Neutral Small Animal (mammal) (4-ft, 80-lbs)
FREQUENCY: Common
NO. APPEARING: 10-40
SURPRISE: 33%
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 1 + 1 (hp 6)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 18
MELEE: bite (1d4)
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: climbing
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
MORALE: +1%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: II (XP 20 + 2 per hp)
Baboons are basically herbivorous, group animals. The tribe will be led by 2-8 large males (+1 hit point damage on attacks). Half of the tribe will be young which will not attack. If the home territory of a tribe is invaded the baboons will attempt to drive the invaders off, but it is 90% likely that the tribe will flee if faced by determined resistance.
Neutral Large Animal (mammal) (9-ft, 2,000-lbs)
FREQUENCY: Uncommon
NO. APPEARING: 4-24
SURPRISE: 33%
ARMOR CLASS: 7 — Head AC 3
MOVE: 15"
HIT DICE: 5 (hp 23)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 15
MELEE: 2 hooves (1d8 each) or gore (3d6) and trample (1d4)
SPECIAL ATTACKS: charge, trample - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
MORALE: +20%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: V (XP 350 + 8 per hp)
These dangerous herd animals of tropical and subtropical plains will usually attack if approached too closely (6" or less). When attacking, the whole herd is likely to charge. A charging buffalo does 3-18 hit points of damage impacting and 1-4 points trampling. A charge must cover at least 40-ft. Some species of buffalo (50% chance) are non-aggressive and will flee if threatened.
Neutral Large Animal (mammal) (9-ft, 2,000-lbs)
FREQUENCY: Common
NO. APPEARING: 1-20
SURPRISE: 33%
ARMOR CLASS: 7
MOVE: 15"
HIT DICE: 4 (hp 18)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 15
MELEE: 2 hooves (1d6 each) or gore (3d4) and trample (1d4)
SPECIAL ATTACKS: charge, trample - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
MORALE: +15%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: III (XP 85 + 4 per hp)
The bull is a dangerous opponent, being aggressive and easily aroused to anger.
There is a 75% chance that if approached within 8" it will attack. A charging bull will do 3-12 points of damage upon impact with an additional 1-4 points of trampling damage. A charge must cover at least 30-ft.
Such animals as the wild ox and the aurochs fall under this general class.
When a herd is present there will be several bulls which will defend the rest.
Neutral Large Animal (mammal) (9-ft, 1,800-lbs)
FREQUENCY: Common
NO. APPEARING: 1-12
SURPRISE: 33%
ARMOR CLASS: 7
MOVE: 21"
HIT DICE: 3 (hp 14)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 16
MELEE: bite (1d4)
SPECIAL ATTACKS: spit - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal to Semi-
MORALE: +10%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III
Single humped camels (dromedaries) are found only in very warm desert areas. The double humped (bactrian) sort are able to abide cold and even non-desert regions.
All camels are able to go for up to two weeks without food or water.
They can carry loads up to 6,000 gold pieces weight, although this reduces their speed to 9"; if loaded between 4,000 and 5,000 gold pieces, their speed is 15" maximum. (The bactrian camel is 3" slower than the dromedary, so reduce its movement accordingly).
Camels can attack by biting (they can kick, but do not typically do so).
They tend to be nasty tempered and may spit at persons coming to ride or use them similarly—50% chance to do so, 25% chance of blinding for 1-3 melee rounds if they do spit.
Horses tend to dislike the odor of camels.
Neutral Large Animal (mammal) (6-ft, 1,200-lbs)
FREQUENCY: Common
NO. APPEARING: 20-200
SURPRISE: 33%
ARMOR CLASS: 7
MOVE: 15"
HIT DICE: 1-4 (3 HD, hp 14)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 16
MELEE: hoof (1d6)
SPECIAL ATTACKS: stampede - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
MORALE: +10%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III
Wild cattle roam many wilderness areas, and they are frequently encountered. They are likely to flee any threat, although the males of the herd are likely (75%) to attack if the intruders come upon the herd before it has a chance to run away (see BULL).
There is also a 25% chance that a herd of wild cattle will stampede directly at the party. If cattle stampede and there is no cover (rocks, trees, logs, a wall, etc.) then roll two 4-sided dice for each member of the party in the path of the stampede in order to find how many cattle trample each party member. Trampling causes 1-4 hit points of damage per creature trampling.
Neutral Large Animal (mammal) (9-ft, 1,800-lbs)
FREQUENCY: Common
NO. APPEARING: 1-20
SURPRISE: 33%
ARMOR CLASS: 6
MOVE: 12"
HIT DICE: 10 (hp 45)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 10
MELEE: 2 tusks (2d6 each) or trunk (2d6) and trample (2d6) or 2 tramples (2d6 each)
SPECIAL ATTACKS: multi-attack/5 - Hits As: +3
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
MORALE: *
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LEVEL: VII (XP 1,500 + 14 per hp)
Neutral Large Animal (mammal) (9-ft, 1,800-lbs)
FREQUENCY: Common
NO. APPEARING: 1-12
SURPRISE: 33%
ARMOR CLASS: 6
MOVE: 15"
HIT DICE: 11 (hp 50)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 10
MELEE: 2 tusks (2d8 each) or trunk (2d6) and trample (2d6) or 2 tramples (2d6 each)
SPECIAL ATTACKS: multi-attack/5 - Hits As: +4
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
MORALE: *
SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10
LEVEL: VII (XP 2,125 + 16 per hp)
The elephant is found only in warm climates. They attack by means of a stab with two tusks, a grab and squeeze with their trunk, and then two tramplings with their front feet. One opponent can be subject to no more than two of these attacks at the same time, but several opponents can be fought simultaneously - 6 or more man-sized opponents for example.
Ogre-sized opponents will not be affected by trunk attacks. Elephants are relatively intelligent, and will not trunk-attack creatures which will harm their trunk, i.e. spikey, hot, etc. They fear fire. An elephant can easily break open a great gate by pushing unless the gate is spiked to prevent this. They can be trained to carry equipment and/or men.
Elephant tusks have a value of 100 to 600 gold piece value each. Each gold piece of value equals one-quarter pound of weight.
If more than one-half the possible number is encountered, there will be young animals in the herd — from 1 to 4, 20% to 70% mature. If a single animal is encountered it will be a rogue bull, with no fewer than 6 hit points per die, and a very nasty and aggressive temper. Rogues will attack 90% of the time.
(See also the headings MAMMOTH and MASTODON for information on elephants.)
Neutral Small to Large Animal (mammal)
FREQUENCY: Common
NO. APPEARING: 20-200 or more
SURPRISE: 33%
ARMOR CLASS: 7 or 8
MOVE: 15" to 24"
HIT DICE: 1-5 (3 HD hp 14)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 16
MELEE: varies
SPECIAL ATTACKS: varies - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
MORALE: +10%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: Varies
Herd animals live in all climes—musk oxen and reindeer at the North Pole, giraffe and antelopes at the equator. The smallest will have but 1 hit die, the largest will have 5. Attacks are simply a matter of the animals' in question modes of defense (horns, butting, hooves, flight). Damage is a factor of defense (attack) mode and size/strength. As herd animals are not aggressive, they will stampede away from what they perceive to be the greatest threat to their safety. Humans or humanoids of about man-size or less, will be trampled to death if caught in the path of a stampede.