Showing posts with label animals. Show all posts
Showing posts with label animals. Show all posts

Saturday, 6 August 2011

[Dog Variant] The Basilisk Hound

In the Tafilalt desert, where basilisks are common, the local tribesmen breed a dog known as the sijil masabaq, or 'eyeless dog'. It is usually known to outsiders as the Basilisk Hound, because its special use is the hunting of those beasts.

Despite their original name, Basilisk Hounds do have vestigial eyes, but are entirely blind. This is thanks to a deliberate process of selective breeding that has continued for centuries, and the reason for it is obvious - it allows the dogs to resist the main threat of the basilisk: its ability to petrify those who meet its gaze.

Basilisk Hounds are rangy and tough, but they are hounds, not fighting dogs. Their task in the hunt is to distract and harass the prey, drawing its attention (and its gaze) away from the human hunters, who can then approach and attack from the rear with long spears. The hounds have an excellent sense of smell and hearing which guide them in the chase; but this does not entirely compensate for their blindness, so they typically do not approach within striking distance. Instead they circle, dart, bark and snap out of arm's reach. (They suffer a -2 penalty to their attack rolls.)

Basilisk Hounds are not usually sold, but are sometimes given by tribesmen to outsiders as gifts, or traded for opium, which they prize.

Basilisk Hound

Armour Class: 6
Hit Dice: 1+1
Move: 180' (60')
Attacks: 1 bite
Damage: 1d6
No. App: Never appear in the wild
Save As: F2
Morale: 8
Treasure Type: U
Intelligence: 2
Alignment: Neutral
XP: 15

Friday, 5 August 2011

[Dog Variants] The Orc Mastiff

The Orc Mastiff is a large, powerful type of fighting dog specially bred for hunting and killing orcs. They are large and muscular, often weighing over 200 lbs, and are covered with thick, coarse black hair.

These dogs are prized for their ability to both detect and fight orcs. They have an excellent sense of smell and are usually raised from puppyhood to recognise the scent of orcs and distinguish it from other humanoid beings. This allows them to detect orcs at a range of 120', and also means that they can track the creatures if their trail is less than a week old (70% chance if the trail is a day old or less, 60% for two days or less, and so on.) Their thick black fur insulates their body heat against infravision during the night or when they are underground; all infravision is ineffective against them, allowing them to operate in near-invisibility when in an orcish lair. Finally, they are highly intelligent and assertive, and can be trained to fight against armoured humanoid opponents; a favourite tactic is to grab an ankle and pull an enemy to the ground before attacking it at the neck.

Naturally, Orc Mastiffs are extremely expensive. A single one will cost 75 gold pieces or more, so that a pack of a dozen or so of these dogs may cost 1,000 gold pieces; and typically they will also be given special padded armour by their owners, which costs a considerable additional sum (25 gold pieces per dog). But noblemen in remote and uncivilised areas which orcs frequent will often have ancestral packs, bred by their families down the generations. These packs are rarely used in open battle but instead as guards or terror weapons for rooting out and killing orc females and children, or hunting and slaying males routed in a fight.

Orc Mastiff

Armour Class: 6 (4 with padded armour)
Hit Dice: 3+3*
Move: 180' (60')
Attacks: 1 bite
Damage: 2d4
No. App: Never appear in the wild
Save As: F3
Morale: 12
Treasure Type: U
Intelligence: 4
Alignment: Neutral
XP: 75

Thursday, 4 August 2011

But the Dogs, Well They're Only Dogs


Having just read this piece, in which a modern-day war-dog (a Belgian Malinois) plays a starring role, I got to thinking about dogs in RPGs. As any old schooler knows, dogs are indispensable to an adventurer - especially to magic-users. They give muscle, an extra set of eyes, an extra nose, and, if push comes to shove, meat. Forget hirelings. No 1st level character should ever leave home without a dog or three.

They're also historically accurate. Real-world D and D parties - for instance, bandeirantes and conquistadors - were constantly surrounded by dogs and pigs wherever they went. Dogs were used for hunting and fighting (the conquistadors used armoured mastiffs specially trained to disembowel their semi-naked native American adversaries), and pigs were slaughtered for food (it is believed that escapee pigs were one of the major disease spreaders in native populaces). It would be extremely unusual for a group of roguish adventurers in a fantasy world to venture out into the wilds without a pack of hounds.

I've always been fond of the AD&D 2nd Edition DMG's 'Horse Personality' table, which allowed you to randomly determine a set of traits for any given horse (from being a good jumper to being a notorious biter). So without further ado, here's the equivalent for a conquistador's best friend:

Dog Personality Table

A dog will have d2 traits, randomly determined from the following table (roll 1d12); if the dog is expensive (+10% cost), add +1 to the roll, and if it is particularly expensive (+25% cost), add +2 to the roll; corresponding negative penalties should be applied to the roll for cheap and particularly cheap dogs respectively.

-2: The dog is extremely bad tempered. It will attack anybody except for the owner who approaches within 5 feet.
-1: The dog has only three legs. It moves at half rate.
0: The dog is very bad tempered. There is a 25% chance it will attack anybody except for the owner who approaches within 5 feet.
1: The dog is a coward. Before a fight it has to check morale (10) or it will cower behind its owner.
2: The dog is stupid. It cannot be trained to do anything, though it will attack enemies of its owner and is generally docile otherwise.
3: The dog has an unfortunate body odour that doesn't seem to go away. The stench can be detected within 15 yards.
4: The dog is easily distracted. It will try to chase anything fast-moving that it sees.
5: The dog is a nipper. Anybody except the owner who tries to touch it will be bitten (roll for attack as normal; damage is 1 hp).
6: The dog has a strange taste for a certain type of food (player's choice). It will try, remorselessly, to eat this food if it ever comes across it.
7: The dog is greedy. It will eat uncontrollably at any chance it gets, and if it kills an opponent will stop to feed rather than continue the fight.
8: The dog is very intelligent. It can pick up new tricks very easily (+3 bonus to Animal Training proficiency checks).
9: The dog is very tough (maximum hit points).
10: The dog is very fast (+2 to initiative rolls).
11: The dog seems to be a very good judge of character (will growl at any evil human it comes across).
12: The dog is extremely brave and loyal (always passes morale checks).
13: The dog has animal perception (can see invisible things on a 25% chance).
14: The dog is immensely powerful (+4 damage)

Monday, 12 July 2010

Something tells me it's all happening at the zoo


There are some animals which really hog the fantasy-monster-beast limelight. Wolves (werewolves, wolfweres, dire wolves), bears (werebears, cave bears, owl bears), snakes (yuan-ti, medusae), lions (lamia, manticores), eagles (rocs, griffins). Enough with these trite creatures of cliche! Instead, what about:

  • Seagulls. Herring gulls and black-backed gulls are mean, noisy, vicious and cocky. They swagger about picking fights and causing trouble. Humans don't scare them - as you'll know if you've ever had one stare you down as you walk past with your shopping in a busy city street. They have sharp, strong beaks and powerful wings. Imagine one eight foot tall and the damage it could do to you. Now imagine a dozen of them.


  • Chameleons. Colour-changing lizards with spooky independently moving eyes, eerily smooth movement, and hyper-fast extendable tongues which can grab prey at a distance. Endless patience in ambush. They swallow you alive and let their digestive juices do the rest.


  • Walrus. A walrus is big, heavy, fat, and can scare off a polar bear with its turks. A giant walrus would be able to crush you like a flea, and unknowingly capsize a ship in its wake - then gobble up the survivors, floating helpless in the sea, as if they were plankton.


I also think there is mileage in dugongs, beetles, turkeys and ostriches.