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Super-Persistent Predator

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"While I think [the Thanator] was a neat looking creature, it exhibits 'Hollywood super-predator syndrome', and acts like an unstoppable, drug-fuelled, psychotic whirlwind, smashing through vegetation, tearing tree roots up, and altogether doing everything possible in order to kill and eat the object of its attention. It's not even deterred by a barrage of automatic gunfire, and almost pursues Jake right off the end of a cliff (he jumps off to land in the waterfall splash-pool below)."

Our intrepid young adventurers are exploring their new unknown land for whatever reason it may be: money, pursuit of knowledge, or simply by accident (a quest for survival). In any case, they are unaccustomed to the land, but aren't exactly smart about being careful. Namely, they run into some monstrous beast that wants only one thing from them: lunch. After a dangerous escape (someone will probably be killed), the explorers dust themselves off, maybe laugh nervously, and try to get as far away from that thing as possible. No harm done, time to focus on getting to the shelter or something, right?

But wait, what's that sound? Is it following them? Through rivers and mountains and who knows what else?

You bet. Seems like this thing just won't give up until it has another taste of human. No matter how long it goes without a meal. Because Predators Are Mean, even if they are Xenophobic Herbivores.


Basically, this predator will hunt the protagonists far beyond the call of common sense or even instinct, be it through fierce jungles, caves, canyons, or whatever else the protagonists have to go through. Once the climax comes by, the beast will most likely be right there, ready for one Final Battle. If the heroes manage to find shelter, the predator(s) will go through an extreme amount of effort to break windows, unlock doors, or learn to bypass complicated security measures and then bash through a wall anyway to get to its prey. A situation like this might have you thinking that it'd be more productive to just find something else to eat. Sometimes it's explained away by stating that they've got human intelligence, but that just raises further questions about why an intelligent predator would expend so much effort to eat something that keeps eluding them. You might find an ethologist tearfully screaming that nobody, animal or human, would be this vindictively persistent just for one difficult meal.


But there's a reason this trope can work so very well. Note the word human intelligence. "Persistence hunting" isn't only a scarily good hunting strategy, provided the predator has enough stamina to keep chasing until the prey doesn't have the strength to keep running, it's also our strategy, both in hunting and escaping (waiting for the predator to give up), thanks to our genes being arranged to favor stamina over speed. The use of this trope instantly makes the 'dumb animal' a credible threat and Worthy Opponent, since we don't have the option of outfoxing it until it gives up and goes away. No, this is something smart enough to see through our stratagems, that won't fall prey to Attention Deficit... Ooh, Shiny! and stop chasing us, and will continue the hunt even as we tire. It's clearly going to come down to a climactic battle of man vs. nature. Exciting, no?

Amusingly, this is one handwave that often wouldn't have been necessary — it's a well-known fact among biologists that intelligent predators can and will hunt for fun, even if they aren't hungry. For example, dolphins will torture and kill smaller breeds of dolphins as well as band together to gang rape younger dolphins. Orcas have been known to throw live seals around for hours on end, occasionally releasing them once they're done. Oh, and let's not forget about a few humans' habits. Of course, even in those cases, the predator isn't going to put itself through undue hardship and travel vast distances unless the reward is good enough. In particular, avoiding injury from prey is a prime motivation for most all solitary predators (social ones can potentially rely on other members of the group to provide food while they heal), as any inhibiting injury can spell starvation and most won't target something that is notably dangerous (or even pretends to be dangerous, hence why threat displays are so widespread in nature) to dispatch unless they are starving or inexperienced at hunting (and in either case, they won't pose as much of a threat due to poor physical condition or poor decision-making, respectively). "Winning" against prey that manages to break a bone or inflict a wound that gets infected is often a Pyrrhic Victory for the predator and typically avoided for animals that want to have any meals in the future. Animals may hunt for fun but they certainly don't hunt for glory or bragging rights.

In practice, this is the animal version of the Implacable Man. The latter trope also applies if this isn't a regular animal but a robot looking like one sent by a villain, an animal bewitched and sent by a villain, or otherwise someone specifically tasked with chasing the particular victim(s). The inversion is Animal Nemesis (especially in a Moby Schtick setting). Compare Attack! Attack! Attack!, when the animal fights irrationally. Usually happens in places with Everything Trying to Kill You. Biological equivalent of the Spiteful A.I. The entire universe can be like this to The Chew Toy or Butt-Monkey, and more often than not will be to someone unfortunate enough to be Supernaturally Delicious and Nutritious. If this beast appears at the end to chase the villain away, it's Exit, Pursued by a Bear. This trope has nothing to do with Predator, although that one is super persistent, albeit for different reasons.


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    Anime & Manga 
  • Attack on Titan: No one is quite sure why the Titans prey on humans. It's been shown that they don't even need to eat humans to survive. The most basic definition of an Aberrant Titan seems to be one whose persistence is predicated on some factor other than "closest humans nearby". It's eventually revealed that titans are former humans that are subconsciously drawn to eat other humans in the hopes that one of them will be a titan shifter, which will grant them titan shifting powers that will finally allow them to return to human form.
  • Claymore: Justified with the Abyss Eaters, as they are conditioned to crave the flesh of one particular target. Said target is much, much stronger than them, but their persistence wears him down until he dies a Death of a Thousand Cuts after months in a constant state of battle.
  • One of the explicitly stated differences between regular animals and monsters in Delicious in Dungeon is that monsters' urge to kill always overpowers normal self-preservation instincts. Monsters will never stop attacking until they're killed, will attack even if clearly outnumbered and outgunned by their target(s), and unlike regular animals, don't retreat if injured by their quarry or their initial attack fails.
  • Dragon Ball Z: Young Gohan was sent on survival training with little more than a sword. Eventually, he gets the hang of it. And apparently gets chased by a predator dinosaur every morning. Not only does the dinosaur never get Gohan, every morning he knocks him out and he slices off part of his tail and eats it. And yet, despite his prey eating HIM every morning, the gigantic critter continues to hunt Gohan. (In the beginning, anyway. Eventually, it starts running away from him.)
  • Enchanted Journey: The fox pursues Glikko and Nono for the entire final leg of the titular journey, completely disregarding any obstacles or dangers, and even refusing to eat the dead hawk, because he wants them.
  • Gyo features numerous dangerous aquatic creatures trying to prey on the human populace, but one of the most notable and driven examples is the land-mobile great white shark which attacks the protagonists, which goes to quite extraordinary lengths in its attempt to devour the heroes. Though the circumstances aren't entirely clear, this example may be justified, as the fish in question have been cybernetically (and, it is strongly implied, supernaturally) augmented for the specific purpose of killing and inflicting terror on humans; many are already dead or dying and seem more driven on by the machines attached to them rather than any natural urge to feed.
  • JoJo's Bizarre Adventure has a couple of these:
    • Pet Shop, a hawk with ice powers from Stardust Crusaders. If you enter the grounds of Big Bad DIO's mansion, Pet Shop will not stop chasing you until it has removed you as a threat. His ultimate opponent ends up being another animal, who has internal monologue about this behavior being frightening and unusual.
    • In JoJolion, there's a Stand called Blue Hawaii. It infects the victim with a mindless, relentless pursuit of the intended target upon contact with a part of the User, ignoring their own safety to a horrifying degree. What makes this power terrifying is that it ironically still works well with groups, despite the fact it can only work on one person at a time.
  • Revolutionary Girl Utena featured a herd of super-persistent elephants. Where they're chasing Nanami's raft across the ocean on surfboards.
  • In So I'm a Spider, So What? the Anogratch are known as the "Revenge Monkeys" because if you kill even one member of their troops, its thousands of kin will not stop until they have killed you. As Kumoko found, they will literally fight until every last member of the troop has been killed.
  • Smirre in the anime series of The Wonderful Adventures of Nils. While he only attacks the flock a few times in the book, he becomes a recurring antagonist in the anime, who follows the geese all the way from Scania to Lapland.

