Difference between revisions of "Alpaca"
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See [[Bestiary]] | See [[Bestiary]] | ||
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Latest revision as of 18:22, 9 March 2025
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.
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