MONSTERS
ARMOR CLASSES
GOBLINOIDS
HUMANOIDS
MONSTER SPEEDS
ALIGNMENT
23-24
25-26
27
27
28-29
30
30
31
32
33
34
35
36-39
40
41
41
42
43
44
44
45
45
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This is Warlock's Menagerie.
It
is a book designed to aid the
referee of any fantasy role-playing
game, especially the referee using
the Warlock system or anything
similar. This book assumes that
you have played, or are currently
playing, some form of fantasy
role-playing
game,
and
are
interested in refereeing such games,
or are already doing so.
If
you are
not, and do not intend to be, a
referee, this book will be of limited
use to you. Consider yourself
warned.
Now that that's out of the way,
welcome to the Menagerie! The
material in this book is designed to
help make you a better referee by
improving and adding to your
available monsters. The adding to
is achieved by giving you a list of
monsters, with descriptions and
enough information for you to use
them in your games.
The
improving comes from the section
immediately following the monster
lists and explanations, where the
sections deal with specific subjects
that come up when designing
monsters of your own, or adapting
them from other sources. There
are also Combat and Saving
Throw tables designed for use with
the monsters contained herein, as
well as information on Treasure.
These tables are designed to go
with the Warlock system, but are
easily adapted for use with other
fantasy role-playing games. We
hope that you will find this volume
a useful addition to your fantasy
games, and that it helps you to
become the best referee in town.
is the same used for most common
miniature figures, 6 feet equals 1
scale inch, there are other fantasy
games that use other distance
scales. These descriptions take this
fact into account. Whenever a
speed or distance is given in
inches, these are scale inches, and
should be adapted to whatever
your scale is, whether it be 6 feet
to the inch or 20. When sizes or
distances are given in
feet,
though,
it means that, no matter what scale
you are using (assuming some
degree of sense, and no light-years
to the inch), that the size or
distance should be converted into
the equivalent distance in your
scale. These assume that you, or
the game you are using, have
correctly figured out what you are
doing with time and distance, and
why.
If
you're not sure what scale to
use, and are just starting out, we
suggest that you use a scale that is
convenient to you, and that either
6 feet to the inch or 10 feet to the
inch is best. The main reason for a
scale of 6 feet to the inch is that, if
you ever use miniature figures to
measure out distances in battles,
the most common (25mm) size of
miniature fantasy figure is at a
scale of approximately 6 feet to the
inch (actually, it is 6 feet to the
25mm, which is pretty close). The
second most common figure size is
15mm, which fits nicely on a scale
of 10 feet to the scale inch. Any
other
normal
scale
means
constantly introducing fudge
factors whenever you measure
anything in comparison to your
miniatures.
If
you don't use
miniature figures at all, you could
use any scale you like, but you
should try to keep it sensible
compared to your time and
movement scale. We have found
that, if anything, you should have
a movement scale that is
slower
than real life, to take into account
that planning and other actions
take time. Thus, throughout this
list you will find creatures with a
movement speed of, say, 12". In a
6 foot/inch scale, this is 72 feet
per tum when walking, or per
phase when running. With our
turns being 1 minute, or phases 10
seconds, this is not extremely fast,
but it works out very well when
playing the game.
As a further reminder, please
note that, when figuring out how
quickly a monster or creature is
moving toward or away from a
party of characters, that the
normal movement speed is
per turn
when walking, or
per phase
when
running or attacking. For flying
creatures, the stated movement
speed is normally per phase, but
can be doubled if diving.
Forgetting these things can really
confuse a battle, and ruin whatever
realism there might be.
Throughout
this
book,
measurements are given in what
may seem to be a confusing
fashion. For example, there are
references to both feet and inches
(often abbreviated "). The reason
for this is quite simple. While
Warlock uses a standard scale that
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As
you have probably noticed
by now, this is a book about
monsters. The list of monsters on
the following pages will give you
a large number of examples of
pre-designed monsters, enough to
allow you to run dungeon and
wilderness
adventures.
When
combined with the smaller list in
Warlock's Tower, it is a good,
solid set of basic monsters with
which to build the foundations of
your adventures.