    Comic Books 
  • Repeatedly used for T. rexes in 2000 AD: despite the fact that they would logically find humans to be pretty poor mealsnote , they are shown willing to go after humans despite tremendous obstacles and repeated violent repulsion; no matter how much they get shot out, whether they lose eyes or limbs, they will not stop coming until dead. In Helltrekkers, a Judge Dredd storyline, it's given the vague Hand Wave that Rexes get literally addicted to the taste of human flesh.
  • In Pocket God, a shark with a laser beam on its back is a regular adversary for the pygmies. Its persistence is lampshaded in one issue.
  • In one issue of Xenozoic Tales, Jack has been stranded in the wilderness without weapons and has the misfortune to attract the attention of a cutter (Allosaurus) that keeps coming after him, over and over again. Justified in this case because the cutter has an injured jaw and isn't capable of hunting its normal prey. Jack is the first animal it has encountered in some time that combines being slow enough to hunt while being small enough to not be able to significantly fight back. Just his luck!

    Films — Animated 
  • Cinderella II: Dreams Come True: The castle cat Pom Pom pursues Jaq the mouse every day, even when Jaq turns into a human. A brief glimpse of its thoughts reveals its reasoning: Jaq as a human is ten times bigger than a mouse, and therefore worth hunting for more food. It's a good thing it didn't start applying this line of logic for all humans.
  • Through most of The Croods, the titular family are stalked by a massive sabertooth tiger with the colors of a blue and gold macaw, dubbed "Chunky the Death Cat" by Gran. He stays on their trail through two jungles, a convoluted cave system, a field of jagged rocks, a series of tar pits and a large body of water before getting trapped in a cave with Grug. With the world around them falling apart and only an improvised torch for light, he winds up pulling a Heel–Face Turn and huddling close to Grug for comfort. All in all, it's justified because he's fleeing from the same cataclysm that the protagonists are so it makes sense that he's headed in the same direction as them and they would keep running into him as a result.
  • Averted in Dinosaur: The Velociraptors hunting Aladar give up the chase when he reaches the herd, and are happy enough to feed on carrion from poor dinos who starve to death. The Carnotaur too knows when to fold them; it leaves the protagonists after they kill its partner, and when confronted with an angry herd opts to go for the lone guy all by himself instead.
  • Briefly in Finding Dory: the three heroes are pursued by a giant squid, eventually managing to trick it into getting stuck in a huge shipping container. Rather than make any attempt to escape from its predicament, the squid continues to focus its energy on trying to eat Nemo.
  • Hercules: The Hydra was particularly persistent on Hercules, even though there Philoctetes and a crowd of people. Though it could be because the monster enjoyed the flavour of its muscular morsel, hence why after more heads grew after its initial decapitation, the three-headed monster chases him down around the canyon.
  • Not exactly a predator, but Scrat, the prehistoric squirrel in the Ice Age series is pretty persistent about getting That One Nut; his attempts, and subsequent failures, to eat it is a Running Gag. And in the third film, we have Rudy (though his case may be justified, seeing as he's out for vengeance against a rival among the protagonists as well as just a meal).
  • The Jungle Book (1967): Most of the animals that Mowgli encounters, specifically Kaa and Shere Khan. Kaa tries to get Mowgli to look at his hypnotic eyes every chance he could get, from slithering around the man-cub to using his tail to grab the boy's hand and foot to prevent him leaving. Despite having Baloo holding on to his tail, Shere Khan chases Mowgli around the clearing.
  • Sharptooth (Tyrannosaur) from the first The Land Before Time hunted the dinosaur heroes through mountains and a desert. Land Before Time 5: The Mysterious Island shows that Sharpteeth are intelligent enough to talk (It's in a language the herbivores can't understand. Chomper is bilingual.), so it could have been a particularly cruel and sadistic Sharptooth. Possibly justified in that the environment is dying and prey is extremely scarce, along with baby dinosaurs being easy prey compared to adults. The novelization expands on this, implying that Sharptooth was cruel and sadistic, while also mentioning he wanted revenge on Littlefoot and company for blinding him in one eye.
  • Madagascar: Escape 2 Africa: The shark which manages to flop very fast across an unclear distance of land and right into a volcano in pursuit of the very small lemur Mort.
  • The Albertosaurus from the docu-movie March of the Dinosaurs. It pursues the small Scar and his sick companion even after having caught on fire, being washed away by a flood of mud, and getting knocked out, and continues to grasp its victim with its jaws while the rest of him is hanging down from a cliff! And to think it just could have gone back to its pack who had tons of fresh meat at the ready.
  • The leopard seal from Don Bluth's The Pebble and the Penguin.
  • The crocodile from Peter Pan. Justified with the bit of backstory that the croc had eaten Captain Hook's amputated hand and liked the taste so much that he wanted the rest of the dish.
    Captain Hook: "That cursed beast liked the taste of me so well, he's followed me ever since, licking his chops for the rest of me."
  • The titular pigeon from Pigeon Impossible as shown here — allowing a nuclear missile to blow up another country, all for just a bagel.
  • The wolf from The Rugrats Movie stalks the babies and Angelica through most of the movie.
  • The wolves in Storks want to kidnap the baby brought by Tulip and Junior when those two are in the forests. After the wolves fail at their first attempt at kidnapping the baby, they still manage to reach the harbor, and attempt to kidnap the baby and eat Tulip and Junior.
  • Maximus the Horse from Tangled goes to incredible lengths to chase Flynn Rider, even getting into a swordfight with him. Justified in that he isn't looking for a meal, but a criminal at large, being essentially a police horse.

