Difference between revisions of "Alpaca"

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[[File:Alpaca image.jpg|340px|left|Alpaca]]
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{{Bestiarychart
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| name = Alpaca
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| species = camelid
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| noapp = 4–10
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| behaviour = herd (loose)
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| range = [[Alpine (range)|alpine]]
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| size = 3 ft. at shoulder
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| weight = 180 lbs.
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| int = 1
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| AC = 7
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| HD = 1
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| AP = 5
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| stride = 10
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| THAC0 = 20
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| hpdie = d8
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| attack = '''1''': [[Hoof (attack)|hoof]]
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| dmg = hoof (1–4)
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| special = [[Calling|wark]]
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}}
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'''Alpacas''' are a domesticated relative of the guanaco and llama, known for their timid nature and strong herding instincts. Though not aggressive, they possess a few natural defenses. They can spit at perceived threats, though this is merely an unpleasant mixture of saliva and stomach acid with no real harm. If cornered, an alpaca may kick with its hoof, dealing 1-4 damage.
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[[File:Alpaca.jpg|left|350px|thumb]]
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__TOC__
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Their primary defense is a '''wark''' — a high-pitched shrieking whine that serves as an alarm for the herd. This cry has no effect on creatures with an intelligence greater than 3, but it can startle and deter less intelligent predators (such as a [[Dog Training (sage study)|trained dog]] or wild animal) for two full [[Combat Round|rounds]], providing the alpaca with an opportunity to flee.
  
{| class="wikitable" style="margin-right:20px;"
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Alpacas graze in loose groups during the day, typically spaced 3 to 10 hexes apart as they forage. At night, they cluster together for warmth. Indifferent herbivores, they are largely unbothered by distant movement, ignoring any approach beyond 60 [[Combat Hex|hexes]].
|-
 
| Species|| camelid
 
|-
 
| No. Appearing || 4-10
 
|-
 
| Behaviour || herd (loose)
 
|-
 
| Range || alpine
 
|-
 
| Size || 3 ft. at shoulder
 
|-
 
| Weight || 180 lbs.
 
|-
 
| Intelligence || 1
 
|-
 
| AC || 7
 
|-
 
| HD || 1
 
|-
 
| Act Pts || 5
 
|-
 
| THAC0 || 20
 
|-
 
| Hp/Die || d8
 
|-
 
| Attack Forms || hoof
 
|-
 
| Damage || 1-4
 
|-
 
| Special Attacks || wark
 
|}
 
  
Alpacas are a smaller version of the guanaco and llama. They are timid animals. They are able to spit at opponents — but as this is only saliva mixed with a little stomach acid, it is merely unpleasant. Apart from its hoof, which causes 1-4 damage, the alpaca can only protect itself with a [[wark]] — a high-pitched shrieking whine that will warn others in the herd. This wark will have no effect on creatures of greater than 3 [[intelligence]] — but it will put off a less intelligent creature (such as a [[Dog Training (sage study)|trained dog]] or other predator) for a full two [[Combat Round|rounds]]), enabling the alpaca to flee.
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Within this range, if approached slowly (at a rate of no more than 3 [[Action Points|AP]] per round) and without sudden noise, alpacas will remain calm until the intruder reaches a distance of 21-30 hexes. At this point, there is a 5 in 6 chance that the nearest alpaca will begin moving away at a steady pace of 2 hexes per round, typically heading for higher ground. Any alpaca within four hexes of the moving one will instinctively follow at the same pace.
  
== Behaviour ==
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If the approach continues cautiously, closing the gap by one hex at a time, the observer can move within 17 hexes of the herd. At this distance, the alpacas may have already reached rocky terrain, as they prefer to remain near elevated areas for safety. Once an intruder is within 16 hexes, a d8 is rolled. On a result of 1, an alpaca will emit a wark, triggering the entire herd to flee toward the nearest rocky outcrop. If no wark occurs, another roll is made at 15 hexes, and again at each step closer until the alpacas can be physically touched.
  
During the day, alpaca gather in loose groups, from 3 to 10 hexes apart as they crop for food. They will huddle for warmth at night. Alpaca are indifferent herbivores and will ignore any approach more than 60 [[Combat Hex|hexes]] away.
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If an alpaca is wounded, several in the herd will wark in response, prompting all nearby alpacas to break into a full run toward the nearest elevated refuge.
  
