Horror Bestiary.pdf

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Horror Bestiary
Paul “Wiggy” Wade-Williams
toolkit
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Bestiary
toolkit
By:
Paul “Wiggy” Wade-Williams
Editing: Simon Lucas, Dave Blewer, Piotr Korys
Layout: Sarah Robinson
Art: Leanne Buckley, Chris Malidore,
Daniel Rudnicki, Cheyenne Wright
Dedication: Jordan Blewer, a chip off the old block
Savage Worlds by Shane Lacy Hensley
Requires the Savage Worlds rules, available at
www.peginc.com
Savage Worlds, Smiling Jack, Great White Games, and all associated logos herein are
Copyright © 2006, Pinnacle Entertainment Group
Horror
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introduction
Whether you’ve created your own Savage Setting, converted one, or using a published GWG product, the
one thing every horror setting needs is scary monsters.
This product is designed to be a one-stop shop for all your horror monster needs. The majority of the
monsters are new, but a small few have been copied from existing products, simply because they are generic
horror creatures.
Sidebars show how you can make stock creatures different simply by tweaking their Abilities. Some horror
games might have a wide range of vampires, for instance, with different powers depending on their country of
origin. We’ve included a range of vampiric powers, weaknesses, and methods of destruction so you can make
unique vampires by mixing and matching.
Of course, if you want to alter the vampires’ traits or other Special Abilities, you’re free to do so. Remember, this
is a Toolkit to help you populate your world, not an oficial, never-to-be-changed A-Z of every beast imaginable.
One thing you’ll notice while reading through is that not every monster has a Fear rating, despite this
being a horror supplement. How come? Well, we’ll be looking at creating atmosphere in the Horror GM’s Toolkit ,
but for now just note that not everything scary in a horror game has to be related to monsters and that not all
monsters appear scary.
Does the deranged serial killer look scary when he’s working his day job and helping old ladies with their
groceries at the local Shop-Til-You-Drop? No, of course not. Does the suave, sophisticated man in his tuxedo
look scary? On the contrary, he has an alluring look and radiates charisma. He might get scary if he tries to rip
your throat out, of course.
This book contains more than a sample of monsters to be slaughtered and robbed—it also contains stock
Extras and Wild Cards. From mad cultists to occult investigators, Inquisitors to soon-to-be-dead high school
students, there’s a range of common horror stereotypes ready at your ingertips. Add a Hindrance or two, assign
a personality, and you can turn even the simplest Extra entry into a fully developed character ready to aid or
hinder the heroes.
The number of monsters available to your world is limited only by your imagination. We’ve provided a
standard set you can use as presented or as templates for making your own, unique beasties. It’s up to you to
make your setting scary.
Hello, boys and girls.
What you have in your sweaty hands is the third in a new series of Toolkits designed
primarily for the GM. each book covers one important aspect of a genre. In case you
missed it on the cover, this book details horror monsters and characters.
What’s a toolkit do? Let me tell you what it doesn’t do—it doesn’t give you another rulebook.
Sure, it’s got rules in, but they’re optional with a capital “o.” the aim of these toolkits is to
make your life easier as a gm by giving you tools—remember that word, kiddies—to making your
own setting as unique and exciting as anything my slaves produce.
They explore every aspect of a setting, and I mean every aspect. from designing a cool
world to populating it with interesting cultures, from designing new weapons to cool artifacts,
like grimoires and magic items.
A lot of what’s in these toolkits is advice rather than gospel. You get to pick and choose the
bits you want for your setting and discard the rest.
And if you don’t like what Jack has to say, change it!
We’ve giving you the tools to make kick-ass settings—if your game falls lat after reading
this, then it’s your own fault for not following my advice.
Now, get reading and go make Jack proud!