    Films — Live-Action 
  • The xenomorphs of Alien will hunt down and kill (or capture for impregnation) anything and everything near them. One theory raised by those making the movie was that the aliens were created as weapons of war, so that would also make their Kill 'Em All actions plausible. The prequel Prometheus justifies the xenomorphs' persistence with The Reveal that they are merely a by-product of the Engineers' bio-weapon. Like everything else spawned from the black goo, the xenomorphs' only purpose is to wipe out all life. Alien: Covenant further establishes that modern-form xenomorphs are specifically a result of David's experiments mixing this chemical with the embryo of a parasitic wasp-like lifeform native to the Engineers' home planet.
  • The aliens in Alien Abduction (2014) seem to be pretty insistent on getting all of the Morris family, though it isn't clear where it's the same group of aliens chasing them the entire time, or if they keep encountering different groups that are all hunting on Brown Mountain that night.
  • Anaconda combines this with Artistic License – Biology, stating that the anaconda is some kind of Blood Knight that enjoys killing so much that it will regurgitate its latest meal just so it can hunt and kill again. Needless to say, no real reptile would waste energy like that. Anacondas and other giant snakes were once thought to do that, but it turns out they only regurgitate their food if they're overly threatened while lethargic (btw, the snake in the movie should find a safe place and go into a self-induced coma after eating just one guy, nevermind a whole boat), or because they're, y'know, getting sick off it. Strangely, the movie also at least partially justifies this trope due to the fact that the protagonists in question spend pretty much their entire time in the anaconda's territory hunting it, so its actions could come off as self-defense, aforementioned Blood Knight tendencies aside, as well as the fact there's more than one giant anaconda.
  • Anacondas: The Hunt for the Blood Orchid: Played with. The jungle expert notes that there's no way a single anaconda, even a giant one, is going to pursue the others after already eating one of them. However, the film justifies the trope by explicitly featuring a large group of hungry snakes who are all in the same area because of a mating season and the humans simply cannot avoid running into them. The travelling male snakes are hyper-aggressive for the same reason.
  • The Syfy Channel Original Movie, Attack of the Sabretooth, gives an unusual justification for why the titular beasts keep hunting people even after they'd realistically be full. They're bulimic and keep regurgitating everything they eat so they're always hungry. How and why a bunch of prehistoric big cats all have psychological eating disorders is a whole other can of worms, however.
  • In the shark horror film Bait 3D, the sharks persistently hunt the surviving humans. It becomes more believable at the end when it's revealed that the sharks were actually trapped in the convenience store along with the people and couldn't just swim away.
  • The paperboy in Better Off Dead, who pursues Lane on his bicycle throughout the whole movie to get the two dollars he owes him. Highlights include apparently multiplying in one chase until there's half a dozen identical paperboys chasing him, chasing him in the middle of the climactic ski race between Lane and Roy Stalin (still on his bicycle while wearing skis,) and even rushing him and Monique in the last few seconds of the final Flyaway Shot of the movie.
  • Blood Surf: The crocodile pursues the main characters all the way through a jungle just for a chance to eat them.
  • The Tiger in Burning Bright. Justified in that the Tiger was starved for nearly a week, and there was no other food supply.
  • The cannibals of The Colony (2013) never stop, despite the fact that chasing the protagonists is killing them off quickly. Perhaps justifiable since they really have no other source of food.
  • An inversion in Cool Hand Luke: when Luke escapes prison, he runs so persistently that the bloodhound trailing him runs itself to death.
  • In Crawl, real alligators would generally try to find somewhere sheltered to hunker down during a hurricane, not go hunting. However, the gators are shown to have built a nest in the basement, so not only are they hungry, they also have eggs to defend.
  • Justified in Crocodile (but not so much the Sci-Fi Original sequels third and onward), featuring a crocodile (giant, naturally) pursuing a group of half-dressed teenagers. One of them had one of her eggs in his backpack, fueling her maternal rage. The survivors are allowed to leave when they return it. However, while real life crocodiles actually do have fairly strong protective instincts, they wouldn't chase after someone, and if a nest robber got away from it, it's not going to bother to chase it down.
  • The sharks in Deep Blue Sea. Tom Jane even points out that sharks don't particularly like the taste of people. Justified because eating the people isn't the goal; getting them to open doors and flood the facility is. Although wiping them out is a beneficial bonus since no one else would know about the super intelligent sharks...
  • The sea worms in Deep Rising, who continue to relentlessly pursue the heroes despite suffering extreme gunfire trauma from doing so every time. Although the fact the opening of the movie shows an underwater graveyard littered with ships and whale skeletons implies the creature isn't indiscriminate on what it eats and has made a habit of snacking on human ships for quick meals. Since the "worms" are really the tentacles of a scarily intelligent octopoid, it's possible the creature correctly sees the gun-toting humans as a threat to be eliminated more than a meal.
  • This trope is the premise of The Ghost and the Darkness. This is also a true story; the lions are stuffed and on display in the natural science museum in Chicago. Later studies have suggested that between the two lions, they only ate some 40 people; still a lot, but not the 140 originally claimed.
  • Played for Laughs in The Gods Must Be Crazy II, in which the predator is the small honey badger and the prey is a guy (and later, his boot).
  • The baby Zillas in Godzilla (1998). As newly hatched animals, not only should their first priority be to feed themselves, which is easy given the abundance of available fish, but they should be starving and exhausted from the effort of hatching. Worse, they all start competing over an incredibly small number of people to eat (even at some points seeming to start fighting among themselves over who gets to eat the people). Actually justified, as all fish is gone by the time they start chasing humans (who smell like fish).
  • In Godzilla (2014), Godzilla tracks the MUTOs from one side of the Pacific to the other. Justified considering Godzilla considers the entire Earth its territory and the MUTOs are an active threat to the biosphere, as well as the fact they're explicitly parasitoids which utilize his species as a host, so he has a personal reason to prevent them from breeding (outside of fighting each other just being what kaiju do naturally).
  • The Grey features a pack of Savage Wolves as a central plot point. Justified, because the humans were unknowingly moving deeper into the wolves' territory. The last guy finds himself in their den.
  • It from It Follows, the closest definition of the trope that you can get. Once it targets you, it never gives up. It will always hunt you and will always find you. It cannot be killed or trapped. The only way to stave it off, is to have sex with someone else, but when It targets and kills them, it comes right back after you... That said, it's definitely a supernatural monster so it's justified.
  • While the shark in Jaws is not much of an example, as it behaved much like an actual predator, the sequels play this very straight. Taken to ludicrous extremes in Jaws: The Revenge, apparently tracking down people over hundreds of miles (while our protagonists are in an airplane) in order to kill them in revenge for their father having killed a couple of other sharks a decade earlier. The novelization claimed this was due to an unexplained Voodoo curse, thus naming the Voodoo Shark trope.
  • The Jurassic Park franchise plays around with this trope, particularly with Tyrannosaurus rex and Velociraptor:
    • Jurassic Park:
      • The T. rex only seems to play it straight when she's chasing the jeep at a suicidal speed for her species, but it's quickly subverted when the jeep accelerates beyond 30 MPH and she soon gives up the chase. Given that she only kills one human and spends most of her time hunting other dinosaurs, it is possible that she's not really hunting humans for food as much as she's establishing new territory for herself and chasing away potential rivals.
      • The Velociraptors, on the other hand, are portrayed as vicious killers that need to be locked away in a cage. They always try to break out of their enclosures, and specifically targets humans as their preferred choice of prey. It's also implied that, due to their intelligent brains, they hunt for sport, explaining why they still pursue the surviving humans even after killing enough prey to feed them for the day.
      • Unusually, the original film shows both the T. rex and the raptors losing all interest in humans when the chance to attack a rival predator, i.e. each other, comes along. As both had recently eaten, territoriality trumped hunger.
    • The Lost World: Jurassic Park:
      • Justified with the Tyrannosaurus couple as they are chasing the humans because they had kidnapped their baby, and one of them is still walking around in clothing smeared with their infant's blood.
      • A flock of Compsognathus is willing to attack a full-grown man and chase him to the point of exhaustion until he's too weak to fend them off when they tear him to shreds, but they only do this when he's separated from the rest of the group, unarmed, and injured from a fall. The group's paleontologist actually lampshades the little dinosaur's aggressive nature, stating that with no human contact for years, the compys have no reason to fear humans.
      • The Velociraptors are again vicious brutes determined to hunt every human in their vicinity though this time there is a legitimate reason for it. In order to get off the island, the protagonists need to get to an abandoned facility in the island interior and radio for rescue. The problem is that the facility area is also raptor territory and humans are easy prey for them, especially when disorganized.
    • Jurassic Park III:
      • The Spinosaurus chases the protagonists about a mile farther than reason would allow. According to the filmmakers it was on a Roaring Rampage of Revenge after they clipped it with their plane while trying to escape from it.
      • They also stumble upon a Tyrannosaurus eating a dead dino with plenty of meat left, but when it sees the humans, it naturally starts pursuing them instead. Which incidentally leads it to the Spinosaurus, whom it engages and is killed by. It might have perceived them as a threat to its meal and is chasing them off ... in which case it ought to have stopped chasing them as soon as they were out of sight and gone back to its food.
      • The Velociraptors of this film, however, chase the heroes because one of them secretly steals their eggs. When the eggs are returned safely, they leave without attacking.
