Rules for hacking off tentacles

Lord Vangarel

First Post
Does anyone know of any rules for reflecting damage to body parts such as tentacles.

During a recent combat the players were fighting an Advanced Otyguh with quite long tentacles. Because of the situation the players naturally attacked the long tentacles first and after inflicting some damage wanted to know if bits of tentacle were flying everywhere. When I said no they asked why there was no cool visuals like in FotR where bits of tentacle went flying outside the Gates of Moria.

So if anyone knows any rules please help.
 

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If there is no special listing in the monster for severing pieces, then you can't sever tentacles any more than you can hack off an orc's arm.

There is the 'Damaging Specific Areas' variant on DMG 67 which you might want to look at.

J
 

If you think you really need this kind of rules, consider this (I think it is used for some monsters) :
Take half the creatures hitpoints, and divide it by the number of tentacles. The resulting number is the hitpoint per tentacle.
The other half remains for the rest of the body.

(Since it is some kind of "Sundering" - though more accurately disarming :) - , you could also use this combat option for it, making hacking tentacles a bit more dangerous if the fighters don`t have the feats - it is still more rewarding than just beating him to death...)

Mustrum Ridcully
 

Take half the creatures hitpoints, and divide it by the number of tentacles. The resulting number is the hitpoint per tentacle.

I'd agree with this, but you should also give the tentacles an AC boost due to their smaller size than the host creature and the fact that they'll be flailing around quickly. A flat -4 to hit (+4 to AC) should be fine to cover that.

To keep from the "chop the orc's arm off" argument, I'd say this is only appropriate when a creature with reach using natural weapons is attacking.

The next question is one of range. Consider the grey-tentacular-beast 10" away is beating the fighter with its 10" reach. The fighter has a normal (5" reach) weapon. Can he attack the tentacles without moving in on the creature.

The tentacles are only briefly flicking into his range as part of weaving and striking. Those are going to be tough targets. It's likely already only reaching to full extend when it sees a hole in his defense. If you want to let the fighter strike those tentacles at full extent I'd be tempted to say that it takes a Full Action. That matches the more patient "wait for it" need.

John
 


Greybar said:
To keep from the "chop the orc's arm off" argument, I'd say this is only appropriate when a creature with reach using natural weapons is attacking.

Now it's just "chop the ogre's arm off" (or giant's, or dragon's...)

This is the can of worms that the designers probably didn't want to open.

Greybar said:
The tentacles are only briefly flicking into his range as part of weaving and striking. Those are going to be tough targets. It's likely already only reaching to full extend when it sees a hole in his defense. If you want to let the fighter strike those tentacles at full extent I'd be tempted to say that it takes a Full Action. That matches the more patient "wait for it" need.

I'd call it a Ready action, which is the mechanic already in place for "wait for it". The fighter is only going to get a single attack either way, but with the Ready, it's obvious that if he doesn't get attacked, he won't get to strike.

J
 

ON page 122 of the MM there is some information on how to sever the heads off of a hydra.

I'd start with that.....

It's basically a called hit (See below) then once you hit you have to deal damage equal to the creatures total HP divided by the number of apendages say like 40/4 arms would = 10 hp required to sever the apendage.

Make sure that they understand that this is for tenticled and long/many necked beasts or soon your game will degenerate into a series of called hits.

I'd rule that the long flexable nature of their apendages and the lack of true bone makes this possible, however, humanoids and such other's with "normal bone stuctures" can't be called or severed without the appropriate type of magical enchantments and such.

Called hit on apendage....

I'd say the player would be -4 to hit for the called hit.

I might also limit them to one attack due to the concentration required regardless of how many attacks they are alowed in one round.

As for the AC of the apendage...I also might add subtract a bit from the "base AC" of the crature becasue the apendage might actually be at least three maybe four size catagories smaller than the host creature. I'd just use the modifiers in the PHB for size catagories. -1 for small, etc.
 

The scene I'm really thinking of is a creature is long tentacles attacking the characters with them which prevents the party directly atatcking its body with melee weapons (exactly like in the FotR, the Watcher in the Water IIRC).

It's such a cool visual that I would like to find a decent way of portraying it with the rules.
 

By Jove..he's got it !!!!

Hiya Lord V,

Oh the exsquisite joy of hacking and slashing, I just love it, I was never meant to play anything else but a "Fighter" type, I hate my puffy wizard, even if he is a half dragon...anyway onto the topic...I think captg1481 has got it right...this method would be acceptable to both the situation and the visual required, whilst not perverting the core DnD combat rules too much. Plus, it would only work with multi-headed or multi armed/tencacled creatures anyway, that were attacking with "Natural" Weapons only.

Just my 2 heypennys !!! now on the other hand a Half dragon fighter...Hmmmm....interesting....hehehehe !!! see ya thursday dude....ZAL>
 

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