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taBle of contents
IntroductIon
3
reVeAler
23
TypicAlocculTreseArcher 44
VeTerAnocculTreseArcher 44
polterGeIst
Monsters
5
seDucer
23
AppeArAnce
5
spineDDemon
24
44
FeAr
5
deVIlkIn
24
possessedanIMals
44
TheresT
5
dhaMpIr
24
BurroDiABlo
44
5
newMonstrousabIlIty 6
thedeMon
dIsMeMberedcorpse
25
rabIdanIMals
46
drauGr
25
rABiDBeAr
46
6
dreadlIche
25
ratswarM
46
treasure
6
dreaMeVIl
26
reVenant
46
GrIMoIreofhorrors
6
dreaMreaVer
26
ruGfIend
48
aMa-no-Jaku
6
drownlInG
26
48
saVaGeJackInthebox 48
screaMInGskull
aswanG
6
eMotIonspIrIt28
28
banshee
7
eVIlclown
28
48
barrowdweller
7
fearstalker
28
seaweedfIend
49
peTTyBArrowDweller
8
fetchdoG
28
49
chAinsAw-wielDingseriAlkiller 49
FingerBlADeseriAlkiller 49
shadow
royAlBArrowDweller
8
flashback
29
bat,GIant
8
flyInGhead
29
8
blackcoachMan’shorses 9
blackcoach
foulscarecrow
29
49
Ghoul
30
shadowpuppet
50
9
GladIator
30
skeletalanIMals
50
blackJudGe
9
GoleMs
30
50
skeleTAlTyrAnnosAurusrex 50
skeletonwarrIor
blackwood
9
BeAsTgolem
30
blob
11
BlooDgolem
31
51
bloodMIst
11
Bonegolem
32
sMoGcloud
51
chIldsnatcher
11
corpsewAllgolem
33
strIpper
51
chonchon
11
mArioneTTegolem
33
stuffedanIMalfIend
51
chosenslayer
12
GraVebane
33
sTuFFeDBeArFienD
52
TypicAlchosenslAyer
12
hate
33
sTuFFeDBirDoFprey
52
VeTerAnchosenslAyer
12
hauntedarMor
33
terrorIzer
52
cops
12
hauntedcar
34
tuMu-I-te-are-toka
52
policelieuTenAnT
12
hauntedportraIt
34
VaMpIres
53
policepATrol
12
headslInGer
35
speciAlABiliTies
53
swATTeAm
12
helldrake
35
weAknesses
54
corpseworMswarM
14
hellhound
35
54
AcTionseTTingVAmpireminion 56
hoppingVAmpire
corrector
14
hybrId
36
creepInGhand
14
mAn-DoghyBriD
36
56
VentrIloquIst’sduMMy 57
VIctIMs
cultIsts
14
AlligATor-lionhyBriD
36
TypicAlculTisT
15
IMpundulu
36
57
culTisTpriesT
15
InquIsItIon
37
innocenTVicTims
57
danseMacabre
15
TypicAlinquisiTor
37
TheFiesTyFemAle
57
15
ArAchnos,ThemAnyleggeD 15
crAzAlphAsAlius,TheFiresTorm 15
JJrikillimsg,ThehowleroFTruTh 16
ToDoTo,ThemuTATor
VeTerAninquisiTor
37
TheJock
57
38
inquisiTorsThroughTheAges 38
InquIsItorMalus
ThenerD
58
wendIGo
58
39
wereJaGuar
58
17
leanhauM-shee
39
wereshark
58
17
VrAlkreshoFTheThousAnDmAws 17
darkMan
lIVInGGod
39
zoMbIe
58
lIVInGGrIMoIre
39
AnimATor
58
17
lIVInGtopIary
39
BrAineATingzomBie
59
deforMedMInIon
18
MadscIentIst
40
einherJAr
59
deMon/deVIl
18
MalkIn
40
explosiVezomBies
60
chAinDemon
18
Man-bat
40
gAszomBie
60
Demonworm
19
MetalJuGGernaut
42
hollywooDzomBie,FAsT
60
DemonicsTeeD
19
MuMMy
42
hollywooDzomBie,slow
62
gluTTonyDemon
19
greATermummy
42
ninJAzomBies
62
liBrAriAn
19
guArDiAnmummy
42
sporezomBie
62
pAzuzu
22
icemummy
43
TechnozomBie
64
plAgueDemon
22
sAnDmummy
43
zomBiechilDren
64
possessor
occultresearcher
44
zomBielorD
64
VIllaIns
satanIcMusIcIan
serIalkIllers
theblackcoachMan
skeleTAlriDinghorse
meThoDsoFDesTrucTion
darkGods
grAnDinquisiTor
minionoFToDoTo
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it’s alive!