    • Jurassic World:
      • The film justifies the Indominus rex's persistence by establishing that she's a hyper-aggressive super-predator that is killing for sport rather than for food. However, in one scene, the I. rex gives up on chasing a pair of human children because they jumped over a waterfall and swimming is seemingly the one thing she is unable to do.
      • An overly eager Pteranodon tries to fish out Zara from the lagoon with the intent of eating her despite the fact that she, as a full-grown woman, is too heavy to be lifted with its beak. The constant splashing eventually attracts a Mosasaurus who proceeds to eat both Zara and the Pteranodon in one swift bite.
      • The Velociraptors here have been tamed into a manageable squad by Owen Grady, but are still dangerous and will attack any stranger or human they simply don't like. But they're not single-mindedly focused on hunting down all humans until the Indominus rex usurps Owen's authority and commands them to kill their human allies. From that point, the raptors begin pursuing every human they can find, including a fast-moving jeep heading all the way down to Main Street.
    • In Jurassic World: Fallen Kingdom, the predators in Isla Nublar seem to place their hunger above their basic survival instincts:
      • Even as Mount Sibo showers the island with flaming rocks, a Carnotaurus takes its sweet time hunting a Sinoceratops and Owen instead of joining the stampede.
      • Rexy herself ignores the volcanic eruption at first to attack the abelisaurid, thus keeping up the trend of her being an Accidental Hero and providing the movie's Signature Scene.
      • The Baryonyx chases Claire and Franklin into a shelter that is being filled up with lava, not giving up on its prey even after being burned in the face. This is specially jarring when the official website mentions the Baryonyx as a species is only mildly aggressive and used to be part of an attraction where visitors would go kayaking at its territory.
      • The only justified example is the Indoraptor, which is a successor to the I. rex from the previous movie and is just as ruthless and sadistic as she was.
      • The film later zigzags the trope when the carnivores and herbivores completely ignore each other upon being released into the garage of Lockwood's estate, as one would expect from a group of animals that are more concerned with avoiding being poisoned by a damaged ventilation system.
  • While all of the predators of Skull Island in King Kong (2005) seemed to want to try out the new taste sensation of white people more than the next one, none were worse than the V. Rex who actually runs after Ann Darrow with the corpse of a current kill in his mouth. Some of the V. Rexes on the island actually sacrifice themselves in their attempts to kill her. And when given the chance to bite Kong versus swallowing Ann, they always went for Ann. The Venatosaurus raptor-pack comes a close second, trying to chomp humans in the middle of a Brontosaurus stampede, then persisting in chasing down hapless cameramen, rather than gorging on several thousand tons of fresh bronto meat that was lying there waiting for them.
  • Justified in Komodo. The komodos relentlessly pursue the protagonists, but there are several of them and they are stated to be starving. The behavior may also have been inspired by the outdated belief that real komodo dragons do this, namely bite large prey and then follow it relentlessly until it keels over from infection and venom. This has since been indicated to not be the dragon's actual hunting strategy. Normally if a animal escapes a komodo dragon then it's a failed hunt for that dragon. Another komodo may take advantage of the injured animal later, but the original isn't going to bother tracking an escaped animal very far. Typically komodos kill their prey relatively quickly via massive blood loss and perhaps help from the venom. Even the infection strategy may be more coincidence than intention (injured water buffaloes retreat to dirty water that causes their wounds to become infected, but the infection is not intentional on the part of the dragon).
  • Justified in Lockjaw: Rise of the Kulev Serpent. Lockjaw is a giant snake with the head of an alligator. As a magical spirit of vengeance, it will not stop once it has been summoned until it has killed those it was summoned to punish.
  • Played with in the 2009 Land of the Lost movie. The resident T. rex, Grumpy, actually is all set to give up on chasing Marshall, Will, and Holly after they prove to be more trouble than they're worth. That's until Dr. Marshall insults the T. rex's intelligence, causing it to hold a grudge against him for the rest of the film. Marshall keeps insulting it several more times, just as it seems the T. rex is ready to give up, fueling the creature's rage.
  • TV B-Movie The Last Dinosaur has the titular titan, a T. rex with Implacable Man tendencies, treat a group of explorers like this ... at first. Then we see it kill and eat everything unlucky enough to cross its path. Implicitly, it's eaten most every other animal in the Lost World.
  • In The Meg, the second Megalodon pursues the protagonists' motorized dinghy for over ten miles before a couple of attack helicopters finally drive it off.
  • In the A24 horror film The Monster (2016), the titular beast kills just about everything it comes across, even when it has no realistic reason for doing so. It starts the movie by snacking on a wolf and proceeds to kill and eat a grown man before setting its sights on the mother and daughter protagonists. It then kills two paramedics and continues chasing the protagonists when they try to drive away from it. After a while, it seems like everything it does may simply be For the Evulz.
  • The killer whale in Orca: The Killer Whale. Justified in that it was out for revenge, something dolphins regularly do in Real Life, though in the film it was portrayed as a male avenging his mate and child (making it more like an aquatic Death Wish than a Jaws imitator) when in reality it would be a whole pod avenging one of their friends.
  • Onibaba in Pacific Rim was very determined to kill a young Mako. It's implied, though, that being a memory, this scene wasn't meant to be a literal retelling of events but rather the skewed representation of a scared little girl in the middle of a Kaiju attack. Though it would be justified, since the kaiju are not natural predators, but bioweapons created solely to wipe out humanity. That means every single human, even a little girl, has to die.
  • The last stretch of Prophecy has the main cast dealing with a literal (mutated) Mama Bear that wants to get them no matter what.
  • A Quiet Place: "If they hear you, they hunt you". Often these hidden creatures, who are blind (and apparently don't have a sufficient sense of smell) but hunt by sound and are very fast and near indestructible, home in and strike very quickly if you make a noise — but if you evade them, they'll still prowl around, listening very closely for further sound or movement, and not go away....
  • R.O.T.O.R. revolves around the titular police Killer Robot accidentally activating and going on a rampage by following its primary program to be a Judge, Jury, and Executioner. The full extent of said rampage is the implacable chase of a poor woman who was a passenger to his first kill (a Jerkass who was speeding) on the apparent charge of being an accomplice and resisting arrest, which covers several hundred miles of Texas backroads and takes at least one whole day.
  • In The Shallows, the shark repeatedly attacks Nancy and kills several other humans who get into the water even though there is a whale carcass nearby. It is implied due to the scars on its face and the spear stuck in its side that it has had a bad history with humans and attacks them out of anger.
  • Shark Attack: The sharks are intentionally (and as the hero — who's a marine biologist — notes, rather uncharacteristically) going after humans. This is initially thought to be because overfishing is driving them to look for prey at the shorelines, but it's later revealed to be because a guy with a Morally Ambiguous Doctorate was spiking them with hormones.
  • Used as padding in Star Trek (2009). Kirk is being chased by some shambling furry thing. Then a giant red ant bursts out of the ice, bites the furry thing, tosses it aside... and starts chasing Kirk. Even though the shambling furry thing was bigger (but still bite-sized to it) and it had already attacked it. Makes significantly more sense if you interpret the red creature as being territorial as opposed to hungry. It frequently stops to roar at Kirk, something a hunting animal is unlikely to do but an animal trying to intimidate a supposed threat might, and Spock Prime is able to run it off with a mere signal flare once it enters his territory, the cave.
  • J. J. Abrams is very fond of including these in his Sci-Fi movies. Like in the previous example, he invented Rathtars for The Force Awakens, which are giant red tentacled blobs covered in yellow eyes with gaping maws full of teeth. They attack anything they can get their tentacles on with blinding speed. The general rule of an Abrams Sci-Fi movie is that he won't even look for an excuse to include a big red monster with tentacles and pincers and far too many teeth with a desire to rapidly chase the main character(s) just for kicks.
  • Oh boy, pick a Syfy "Original Movie". To name a few of the more unintentionally hilarious examples:
    • In Kaw, Creepy Crows get infected with Mad Cow (?!) disease after eating clearly diseased rotting cow flesh. As soon as they go crazy, they decide to exclusively go for the human protagonists (not even any other areas, just those few people). This includes waiting on a bus while the humans cry and then throwing rocks at the bus in a desperate attempt to get inside. Later, they slam themselves against a diner in order to get in and eat the people inside, before they inexplicably die. You'd think there weren't any animals in the forest. Subverted in that the super persistent predators starve to death, just as they would in real life.
    • Shockingly averted in the (surprisingly good) reimagining of The Land That Time Forgot (which starred and was directed by C. Thomas Howell) in which the Rex only chases the humans when they enter its territory to steal food, and all it does is just try to run them off.
    • Used as a plot point in Sharktopus — one character wonders why the eponymous creature is going out of its way (such as attacking boats and going over land) to attack humans rather than just hunt aquatic creatures, and it turned out there had been secret changes to its genome to make it a better killer.
  • The Graboids in Tremors. Earl compares their patience to that of Job. They track prey endlessly, and if the prey is somewhere they can't reach, they wait it out for days if need be. The only time they'll leave is when the prey dies of dehydration/starvation or if they're distracted by a sufficiently loud noise/vibration nearby that screams "easier meal" for them.
  • Ultraman Saga: Early in the film, there's a Gubila which relentlessly pursues Taiga and a little boy he befriended throughout the deserted city, from the streets to above a bridge, for maybe three minutes without stopping, even destroying said bridge just to catch two tiny humans.