Nearer than that distance, so long as they are approached at a slow walk (no more than 3 [[Action%20Points|action points]] (AP) expended per round) and gently without noise, the alpaca will remain calm until approached to with 21-30 hexes. Closer than that, and there is 5 in 6 chance that the nearest alpaca will begin to move away at a rate of 2 hexes per round, typically towards any high ground. Any alpaca within four hexes of one that moves will follow at the same pace.
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Alpacas can be enticed with food. If offered sugar, tubers, vegetables, or fruit from a distance of 4 hexes, there is a 1 in 4 chance that a curious alpaca will cautiously approach and accept the offering without fear.
  
The alpacas can then be approached cumulatively one hex at a time, up to 17 hexes. By that time, the alpacas may or may not have reached rocky ground (they do not like to be far from it). Once within 16 hexes (whether or not the alpaca have moved up to this time), a d8 is rolled. On a 1, the alpaca will give a wark ... whereupon all the alpaca will break into a run for the nearest high rocks, jumping upwards to where they expect to find safety. If no wark occurs, another die is rolled when approached within 15 hexes and each hex nearer until the alpaca can actually be touched.
 
  
If an alpaca is wounded, several will give a wark and all will run.
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See [[Bestiary]]
  
If offered sugar, tubers, vegetables or fruit at a distance of 4 hexes, there is a 1 in 4 chance the alpaca will be curious and come forward and take it without fear.
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[[Category: Reviewed]]
<br>
 
<br>
 
See [[Bestiary|Bestiary]]
 
 
 
[[Category:Bestiary]]
 

Latest revision as of 18:22, 9 March 2025

Alpaca
Species camelid
No. Appearing 4–10
Behaviour herd (loose)
Range alpine
Size 3 ft. at shoulder
Weight 180 lbs.
Intelligence 1
Armour Class 7
Hit Dice 1
Action Points 5
Max. Stride 10
THAC0 20
Hp/Die d8
Attack Forms 1: hoof
Damage hoof (1–4)
Special Attacks wark

Alpacas are a domesticated relative of the guanaco and llama, known for their timid nature and strong herding instincts. Though not aggressive, they possess a few natural defenses. They can spit at perceived threats, though this is merely an unpleasant mixture of saliva and stomach acid with no real harm. If cornered, an alpaca may kick with its hoof, dealing 1-4 damage.

Alpaca.jpg

Their primary defense is a wark — a high-pitched shrieking whine that serves as an alarm for the herd. This cry has no effect on creatures with an intelligence greater than 3, but it can startle and deter less intelligent predators (such as a trained dog or wild animal) for two full rounds, providing the alpaca with an opportunity to flee.

Alpacas graze in loose groups during the day, typically spaced 3 to 10 hexes apart as they forage. At night, they cluster together for warmth. Indifferent herbivores, they are largely unbothered by distant movement, ignoring any approach beyond 60 hexes.

Within this range, if approached slowly (at a rate of no more than 3 AP per round) and without sudden noise, alpacas will remain calm until the intruder reaches a distance of 21-30 hexes. At this point, there is a 5 in 6 chance that the nearest alpaca will begin moving away at a steady pace of 2 hexes per round, typically heading for higher ground. Any alpaca within four hexes of the moving one will instinctively follow at the same pace.

If the approach continues cautiously, closing the gap by one hex at a time, the observer can move within 17 hexes of the herd. At this distance, the alpacas may have already reached rocky terrain, as they prefer to remain near elevated areas for safety. Once an intruder is within 16 hexes, a d8 is rolled. On a result of 1, an alpaca will emit a wark, triggering the entire herd to flee toward the nearest rocky outcrop. If no wark occurs, another roll is made at 15 hexes, and again at each step closer until the alpacas can be physically touched.

If an alpaca is wounded, several in the herd will wark in response, prompting all nearby alpacas to break into a full run toward the nearest elevated refuge.

Alpacas can be enticed with food. If offered sugar, tubers, vegetables, or fruit from a distance of 4 hexes, there is a 1 in 4 chance that a curious alpaca will cautiously approach and accept the offering without fear.


See Bestiary