Animal Tactics
The AD&D game includes statistics
for many mundane animals; lions, elephants, bears, etc. While
many of these animals have special attack routines, most are assumed
to wade into combat with claws and teeth bared, fighting a straight-forward
battle to the death. This is far from realistic and denies the
beasts their best tactics. This article presents some of the
tactical options of the mundane animals.
Before going into details, three general
features of real-world animals must be discussed:
Strength
Not only are many real-world animals
larger than humans, but most are stronger, pound per pound, than
humans. For a number of biological reasons, humans possess juvenile
muscle characteristics, even in adulthood; animals do not. Thus,
a lion weighing around twice a man's weight is roughly 10 times
as strong. In terms of what they can carry, some animals are
stronger than ogres, and even some giants.
Senses
While the sharpness of senses varies
among species, most animals have one or more senses that far surpass
that of man. Sight is not always their main source of information.
For many predators and prey, the sense of smell is supreme; deer
and canines have a sense of smell so defined as to be unimaginable
to humans. The sense of smell is so acute that from a scent trail,
an animal can determine what type of animal left the trail, the
animal's sex and size, and how long ago it passed by. The hearing
of many animals, including canines, extends into ranges far greater
than human's. Human vision is actually good when compared to
animals, but some creatures surpass us even here, as well. Eagles
and other birds of prey have very keen sight, while cats are famous
for their night vision. Mammals often have two or more superior
senses; combined with their instincts, these animals receive a
great deal of information from their surroundings every second.
Because of these senses, it is recommended
that the surprise rules be adjusted. Wild animals should be surprised
less often than humans and their kin. Characters should be penalized
-2 in their chance to surprise prey when such an animal possesses
superior senses; this penalty is cumulative, so that a creature
with three keen senses would force a -6 penalty. The special
surprise bonuses of the Underdark races should not
apply against animals, since the latter rely on more than sight
for informational gathering.
Critical Hits
This is similar to the "called
shot" from the Complete Fighters Handbook,
which allows a strike against a specific body part. However,
this is an instinctual attack for animals. A critical hit for
animals is any successful attack that occurs on an attack roll
that is four or more higher than needed to hit, or a natural 19-20
in any case. Critical hits have specific functions per animal,
as noted in the tactics section.
Note: with the introduction of
critical hits in Player's Option: Combat & Tactics, it is
suggested to use the new rules for determining whether criticals
occur or not. In other words, a critical hit occurs when the
roll is five or higher than necessary to hit, and the roll was
an 18 or higher. As for the specific effect of the critical hit,
it is suggested to use those presented in this article instead
of the more generic criticals listed in C&T.
Tactics
These nine tactical maneuvers are
used only by animals with certain innate weaponry. As usual,
the DM should determine if a particular animal can use a special
attack as circumstances dictate.
Biting Bonus
Many animals have a claw/claw/bite
attack routine. Roll the claw attacks first. If both are successful,
the bite attack gains a +2 bonus to hit. In real-world situations,
the claw attacks serve as a secure grip for the killing bite.
Bite & Retreat
Two very different animals use this
tactic; poisonous snakes and sabre-toothed tigers. Even the giant
versions of the poisonous snakes are too small to swallow human-sized
targets whole, so there is no reason to fight to the death. A
poisonous snake's usual tactic is to deliver one bite, then retreat
to a dark hole or brush, where they wait to see if the venom is
effective. Even if the venom were successful, thrashing about
in death throes could harm the snake, so better to wait some distance
away.
Sabre-toothed tigers probably ignored
small, fast prey, concentrating on large, slow-moving animals.
These cats did not jump on their prey and maul them to death.
Instead, each used their swordlike fangs to inflict a pair of
deep wounds in an area unreachable to the prey, like the rump.
The cat then moved away and waited for the wounded animal to
bleed to death. For game purposes, assume a critical hit inflicts
an attack too deep to heal on its own; the wound the bleeds for
1d6 hp damage every round until bound or magically healed.
Charge
Several large animals are capable
of charging and ramming their opponents, as noted in their description.
This is devastating against humans, but is rarely treated as
more than a range of attack. On a successful charge attack, the
victim should be thrown 1d6+4 feet, requiring a saving throw vs
paralyzation to avoid be stunned for 1d3 rounds. Some animals
are capable of tossing an opponent off of the charge (see Tossing,
below), but this occurs only on a critical hit.
Note: In some cases, the S&P
Overrun and Knockdown rules are an appropriate substitute for
the above charging rules.