  • Animorphs: In one of the Megamorphs books (a special event book in which all six characters narrate), they are transported back in time and find themselves battling a Tyrannosaurus Rex. While fleeing, they morph to escape, and Marco morphs into an osprey, his standard bird choice, that has both the ability to fly and should logically be too small to keep the predator's attention. However, instead of giving up once the already-small meal becomes an even smaller meal, as Marco logically expects it to do, the dinosaur keeps chasing him, and actually begin to tear apart trees that are standing in the way. Marco ultimately realizes that food has stopped being the point of the chase, and that the Rex is chasing him out of pure blood-lust and rage.
  • Artemis Fowl: Justified with Trolls. To them, humans are by far the most delicious things ever; after trying one, a troll will do anything to eat more. Also, as subterranean predators, they have extremely finely-tuned senses, so that exposure to the surface tends to cause them sensory overload which causes severe brain damage, usually removing most of their survival instinct.
  • Dinoverse: The enormous Tyrannosaurus rex Moriarty stalks the four teenagers-in-dinosaur-bodies for hundreds of miles after meeting them on a beach. Getting pulled into the ocean by an Elasmosaurus, having rocks flung into its face after an earthquake, and a flash flood do not deter him. Bertram gives a weak explanation by saying that since this group of animals would never normally travel together, they might signal disease. Certainly they're big enough to make a good meal, but this is a lot of effort, especially considering how easy it is to forage for food on the seashore. Mike, who's in the body of a T. rex himself, thinks that It's Personal.
  • Evolution: A Troodon relentlessly pursues Purga, the protagonist of the first chapter, not because she's hungry, but because she snapped when she found Purga eating her eggs.
  • Shannara:
    • The Heritage of Shannara: The Wisteron in The Elf Queen of Shannara, which pursues Wren and the other Elves any time they so much as put a toe outside of Arborlon, and flatly refuses to stay down. Justified, as like the other Shadowen on the island, it hates the Elves for creating it in the first place.
    • The Voyage of the Jerle Shannara: The Graak and the caulls also behave this way. It's justified in the case of the caulls, which are magically-altered mutant wolves designed to track their victims relentlessly. The Graak, a massive, bloody-minded dinosaur, doesn't have any justification for its behaviour, but is such a Primal Fear that it doesn't really need one.
  • The Hunger Games:
    • The Tracker Jacker wasps. Their name is pretty self-explanatory, as they were bred to A) track down their prey and B) (hi)jack their victim's nervous system with their Grade A hallucinogenic venom. They home in on the first person they see and don't stop until said person is stung.
    • In Mockingjay, there were the lizard-mutts, which were engineered to hunt and kill Katniss specifically, but will viciously munch on anything or anyone in their way.
  • Gone to absolutely ridiculous and eventually cinematic extremes in David Fletcher's Hunted: A True Story of Survival, in which a literal Mama Bear goes after the writer for killing her cub and it only ends when the writer manages to crush the bear under tons of ice. The kicker? It's supposed to be based on a "true story".
  • While they are humanoid, the trolls in R.A. Salvatore's Streams of Silver act like predators (they are trying to kill and eat the heroes, after all), and they are extremely persistent. It helps that they're classic D&D trolls whose rapid regeneration can only be stopped by fire or acid and the protagonists have no magic to readily provide either with them.
  • The novelization of Jaws: The Revenge has a shark that somehow understands the concept of revenge, and as such, keeps coming back. And how does a shark come to understand revenge? Well, there's a reason this book named the Voodoo Shark.
  • In Michael Crichton's Jurassic Park, Muldoon commented that the raptors were cruelly intelligent and liked to hunt for sport as much as for food. It was actually justified because (as Malcolm realises) the raptors discovered that humans are an easy meal and become a favoured prey, as with some modern man-eaters. This is contrasted with the wild raptors that appear near the end of the book, that all but ignore Grant when he infiltrates their nest. In the second book it was explained that because raptors were so intelligent, being born and raised without actual raptor "parents" to raise them properly turned them into violent and chaotic creatures. Meanwhile, the Tyrannosaur seemed to be stalking Dr. Grant and the kids in particular, even leaving behind a Hadrosaur kill to pursue them down a river. It starts to become pretty obvious Rule of Scary when at one point it's waiting at the bottom of a waterfall with its jaws open, hoping they'll fall inside.
  • There is a short story by Dino Buzzati called The K where the titular Threatening Shark pursues the narrator all around the world, for all of his life, so fixated it is on devouring him (though obviously, at least it can only chase him while he's at sea). As it turns out, the K is not out to eat the protagonist but to give him a magical pearl on behalf of the King of the Seas. But when he finally decides to face the creature, he is already too old to make use of it, having wasted both his own life and the shark's.
  • Averted in The Kaiju Preservation Society. While the animals on Kaiju Earth are all dangerous, they won't pursue prey if it's too much trouble or if an easier target presents itself (hence the "eat me" canisters as a defense—something not moving that smells like food is way more enticing than something brandishing a big electric stick and then running away).
  • In Piers Anthony's Orn, one of the characters has a prolonged battle with a Tyrannosaurus, in the sense that they play an extended game of cat and mouse. The attempted justification for this is that the dinosaur has evolved the tactic of pursuing its meals relentlessly, thus ensuring that, eventually, it will eat. Which still doesn't make sense, as eventually it risks burning more calories trying to catch the prey than it'd get from eating it.
  • In the Past Doctor Adventures novel Last Man Running, the Doctor and Leela finds themselves on a planet apparently full of such predators. Both are quick to notice that this is not a normal behaviour for an animal, which is their first clue that they all have been genetically engineered.
  • Peter Pan: The crocodile, after eating Hook's hand, liked the taste so much that it has constantly pursued Hook through land and sea ever since, hoping to eat the rest of him. And it would have gotten him too had it not swallowed a clock that constantly ticks within its stomach, giving an ample warning for Hook. At the climax of the story, the clock finally runs down and the crocodile is able to get its meal.
  • In The Outcasts, the giant eagles mercilessly kill all of the livestock in Col's village without eating them, and a convocation of eagles pursues them and harries them mercilessly, systematically destroying their supplies. It's because they're being directed by Arin.
  • In Robert E. Howard's "Red Nails" Conan the Barbarian knows that the dragon having treed them will wait forever if needed.
  • "The Ruum" by Arthur Porges is all about this trope. The Ruum is a virtually unstoppable alien bio-mech creature which pursues the protagonist, Jim Irwin, until it finally catches him, only eventually releasing him due to him not falling within its strictly limited capture standards. A full story summary is available on The Other Wiki.
  • The Shade in Shadow of the Conqueror are so murderous as to be willing to sacrifice even their own lives if it means being able to kill even a single non-corrupted person.
  • The Stormlight Archive:
    • The Way of Kings: Discussed when a chasmfiend gets loose to attack the king's party during a hunting trip. Dalinar points out that they could retreat and allow the monster to feed on the party's animals, but the king wants a glorious battle. Once it has taken enough damage, it goes into a blood rage, and Dalinar notes now that it would chase them for miles if they tried to retreat.
    • Words of Radiance: The chasmfiend Shallan and Kaladin encounter while trapped in the chasms spends an awful lot of time chasing them. They are able to distract it for a few hours by leading it to a pile of corpses, but later it finds them again. It's noted several times that it is acting with disturbing intelligence and malevolence for an animal, hinting that there's something more to it. Considering that humans have been spending the last six years systematically slaughtering chasmfiends while they are in their vulnerable pupating stage, it's not impossible that it's out for revenge.
  • World War Z has this as a trait for zombies, which consider humans as prey. Zombies will chase humans for as long as it takes to catch them. A zombie will chase a human into the sea, over a cliff, into a raging inferno, it doesn't matter. A zombie will go after any living prey that it can find, and eat it to death. Justified, in that a zombie literally has no sense of self-preservation, just a ravenous hunger for flesh.
    • In the chapter where the astronaut from the International Space Station is interviewed, he mentions one zombie that chased after a small animal in the desert. When the animal burrowed under the sand, the zombie started digging for it, even as sand continued to pour back into the hole, filling it just as fast as it was dug. The zombie was digging nonstop for five straight days before it apparently lost the animal's scent and gave up.
  • Happens in an utterly over-the-top way in Wraith Squadron, with an insect that supposedly follows mammalian prey it encounters ... well, as far as it has to. (Even managing to sneak onto the heroes' spaceship.) The Storini Crystal Deceiver is said to paralyze its prey and eat them alive; victims can be saved if they are found before too much biomass has been devoured. The victim hears the creature in the walls, and ends up coating the entire room in plastic sealant to keep it out ... only to hear it afterwards in the room. Subverted hilariously: the entire creature and the auditory hoax to go with it was made up as part of a practical joke, as the logical extreme of an Escalating War with a covert practical joker. And it's then mixed with a healthy dose of Fridge Terror, when Face and Phanan explain to the prankster that this was their LOWEST setting of payback.

