The Warlock

The Warlock is the hero from Avalon Hill's Prophecy of Telor quest pack; this page covers where it comes from, its Demonform and what that is worth in dice.

Meet the Warlock

The Warlock arrives in The Prophecy of Telor, a thirteen-quest Avalon Hill pack that began as a stretch goal for the "Mythic" tier of the 2020 HasLab crowdfunding campaign and reached shops in 2023–24. One product listing describes the Warlock as a halfling.

The pack is named for Telor, the wizard who travelled with Rogar the barbarian in Mentor's story at the start of the core Quest Book. Telor is a person, not a place.

The Warlock's headline power is Demonform. In Demonform the Warlock rolls an extra attack die and ignores traps. How the Warlock takes Demonform, how long it lasts and what else it changes are on the hero card and the pack's cards, along with the Warlock's Attack, Defend, Body and Mind values; this page doesn't reproduce them. What it does give you is the exact value of those two effects, so you can decide when Demonform is worth it.

Classic edition (1989–1990): there was no Warlock hero in the original game. The NA 1990 edition did have a "Chaos Warlock", but that was one of Zargon's monsters, renamed the Dread Sorcerer in the Avalon Hill game. It has nothing to do with this hero.

Reading the Warlock's Hero Card

Set the Warlock's card beside the four core heroes:

HeroAttackDefendBodyMindMovement
Barbarian32822 red dice
Dwarf22732 red dice
Elf22642 red dice
Wizard12462 red dice
Warlocksee the Warlock's hero card2 red dice
Movement: 2 red dice (2–12, average 7)
Demonform: +1 attack die, ignores traps
Everything else: see the hero card

What One Extra Attack Die Is Worth

Each attack die is a skull half the time, and a monster blocks only on the black shield, one face in six. So an extra die adds up to half a Body Point of damage to every attack. The chart shows the average damage of one attack against an Orc (2 defend dice) and a Dread Warrior (4 defend dice).

Average Body Points Taken by One Attack

Every step up adds between a third and a half of a Body Point to each attack. That matters most against monsters with several Body Points, where the question isn't "will I hit?" but "how many attacks will this take?"

Chance to Kill Within Two Attacks

Read across a row and each step to the right is one extra die. Against a Dread Warrior, going from 3 to 4 dice raises the chance of finishing it in two attacks from 32.5% to 56.8%. Against an Orc the same die only lifts 93.8% to 97.8%. Demonform pays off against big monsters, not small ones. Monster numbers are the 1990 North American chart, which fan sources say the Avalon Hill game follows; check your monster cards.

What Ignoring Traps Is Worth

The core trap rules decide how much Demonform saves you:

Average Cost of Springing a Trap

A hidden trap is a tax on whoever walks in first. If the Warlock is in Demonform, it can go first into an unsearched corridor and save the party a search action, or cross a known trap without spending 2 squares to jump it. Read the card to see exactly how the pack words "ignore", for example whether a falling block still seals the square behind you.

The Warlock's Turn

flowchart TD A["Start of the Warlock's turn"] --> B{"Big monster in reach<br/>(several Body Points)?"} B -->|Yes| C["Demonform is worth the most here:<br/>the extra die cuts the fight short"] B -->|No| D{"Unsearched corridor or<br/>known trap in the way?"} D -->|Yes| E["Ignoring traps lets the Warlock<br/>lead without a search"] D -->|No| F["Save Demonform; fight or<br/>search as normal"]

Whether you can choose the moment depends on how Demonform works on the card. If you can, the chart above is the argument for saving it.

The Warlock in the Party

Try It at the Table

Where Next