Drowning
This is a tactic used by crocodiles.
These reptiles seize prey from ambush, attempting to get a firm
hold with their jaws. On a critical hit, the crocodile's jaws
are firmly clamped on the victim. The croc then drags the victim
underwater. Once there, the victim lasts only a few rounds before
drowning (see the PHB, p122; the character is assumed to be exerting
himself). Others may attempt to pull the victim free, but this
requires at least 10 points of Str for each Hit Die of the croc.
If the croc feels the victim is in danger of being pulled away,
it shakes the victim vigorously, requiring each puller to make
a Dex check or lose grip; the shaking inflicts double bite damage
that round. If the victim is successfully pulled for two consecutive
rounds, the croc gives up and releases its prey.
Note: this is a rather harsh critical
- if the victim is by himself, he is pretty much assured of being
drowned. I would definitely suggest allowing a method for a solitary
victim to escape; the croc might let go after suffering a certain
amount of damage, if the victim makes a Bend Bars/Lift Gates check,
etc. Specifics are left to the DM.
Leaping/Dropping
Many predators attack their prey from
ambush, closing the distance by dropping on their prey from above
or leaping. What the rules ignore is the effect of impact from
a heavy animal on an upright human frame. If the animal hits
with both claws or makes a critical hit, the victim is knocked
prone and must save vs paralyzation or be stunned for 1d3 rounds.
Note: this is another case where
the new S&P rules of Overruns and Knockdowns might be more
appropriate.
Snatch & Run
This tactic is used by fast, stout
predators. It can be used only on small and light prey (including
smallish gnomes and halflings). The maximum prey weight is 25
pounds per Hit Die of the predator. This attack is done on the
run, slowing briefly to make the attack. The animal continues
to run after the attack, successful or not. A critical hit (the
animal can only use its bite attack) means the animal has gotten
a solid hold on its prey and inflicts automatic bite damage every
round as the predator runs off with the victim in its mouth.
Strangling
Many predatory animals do not kill
by mauling their victims to death. Instead, they instinctively
try to get a choke hold on the victim's neck, shutting down their
air, blood, and nerve pathways. In game terms, a critical hit
on a bite attack means the animal has gotten a choke hold on the
victim's neck, inflicting automatic maximum bite damage per round.
This tactic cannot be used against characters with full helms,
plate mail, plate armor, or similar protections, as the neck is
too well defended.
Tossing
Large animals with horns often have
a charge attack. Some of these animals are capable of tossing
their victims into the air. If the animal makes a critical hit
on the charge, don't use the earlier Charging rules. Instead,
the victim is thrown 1d6+4 feet into the air and must make a save
vs paralyzation (at -2) or be stunned for 1d4+1 rounds.
Note: once again, keep in mind
the Overrun and Knockdown rules as presented in S&P. In some
cases, it might be preferable to use these new rules instead.
Trampling
Many creatures are capable of trampling
humans, as noted in their descriptions. While this is a damaging
attack, it is also a potentially immobilizing one, due to the
blows to the kidneys and the lungs. In game terms, there is a
2% chance per Hit Die of the animal that the victim is stunned
for 1d3 rounds with each successful trample attack.
Note: The Overrun rules from S&P
apply here.
Animal Listings
The following is a list of what animals
are capable of which special attacks:
Biting Bonus
- bears (all)
- great cats (all)
- hawks (all)
- owls (all)
- apes (gorillas)
Bite & Retreat
- sabre-toothed tigers
- snakes (all poisonous)
- centipedes (all)
- spiders (all)
Charge
- herd animals (all horned)
- dinosaurs (all horned)
- pleistocene animals (wooly rhino,
titanothere)
- bulls
- giant goats
- Irish deer
- rhinoceroses
Drowning
Leaping/Dropping
- great cats (all)
- dinosaurs (deinonychus)
- dogs (all)
- hyenas (all)
- wolves (all)
Snatch & Run
- dogs (all)
- hyenas (all)
- wolves (all)
Strangling
- bears (all)
- great cats (all but smilodon)
- dogs (all)
- hyenas (all)
- wolves (all)
Tossing
- herd animals (buffalo, cattle)
- dinosaurs (all horned)
- bulls
- rhinoceroses
Tramping
- herd animals (all)
- dinosaurs (all of size L or larger)
- elephants (all)
- horses (all)
- pleistocene animals (baluchitherium,
titanothere)
- stags (all)
- bulls
- giant goats
- hippopotami
- Irish deer
- giant rams
- rhinoceroses (all)
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