    Live-Action TV 
  • Babylon 5:
    • Badly done in the episode "Grey 17 Is Missing" with a craptastic alien "predator" called a Zarg straight out of MST3K. It wasn't stealthy, it wasn't intimidating, it wasn't even particularly original, and producer Straczynski has been known to say he wants to apologize to fans in person for it.
    • Played scarily straight with the Shadow Battlecrabs. Once they lock on to a target, they will never cease pursuit until it is destroyed. Seeing how they can easily overtake almost any other spaceship in the galaxy, they rarely have to resort to this.
    • Another scary one is the Na'ka'leen Feeder, who, unless you provide him food, will chase you everywhere to eat your memories. The Centauri quarantined its resource-rich after some of these beasts wiped out an entire colony, and news of one of those things having been shipped on the station had Londo barricade inside his quarters in terror until he was told it had been found and killed.
  • The "dogs" (quadripedal robots) in the Black Mirror episode "Metalhead" will relentlessly chase you over miles of difficult terrain for as long as it takes, once you've gotten their attention. And if you do manage to "kill" one of these, its last act will be to launch a grenade full of fragmented "trackers" that will embed in your flesh so that other "dogs" will hunt you. Given the complete lack of animals or other humans that we see, it's implied the robots have become the “apex predator” of the entire ecosystem and wiped out all life.
  • On Doctor Who, the Drashigs from "Carnival of Monsters" pursue prey from their own swampland habitat to the Miniscope's interior circuitry, the interior of the Earth habitat's ship, and all the way out of the Miniscope's compression field.
  • Several of the cryptids featured in Lost Tapes play to this trope.
  • Primeval:
    • The Smilodon (very much at odds with what we know of the real animal, which had relatively short legs and heavy muscle attachment sites, indicating that it was a wrestler, not a distance runner or even a sprinter. No way it can outrun anyone.)
    • And true to their classic reputation, the raptors, who will follow you up elevators (they could at least be outmanoeuvred, however). And then there's that anomaly-jumping raptor from 3.10.
    • Justified with the Spinosaurus from episode 4.1, which pursues Connor and Abby for territorial reasons rather than to eat them.
  • Lampshaded and subverted in the Star Trek: The Next Generation episode "Genesis". When Picard and Data find themselves cornered in the sickbay, with a de-evolved Worf pounding away at the non-functioning door holding him back, Picard wonders aloud if Worf sees them as prey. Data points out that there are other de-evolved crew members to eat that aren't behind thick metal doors that would be much easier to get to, so something else must be driving De-evolved!Worf on. Turns out, he's being driven by a mating instinct for a de-evolved Troi.
  • Terra Nova plays with this. In one sequence, a pair of Carnotaurus chase two jeeps up to the gates of the titular settlement, but when TN's defensive sonic weapons start firing, the dinosaurs decide to look for something easier to kill. The trope is later played straight with the fictional Slashers, which are really, really determined to get at the stranded kids in the broken down jeep, never mind those pesky assault rifles the kids have.