A typical zombie probably won’t have a Fear rating in the
latter setting, as it’s a “standard” supernatural monster the
characters will face time after time. The ancient and tentacled god
Bzz’or’kath, on the other hand, probably will.
Check out the Jaded section in Savage Worlds as well. If a
monster is going to become a regular foe, then give it a Fear rating
the irst few times it is encountered, and then drop it.
Remember, if you set the Fear rating too high, or assign it
to every monster, the characters are going to spend much of the
time running away or gaining phobias, not to mention blowing
bennies just to be able to stand and ight the thing.
Your players will soon get bored and look for another game
to play. Use Fear sparingly. Creating a spooky atmosphere is much
better than letting the die do the work for you. We’ll look at creating
atmosphere in the Horror GM’s Toolkit .
There are three ways to populate your horror setting with
monsters. First, steal them from other Savage Settings. Many
fantasy creatures work well as minor demons or malevolent
sprites. Second, use the conversion guide in Savage Worlds to
convert them from another system. Third, build your own from
scratch. This section takes a brief look at the latter.
Monsters
There’s no need to sweat buckets when you’re creating a new
beast—chances are your group is either going to kill it or run away:
depending on its strength, Fear rating, and the setting.
We’d like to tell you there’s a set of tables or a magic formula for
making monsters—but there isn’t. Creating a new monster requires
just two things—imagination and a modicum of common sense.
Here’s a quick look at making a monster in just a few minutes.
TheresT
Don’t worry too much about balancing the monsters, but
keep in mind how tough it will be. You don’t need to give a
monster a high Toughness for it to be a challenge, especially if it
has the Undead Ability—assigning it a few nifty Special Abilities is
just as good. Imagine a goblin-like creature that can turn ethereal.
It may be puny physically, but now it can leap out of solid walls to
attack, or vanish into the loor if the ight turns against it.
There are already a number of tools available to help making
monsters easy—use existing monsters as templates, look through
the Special Abilities listing in the rulebook, or check out powers
attributed to supposed supernatural beasts.
AppeArAnce
A good horror monster isn’t necessarily one that can destroy
the whole group in seconds. Sure, it’s scary to the players, as they
watch their beloved characters get dismembered, but it’s scary
for the wrong reasons. If it’s some elder god or demon lord, then
that’s ine, but most monsters don’t have to be party killers.
What makes them scary is their appearance. Before you
start listing traits and Special Abilities, think about the
creature’s appearance.
Let’s look at the zombie, a favorite of many horror settings.
One description is “a walking corpse.” It sums up everything the
players need to know to form their own image of the thing, but
it’s rather light on lavor. It’s also a case of “tell don’t show,” and
a good setting requires you to work the other way round.
How about describing it as, “A shambling corpse, its
putrescent lesh rotted away in places to reveal the bones beneath.
Crawling through its lesh are a horde of worms and beetles,
which have grown bloated as they dine of the rotting muscles. As
it nears, it opens its mouth, and a low, mournful groan escapes
from the soulless body.”
VIllaIns
A true villain isn’t the lowly cultist trying to drag the
characters away to be sacriiced—it’s the mysterious hooded
“master” leading the ceremony. Of course, it can also be the huge
demon he’s just summoned.
Villains may be incidental characters in an adventure or lie at
the heart of your Plot Point, but they should be named Wild Card
characters. If the cult leader is just listed in the adventure as “Cult
Leader,” he probably isn’t worthy of being a true villain.
Creating a villain is no different to creating a monster—come
up with an idea and assign suitable traits, Hindrances, Edges, and
Special Abilities.
Special Abilities? Sure, even a human can have a Special
Ability like Hardy or Poison. All you need is a plausible reason
for him to possess the talent. A cultist might have scaly Armor
as a dark blessing from his god, or maybe the serial killer with
Invulnerability just can’t be killed outright.
The important thing to remember with villains is not to build
them as regular characters. Don’t spend time building a Novice villain
and advancing him. Give him everything you think he needs to fulill
his role in the adventure. Heck, you don’t even have to worry about
FeAr
Should a horror monster have a Fear Special Ability? That
depends on your setting. If the characters are everyday people who
suddenly become exposed to the supernatural, which—according
to their society—doesn’t exist, then yes, every monster should have
a Fear rating. However, if the characters know the supernatural
exists and they spend their days battling it, then only truly scary
monsters need to cause Fear.
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