Special Attacks (DMG)

Some NPCs (and even PCs) have abilities that can come into play during combat, but which don't fall into any of the standard combat rules sections. These special combat situations are dealt with below.
==Attacking with Charmed Creatures==
There may be times when charmed creatures, perhaps even party members, will be compelled to fight their companions. When this happens, remember that the creature, NPC, or player character no longer has control over his decisions.
If a charmed player character is compelled to attack his friends, he must do so in an effective manner. Grappling or punching is not acceptable if the character possesses a better method. At the same time, the charmed character need use only those abilities that are obvious to his new (and, one hopes, temporary) master.
Thus, if a charmed fighter with a sword at his side is carrying a javelin of lightning, he fights with his sword unless specifically commanded to do otherwise. The master in this case could not command him to use the javelin of lightning unless he had some way of knowing the fighter carried one.
Similarly, a wizard's master must know which spells his charmed spellcaster possesses, and which he has memorized. This is most commonly learned simply by asking. However, due to the charmed fellow's befuddled state, there is a 25 percent chance that he will unwittingly cast a spell harmful to himself and his master. Relying on charmed spellcasters can be a very risky business.
===Limits on Charmed Creatures===
A charmed creature has two critical limitations on its actions. First, it cannot carry out commands requiring individual initiative. The master cannot say, "Fight with your most powerful magical item!" since this requires judgment on the part of the charmed character. Second, the charmed creature won't obey any command that would obviously lead to self-destruction. Since combat is composed of many different variables, fighting in itself is not clearly self-destructive, even against hopeless-seeming odds.
===Degrees of Charm===
There are two degrees of charm power in the AD&D game, that of monsters and that of characters.
The charm power of monsters, such as vampires, makes verbal communication unnecessary. The charmed creature understands the monster's desires through mental command. A character charmed by this power obeys the commands of his master totally, at least within the limits of his ability and the guidelines above.
The charm power of characters is more limited. The master must have some method of making himself understood to the charmed creature, preferably by speaking the same language. Otherwise, charmed creatures can attempt to follow their master's hand gestures. This can be a useful and entertaining spur to role-playing.
==Gaze Attacks==
Monsters with a gaze attack, such as the basilisk, have the power to affect an opponent simply by making eye contact. This makes these creatures incredibly dangerous, for the slightest glance can cause great harm.
Characters who look directly at such creatures to attack them, or those who are surprised by the creature, automatically meet the creature's gaze. These unfortunate characters must make the appropriate saving throw or suffer the effects of the creature's attack. Such attackers undergo the gaze attack each round they attack. In large groups, only the front rank can meet the gaze, a fate that can be avoided if the attacker approaches from the rear, where the creature cannot see.
Characters can also attempt to avoid the gaze by looking in the general direction of the creature without actually looking into its eyes. This enables characters to see the target well enough to fight normally without falling victim to its power. However, there is a 20% chance each round that an attacker trying this trick will accidentally meet the gaze of the creature.
Finally, a character can completely avert his gaze or close his eyes when attacking the creature, preventing any chance of meeting the creature's gaze. This is like fighting in the dark, and the character suffers all the normal penalties for fighting while blinded.
Safer than all of these methods is to use some type of reflective surface—a mirror or highly polished shield is very handy. The powers of gaze attacks are not effective in reflections, so it is safe to observe a basilisk or medusa in a mirror.
For this trick to be effective, there must be some source of light available, since nothing can be reflected in darkness. Also, characters should be reminded that using a mirror can be disorienting. The character must back toward his target, holding the mirror in his shield arm. He suffers a -2 penalty to his chance to hit and does not gain the benefits of his shield or his Armor Class bonus for Dexterity when the creature attacks him.
Creatures with gaze attacks can choose not to use their power. In this case, it is the creature that avoids looking at the characters. Not meeting their gaze, it can't affect them. Creatures intelligent enough to parley may do this on occasion.
==Innate Abilities==
Especially powerful creatures possess innate abilities, magical powers they can use at will. The majority of these function like spells. Thus, a brownie who is able to cause confusion has the same effect as a character who casts the confusion spell. Creatures able to become invisible at will usually use all the normal rules for the invisibility spell.
Innate abilities are different from spells in one major way, however. Unlike spells, innate abilities are natural powers and do not require casting times or any components (although there is an initiative modifier), including gestures or words—unless these things are used for dramatic effect. (The monster casually points to the place where his spell will occur and then looks at the party with a wicked smile.) Innate abilities are activated by the merest mental command of the creature.
In all other respects, innate abilities function like spells. They have the same range, area of effect, and duration limitations of the spell of the same name. When the spell in question varies in power according to the level of the caster, the creature is assumed to have a level equal to its Hit Dice. If this means the creature is of insufficient level to cast the spell, it uses the spell at the minimum level needed to cast it.
Innate abilities generally can be used just once a round. Further, a creature cannot use an innate ability and make an attack in the same round.
==Breath Weapons==
Various creatures in the AD&D game possess breath weapons, the most memorable being the roaring gout of flame spewed out by a red dragon. These weapons normally affect a cone-shaped area. One point is the dragon's mouth, and the breath widens as it extends outward. No attack roll is required for a breath weapon. All characters and creatures within the area of effect must make the appropriate saving throw and suffer the consequences of a successful breath attack.