  • In Rob Cantor's "Shia LaBeouf", Shia LaBeouf goes after you despite you evidently giving him more trouble than any of his other victims. In the extended version, his persistence leads to his death at your hands.

  • In Greek Mythology, Laelaps is a hunting dog which never failed to catch what she was hunting. When Cephalus decided to use her to hunt the Teumessian Fox, which could never be caught, the chase went on until Zeus decided to turn both to stone and put them to the sky as constellations Canis Major and Canis Minor.

    Newspaper Comics 
  • In one Garfield strip, a dog chases Garfield up a tree. Garfield wonders how long the dog will wait for him to come down before giving up and going home. When he looks down he sees that the dog has made itself comfortable with a recliner and a glass of lemonade.

  • In the Doctor Who radio serial "The Paradise of Death", the Gargan is a predator that ignores you unless you enter its territory (which it thoughtfully marks with rocks). If you do pass the rocks, it pursues you until it has eaten you.

    Tabletop Games 
  • Arduin: The Compleat Arduin Book 2: Resources:
    • The Quarl is a feline as large as a tiger, with incredibly keen senses of smell and hearing. It is vicious, cunning and totally without fear, and is known for stalking its prey for days.
    • The Silver Slyth monster can track any creature by scent even if the trail is up to ten days old. Once it starts tracking its prey, it will not stop until it catches it or the trail becomes more than ten days old. They feel no pain and never tire so they usually catch the target.
  • Dungeons & Dragons:
    • A will-'o-wisp feeds on fear and can go invisible, so its typical behavior is to attack a party, disappear if it takes too much damage, stalk the party, and then attack again when it's least expected.
    • Dark Sun: The supplement Monstrous Compendium Appendix II: Terrors Beyond Tyr describes cilops, fifteen-foot-long Creepy Centipedes that don't require any sleep and will track their prey (using both their sense of smell and psionics) for weeks without stopping.
    • The Draconomicon, a third edition supplement, describes how an angered mountain landwyrm doesn't rest until its foes have been destroyed, and will pursue fleeing targets for days.
    • Once a jabberwock has chosen a target, it pursues them until either one of them dies, or the target escapes via teleportation magic.
  • Exalted:
    • Raksha, souleating Lovecraftian fae, find human dreams and emotions especially tasty. Likewise, there's Zsofika the Kite Flute, a Second Circle Demon known for choosing one target and chasing it every chance she gets until it's dead. It doesn't matter if you banish her or dispatch her back to Malfeas via copious stabbings — unless you find some way to permanently kill her, as long as she's in Creation and she's not bound to a task, she will be coming after you.
    • Starting from 2nd Edition, the Lunar Exalted can learn a duo of Charms that can potentially turn them into this. They can render escape pointless by perfectly matching the opponent's running speed in mid-flight, no matter what magic or obstacles are in their way.
  • Paranoia: A doberbot's combat programming works this way. "Attack someone until he dies. Attack someone else until he dies. Attack someone else until he dies..."
  • Rolemaster: One of the supplements has rules for a thing called the "Black Reaper". Next to the description is also a short story featuring this monster: A demonic warrior clad in black armor and wielding a huge axe is disturbed when an adventurer decides to take a certain item from a treasure hoard. The thief and his companions manage to flee back to their boat and sail across the ocean for days, when suddenly the Black Reaper climbs up the anchor chain and finally kills him with his axe, taking the stolen item, ignoring everyone else, and begins to move back to its lair. The rules state that it can create passages through all but the hardest magical surfaces with the axe and its creation requires an unholy ritual involving both a fallen half-god and a lesser demon.
  • Traveller: In the Double Adventure "The Chamax Plague/Horde", the Chamax are incredibly determined to kill and eat. They have the ability to sense life at a distance and will travel great distances to obtain it. They can also sense radio broadcasts, which allows them to triangulate their victims' location at even longer distances.

