Enchanted Realms Rulebook
Introduction
Monsters are a core component of fantasy role-playing games. Of course, not all creatures exist for adventurers to fight. Some are merely game animals, others are domesticated. A few may make better allies than enemies. The term monster is used often, but as suggested above, not all monsters are enemies. The word is used a broad generalization to reference a variety of creatures, any of which that can be interacted with and potentially fought and killed. Something as harmless as a sheep or as benevolent as a unicorn is defined as a monster.
Described in this book are hundreds of creatures that adventurers may encounter. They are listed first by taxonomy (origin, phylum, class), then alphabetically within the class. This will help one find what you are looking for easily when what is being searched for is not precisely known.
The creatures will have a Size Category. As a refresher, the category table has been listed below:
Size Category | Classification | Dimensions | Controlled Space On Map |
---|---|---|---|
1 | Tiny | Up to 15 inches; up to 20 pounds | ½ hex |
2 | Small | From 15 to 42 inches; from 20 to 75 pounds | 1 hex |
3 | Medium | From 42 inches to 7 feet; from 75 to 275 pounds | 1 hex |
4 | Large | From 7 to 10 feet; from 275 to 2000 pounds | 2 hexes |
5 | Huge | From 10 to 16 feet; from 2000 to 7500 pounds | 3 hexes |
6 | Giant | From 16 to 28 feet; from 7500 to 20,000 pounds | 7 hexes |
7 | Colossal | Special | Special |
In addition to Size Category, the monsters of these book will have several other terms in their stat-blocks. These include “Climate / Terrain,” “Social Structure,” and “Prevalence.” Most other terms will look similar to one’s character sheet.
Climate / Terrain:This denotes the type of area to which the creature is accustomed. The description listed before the slash expresses climatic zones: tropical, temperate, or arctic. The summary after the slash notes the surroundings that the creature calls home. “Any” listed in this space means any native land-type (desert, forest, mountains, plains, or swamp). “Pervasive” listed here means the monster can appear in virtually any terrain.
Social Structure: Monsters organize themselves in seven basic ways.
Family - This refers to an extended family. Examples on Earth would include a pride of lions or a pack of wolves. Occasionally, young adults will leave one family to join another. This ensures that their lifesongs do not become corrupted by inbreeding. In most cases, the old, young, and sick will be cared for by the rest. The young will be defended to the death in most cases.
Group - This is a crowd with little organization. There is usually little dedication to other members of the group and possibly a strong leader lording over others. They band together only for protection or, in the case of malevolent monsters, for increased destructive ability. There is no official leader in the group, however, the stronger members will have first claim to food and water. Members of a group may live indefinitely with the same group or the group might exist only for a short-term purpose.
Hierarchy - Within this organization, there is a clear leader. Among intelligent creatures, this leader is most likely based on ancestry. With unintelligent creatures, the leader will be the one with the highest health. There may also be sub-leaders or other social-classes.
Hive - while quite similar to hierarchy, the organization of a hive has two distinct differences. The leader and castes that exist are a biological factor rather than a social construct. Secondly, the colony itself, the house or physical dwelling area becomes somewhat of an organic machine or synthetic life that helps sustain life and defend against predators.
Integrated - Such creatures have become part of a general society. They may be seen with varying degrees of frequency on the streets of major cities. Many of these monsters will seek to fill specific rolls, or they may fill whatever niche they can, as most civilized creatures do. Some of these creatures might even join adventuring teams. This is usually in reference to a hominoid society in that material world; however, when noted in parentheses is means that these beings are part of a society separate from hominoid civilization, such as elementals.
Mated - Some creatures mate for life; this is one of the key differences from the “family” structure. In a “mated” society the rules for procreation are obviously more restrictive than those a “family” group, whether those rules come from a social agreement, religion or even a mystic rapport. When encountered, the two are usually together, but one or more of their offspring may also be present. Similar to “families,” the children will be protected at nearly any cost. When those children become mature, they are forced out to be find their own mates.
Solitary - These creatures wish to be left alone. Possibly out of necessity or perhaps natural instinct, such a monster will seek out another of its kind at least once and mate. However, after the act, they once again part ways. The mother is left to care for the young, if any care is given at all.
Prevalence: This is a measure of the frequency of the monster. Often, powerful monsters are more rare -- not as a game rule but rather a result of natural processes. There are five categories of prevalence.
Widespread - This frequency denotes that such creatures are seen on a regular basis in areas where they are indigenous. Even common folk will see many during their lives. This category usually represents domesticated creatures or animals adapted to living in civilization, such as rats.
Unusual - Such monsters are still common enough that most everyone is going to see one from time to time. Earthly examples would be deer, bears, wild cats, or whales, depending on where you are. These are often favorite game animals. More dangerous of the unusual may be the monsters of early adventuring.
Infrequent - Although adventurers may have many encounters with such creatures during their expeditions, common folk rarely will. Within urban societies, some may believe that such species are merely legends.
Scarce - This kind of creature will be encountered only occasionally by the active adventurer. Not only are they few in number, but they tend to inhabit secluded areas.
Exceptional - Such creatures are so rare that they may be the object of a great quest. Even active, veteran adventurers may never encounter one. Common folk will be skeptical that such monsters exist. However, this may work conversely, as the monster becomes filled with inaccurate superstition. Generally, these creatures are extremely powerful, long-lived and reclusive.