It
is recommended that anyone
attempting to utilize a monster
listed
here
fully
familiarize
himself with the description and
details before attacking a party
with it, or even having it wander
by without attacking. The reason
for this is that it is very easy for
a referee to overlook some crucial
detail about a monster if he is
just glancing at its description for
the first or second time, while
also attempting to handle all of
the details of the game. It's even
possible to forget what the
monster looks like, and describe
it as being completely different in
appearance from what it really is.
Or, worse, it might behave in a
completely
unreasonable
(or
impossible) manner. Just learn
your monsters, and you'll do fine.
For each monster in the list,
there is the name of the monster,
in bold letters, followed by
information about the monster, as
follows:
The physical description of the
monster. This is important, since
it can provide vital clues to the
characters about what they're
facing and what to do about it.
The referee should be careful not
to
give
away
too
much
information when describing the
monster, however, especially with
ones not encountered before. For
example, if a creature has more
than one possible form or
appearance (such as a Were
creature),
don't
tell the party
that, unless they see the thing
changing.
Don't
tell the party
things like: "You see the illusion
of a pretty girl," when something
is casting an illusion of a pretty
girl in order to draw the party
near. Be fair to the characters,
and let them know what they
should, but be reasonable, too.
The Alignment and intelligence
of the monster. These are not
announced to the party unless
they
have
proper
Detection
abilities of a magical or clerical
nature, but you will need to
know, in order to run its actions.
A
typical
location,
or
restrictions on location, tell the
referee where the monster should
and should not be in his dungeon
or wilderness. Sometimes a note
about this is at the end of the
description, instead of here in
order.
Type of Being comes next.
This is a short description which
helps
the
referee
determine
whether Control, Charm or other
specific spells apply, or whether
specific Weapon Damage Bonuses
apply, as well as to remind him
just what 'ecological' spot the
monster takes up in a dungeon or
wilderness. Many referees arrange
their encounter tables so that this
type is determined first, and then
a specific monster within the
type.
Number Appearing. This is an
average or suggested number, and
can be modified by the use of the
Encounter Table in circumstances
where the numbers could vary
widely.
Percentage chance of the
encounter taking place in the
monster's lair. Usually abbreviated
as
'%
in lair' or something
similar, this is used to help
determine whether the monster's
treasure is nearby, as well as how
well the monster knows the
terrain, and how hard he is
willing to defend it. You might
scare a mother wolf away from a
piece of meat, but not away from
her home and cubs. This principle
applies to monsters as well, in
many cases.
Normal Movement Speed of
the monster (in scale inches). This
is normally a per-turn speed for a
monster moving
casually
or
carefully, and a per-phase speed
for a monster attacking, or
otherwise in a hurry. The only
exception is that naturally flying
creatures always move at that
speed per phase, and can
dive
at
up to double that speed.
Hit Dice Range. This gives
any upper and lower limits, or
the typical level for creatures
normally encountered at one level
only. This is usually abbreviated
HD, following a number. This
number is also normally used to
calculate the Attack and Defense
levels of the creature, as well as
its value in Experience Points to
the person or party defeating it.
Attack Weapons Used. Any
weapon with a W is a hand-
carried weapon. Any weapon with
an M is a natural body weapon
of some kind. The attached
numbers correspond to those on
the Attack Matrices. Thus M6
would be Medium-sized Claws,
and
W3A
would
be
a
Warhammer.
Strength. This is calculated on
the human scale, with attack and
damage
bonuses
adjusted
accordingly. Thus, a monster with
Strength of 25 would do
+
2 per
die of damage he does in melee.
Armor Class (AC) or its
equivalent, numbered the same
way as they are at the top of the
Attack Matrices.
Attack and Defense Levels
(these are adjusted from the Hit
Dice as stated).
Saving Throw Class. Use the
Monster Saving Throw Matrix
line that corresponds to the
number listed.
Treasure
Class.
See
the
Treasure Class listings and roll
dice appropriately if the party
acquires the treasure of the
monster.
Special Notes. This is just a
catch-all class for everything else
that should be mentioned about
the monster.
If
all that is clear, it is time
to start reading the Monster List.
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