    Video Games 
  • Certain players in most multiplayer PvP games are like this, especially when time-to-kill is low. Get their attention and they will chase you constantly until you are within range and try to kill you. They'll even prioritize this over any game objective.
  • Alma from the Adventures of Lolo games. She'll normally mind her own business, but if Lolo should get within her field of vision, she'll roll after him until either she catches him or he takes refuge in a meadow.
  • The good old xenomorph in Alien: Isolation, which will determinately chase Amanda Ripley across an entire gigantic space station, constantly showing up to plague her even if she's taken in-game traincar-like transport miles away. Or, considering it is ultimately revealed there's a whole nest of aliens infesting said space station, she might just be encountering a whole bunch of them.
  • While on the Frontier in Assassin's Creed III, you encounter wolves and bears which attack you on sight. Contrary to what happens in real life, the wolves are super persistent and attack you... even after you kill their alphas. They don't retreat even when it's in their best interest. Possibly justified since it's a computer simulation in-universe rather than "real" wolves.
  • Certain enemies in The Binding of Isaac such as Gapers and Globins do nothing but charge relentlessly at the player (and even after beating the latter, the player still has to destroy their remains to keep it from rising up again and resuming their charge.) Lust and Super Lust are the boss version of this, with more health and a much faster speed, to the point that characters with too low a speed stat just can't outpace them.
  • Carnivores, oh sweet mother of God, Carnivores! The T. rex in this game is practically the embodiment of this trope. Subverted without cheats, since your neck will be snapped long before the dinosaur has a chance to be super persistent, but if you have debug mode on, then the T. rex will chase you over mountains, across plains and hills, through forests, and will even follow you into the frickin' ocean!
  • The giant... black... troll... thing, from Castle Crashers. It just won't stop chasing you until it's dead, no matter how many arrows (or magic attacks) you throw at it.
  • In Contagion, the Riot zombie is a zombie clad in bulletproof armor. It soaks up bullets like a sponge does water, and it is ridiculously persistent, chasing survivors throughout the entire map until it (the pursuer) is killed. They can be extremely difficult to deal with in harder difficulties where ammo is limited and zombies can kill in a minimal number of hits. The only easy way to get rid of it is to blow it up with an explosive weapon.
  • The walrus chef in Crash Twinsanity, who chases you halfway across N Gin's battleship — over seemingly arbitrary holes in the floor, through walls of crates — even nitro crates don't slow it down.
  • In Darkest Dungeon, if you encounter the Shambler and run from it, it will turn up in every future encounter until you kill it, you leave the dungeon or it murders you. (If you had to run from the Shambler once, odds are strongly in favour of "it murders you", so that abandon button might start to look very tempting.) Justified; the Shambler is an Eldritch Abomination that dwells in a weird cosmic dimension and isn't bound by the limitations of the physical world, and so it's honestly fairly generous of it to stop pursuing you at all and not follow the adventurers into the Hamlet and mug them in their rooms at the Sanitarium or the brothel.
  • Any regenerating Necromorph in Dead Space. They will hunt you, they are invincible and thus walking bullet sponges, their slow but unstoppable approach makes the player nervous, and they tend to be encountered in rooms with timed lockdown. Fortunately, you can get rid of them, just not so easily. Hunter, Übermorph, and Regenerators are stopped by shuttle engine, outrunning, and blasting to pieces, respectively.
  • The T-Rex in Dino Crisis will never stop stalking you. Every time you encounter and defeat it, it'll just back off for a little while until it's ready to attack you again. Naturally, you put it down for good in the finale.
  • Dynasty Warriors 8 has the supremely powerful Lu Bu who, except in specific missions where the entire point of the mission is to defeat him, is always immensely buffed to the point of effortlessly crushing everything in his way. While he does come after your forces in certain missions, if Diaochan is on the same map and the player defeats her, Lu Bu will become so enraged that he'll enter his buffed state if he isn't already and specifically target the player for the rest of the mission, which is frequently followed by a swift and horrific death at his hands unless you can play keep-away long enough to complete the mission.
  • The Elder Scrolls:
    • Morrowind and its Bloodmoon expansion play this straight. Both Vvardenfell and Solstheim feature More Predators Than Prey, and it's quite difficult to lose an enemy creature if aggro'd. However, the notorious Cliff Racers are even more difficult to lose thanks to their ability to fly.
    • Oblivion:
      • Every enemy is this. That mountain lion, that wolf, that troll, that rat... will chase you down to the ends of the earth in order to maul/feast upon your flesh. They will come after you through villages, forests, rivers, lakes, mountains, and plains, from the farthest western point of the map to to the farthest eastern point, in an all-consuming, single-minded drive to wreak vengeance on you for entering their line of sight.
      • The King of Miscarcand (a powerful undead boss fought in the main questline) has the trademark persistence of an Oblivion enemy, but (due to a bug) he never loses track of the player's position, and he's not afraid of entering crowded cities.
    • Skyrim keeps this tradition alive in the series. Predatory creatures including bears, wolves, and sabrecats will chase you halfway across Skyrim once aggro'd.
  • Etrian Odyssey: Once you've triggered an F.O.E. encounter, you pretty much won't get rid of it until you kill it or it wipes your party.
    • Some F.O.E.'s are also programmed to start coming after your party as soon as you step foot into a dungeon, even if you haven't encountered it.
  • The Monsters of Evolve are this in spades. Massive extraterrestrial predators at least as smart as humans, they have an almost pathological drive to hunt and kill people. Humans too well equipped to kill? They'll hide in the wilderness, feed on other animals, grow, and repeat until that's no longer true.
  • The Fallout 4 mission "The Devil's Due" introduces possibly the most persistent Deathclaw in history. Who tracks a group of Gunners across a huge swath of territory to retrieve its stolen egg.
  • Being a fairly early MMO, mobs in Final Fantasy XI originally had no tethers. Once aggroed they would chase you indefinitely until you crossed a zone line, and if they belong to a species that could link they would bolster their numbers with any others they passed. Once their prey crossed the zone line they would then slowly wander back towards their spawn location, aggroing anyone else who had the misfortune of crossing their path. Popular EXP zones like the Jungles, Garlaige Citadel, and Crawler's Nest were easily paralyzed if one group pulled something high level they shouldn't or linked far too many mobs at once. Every group in the area would have to flee the zone and wait for an "all clear" from a dead person still inside once everything had left the area. Anyone zoning back in too soon would just pull the danger back to the zone line. Mercifully, Square finally tethered some mobs to despawn if pulled too far, and any mob that loses its aggro at a zone line despawns to eliminate the danger to bystanders.
  • Many of the monsters in Final Fantasy XII seem to go to rather crazy lengths to catch the party. The ones that teleport, however, won't leave you alone until you leave the room, and a few monsters might just keep going.
  • Most enemies in Final Fantasy XIV will give up chasing you after you run away for a while. This makes fair sense for things like animals, that were likely just guarding their territory, and are placated by leaving them alone. It makes less sense when you run right past a guard to an enemy military base, and he stops chasing you once you're 50 yards inside the base. Guess it's not their problem anymore.
    • Played straight in dungeons, where enemies that spot you will hunt you down no matter how much you try to escape. This is actually beneficial in most instances, as now players can have a tank pull a huge group of mobs from a broad swath of the dungeon, group them up, and then take full advantage of Ao E attacks to kill everything much faster than they would have killing things one at a time.
  • In Gothic III, you will often encounter packs of animals in the wilderness, from large birds to wolves, rhinos, and other beasts. Without exception, as soon as you attack a member of the pack, the entire group will go into berserk attack mode and chase you to the ends of the earth until either you or they are dead. One upside of this is that you can lead them into populated areas like cities, where the guards will assist you in taking them down.
  • Grim Dawn: Nemesis monsters act like this. Unlike any other creature and boss, which will eventually head back to their spot once you've ran enough, Nemesis monsters will always know where you are once they've seen you and will never stop chasing you until you leave to a load-in area or use a riftgate to escape; they'll even chase you right into towns like this. Somewhat justified in their origins, as a Nemesis only spawns once its respective faction hates your guts because you've killed so many of them (even if it gets odd with a faction like the Beasts, which despite being barely sentient if at all still send a titanic half-wooden chupacabra after you), so like the name indicates they're out for retribution against you specifically, likely sent by their faction directly to hunt you down.
  • Throughout the hovercraft chapter of Half-Life 2 the player is attacked repeated by Hunter-Choppers, but the fact that though the player gets a chance to shoot one down during the final confrontation at the dam the others just fly off for repairs, and the rebels that mount a machine gun on your hovercraft only mentioning a singular Hunter-Chopper, it's implied that it's the exact same one hounding you throughout the entire chapter and only getting temporarily driven off until you finally take it down for good at the dam.
  • Illidan can very easily be this in Heroes of the Storm. He moves fairly fast to begin with, and he can use his Sweeping Strike and Dive abilities to catch up to a fleeing hero. And in case that wasn't enough, he can also take The Hunt, so that if you do manage to escape his chase but then pass back into his team's line of sight, he can dive on you from across the map, bellowing "You! Are not! PREPARED!"
    • Most of the time, people don't do this, at least in higher levels of play. Overextending while chasing a wounded enemy hero is a very good way to get isolated from your team and killed, meaning you feed the enemy team experience and cost your side a player while you wait to respawn, for no benefit.
  • Jurassic Park:
    • In Telltale's Jurassic Park video game, the T. rex will constantly attack the protagonists throughout the game despite killing enough dinosaurs over the course of it that it REALLY has no reason to. The only thing that can distract it from chasing them is a Triceratops trying to kill it, and even then, it still takes a moment to divert its attention from the Triceratops to attack the humans.
    • In the Sega Genesis Jurassic Park game, you can play as a Velociraptor whose sole motivation is to eat Dr. Grant. Each level the raptor is following his scent, going through the same levels you'd go through playing as Dr. Grant. She could eat the hundreds of dinosaurs and armed guards she kills trying to get to Grant, but no. Maybe the raptor has a thing against paleontologists (though there is mentioned in the narrative that the Raptor is trying to follow Grant to get off the island, rather than kill him).
  • While Peter Jackson's version of King Kong (2005) uses this trope full-force in the movie as seen above, and you still get chased way too far by the V. rexes, the Licensed Game actually averts this as a specific game mechanic. A lot of time, you can divert the attention of a predator away from you by killing something smaller, causing the larger enemy to take the easier meal. There are even giant dragonflies and grubs you can stab with a spear, specifically for creating such distractions.
  • The resident Boss in Mook Clothing, The Eliminator, from Kingdom Hearts coded. In the game, is it the only enemy that not only teleports to keep you within its attack range, but after a certain level it will teleport between sector rooms. This is rather unfortunate considering its power level.
  • Several of the more mobile champions in League of Legends count as this, but Hecarim is the one of best. All of his abilities can be cast while moving, one greatly increases movement speed until a basic attack on an anemy, at which point he will launch both champions in his last move direction. His ultimate allows him to dravel through walls, trees, et cetera. You will never escape a Hecarim unless your team helps you. Taken Up to Eleven by Warwick, who can sense low-health enemies anywhere on the map and gains a large movement speed boost while tracking them. And his main combat gimmick is being more lethal to enemies already injured, as well. Knowing when it is and isn't safe to recall to safety is a skill quickly acquired playing League.
  • The Legend of Zelda:
    • Averted in The Legend of Zelda: Breath of the Wild by non-monstrous predatory animals such as wolves and bears; while they'll attack Link opportunistically if he stumbles upon them, they'll immediately flee upon being wounded or having a member of their group killed. In the case of the pack hunters, they'll also generally run away if Link happens upon any that are alone.
    • The Gyorgs around Tingle Island in The Legend of Zelda: The Wind Waker will follow you until you either reach land or kill them.
  • Let's Go Jungle: Lost on the Island of Spice has that oversized tarantula. It chases you as the first boss (but your characters escape it), then re-appears in the third level as a Mini-Boss (and your characters knock it off a cliff), and just at the end, it attacks you again. You finally put it to an end by dropping it on deadly radioactive waste, which causes the plants nearby to mutate into a Man-Eating Plant.
  • Limbo has the game's only boss, a giant spider. It has only one leg the last time it shows up, but despite that it still tries to kill you.
  • The Long Dark features a game mode where an unkillable old bear attacks you at the very start of the game and continually chases you throughout the map to try and kill you anytime you're outside. Shooting the bear with a flaregun will cause it to momentarily retreat (while a flare to the face is invariably fatal for other animals including normal bears). Once you get to the hunter's cabin in Mystery Lake, you can find a hunting rifle capable of hurting it and return the favour.
  • Impact Man from Mega Man 11 doesn't even wait for Mega Man to enter his boss room, instead breaking into his component pieces and going out to harass him in the level itself throughout several rooms.
  • Zig-Zagging Trope in Metro 2033. The Moscow mutants will go to great lengths for a meal, even going so far as to attack armored humans with automatic weapons. Similarly, they are not deterred by gunfire, bright light, or the smell of their own dead, as most normal animals. On the other hand, shooting them will usually cause them to back off momentarily, they do eventually flee if enough of their pack is killed, they are frightened of the anomalies and ghosts that infest the haunted tunnels, and they will also avoid large fires (though they will brave them if there is no other option). Totally averted with some other mutants — Librarians, the possibly-once-human, possibly sentient mutants that infest the Lenin Library and the Military Archives beneath it are simply territorial, and will even back down if you look them right in the eye (in the novel, one even tells Artyom to "go away" in Russian), and the Biomass under D6 ignores you until you start actively trying to kill it. The Demons, winged mutations of the tigers in the Moscow Zoo, will not try to follow you inside, though they will opportunistically try to snatch you if you spend too long outside or near windows. Overall, the unusual persistence of the Moscow predators is justified by the scarcity of food in the Metro — they are just as starved as the humans they feed on, and they really can't afford to ignore such a tempting target as an adult human (or better yet, woman and children he's guarding) unless they have no other option.
    • Last Light expands a bit on the situation, giving some of the mutants additional motivations for their behaviour and pushing the game closer to a full aversion of the trope. Watchmen are shown to possess a limited capacity for restraint and rational thought, being content to leave Artyom alone so long as they're not starving or if he doesn't provoke them. They are also more apt to break off an attack if they lose too many of their own, and the Baby Dark One points out that they fear what they don't understand when lending Artyom his psychic facilities to seek them out in cover with. On the other hand, Demons and the new Bear boss-mutant are both shown at various points in the game to be simply protecting their young, and the same is implied for the Nosalis Rhino (a Nosalis brood mother who watches over a large pack of them). The aquatic Shrimp are docile unless bothered by disturbances in the water, which a group of Reds promptly create while carelessly boating through Shrimp-infested tunnels.
  • Metroid Fusion has the SA-X, Samus' Power Suit taken over by an X-parasite which chases you through the entire game with no way to stop it. (The SA-X is fairly easy to fool, though, not being able to find Samus should she slip out of immediate view.) On the other hand, since Metroids eat X-parasites, Samus effectively plays the role of Super Persistent Predator in the game itself. Although technically Samus is also a Metroid in this game. And the SA-X has some of Samus's instincts, such as eliminating all Metroids.
  • The player in Miasmata is being stalked by a deadly creature that will follow him around the entire island and is liable to attack at any hour of day or night.
  • In the Chimera Laboratory in Mother 3, the Ultimate Chimera is chasing you around. It can't be hurt, and if you touch it you'll get an instant game over without even entering battle. What's more, in New Pork City later on, you find it an inch from your face, SITTING ON A TOILET in a stall you just opened in the bathroom dungeon.
  • Monster Hunter inverts this. Most large monsters tend to flee from the player after exhausting themselves or sustaining large amounts of damage, and usually have to be chased in order to be taken down. In other words, the player is an example. Also, when hungry, monsters will leave to find easier game, generally going for the easiest to kill herbivores available or even scavenging, than the heavily armed human in front of them. They will also revert to a neutral state if you leave an area to heal up. All in all, monsters in Monster Hunter really want nothing to do with the hunter at all and will make any effort to scare him/her away or flee themselves. While this can seem quite sad, really, other material makes it clear large monsters often run because the hunter's a tough nut to crack. Plenty of quest descriptions mention stealing livestock or attacking exposed caravans, and Monster Hunter: Stories in particular shows these incidents can very easily have a body count.
    • Averted to another extent during Rampage Defence quests in Monster Hunter: Rise. Most of the waves of large monsters are merely following the tide and running into a sufficiently dense defensive line will make them go Screw This, I'm Outta Here! with even less injury than in the field. Only the "Apex" monster directing the horde will stand and fight, and they're sufficiently agitated to fight to the death.
    • A notable exception to this is the Deviljho from the Third Generation; it is an invasive Apex Predator that will actively chase prey down to sate its never-ending hunger, no matter where it goes. This is because it has a Hyper Active Metabolism, which makes it burn energy really quickly, and allows it to invade any ecosystem. In Monster Hunter: World, the Savage Deviljho variant will even refuse to ever run from battle no matter how much damage is done to it, and will chase the player to the ends of the earth if they try to run (most monsters will give up after a certain distance).
  • The polar bears in Never Alone. Justified given that they're polar bears, which really will stalk humans for miles due to how scarce food is in the arctic.
  • There was a glitch in The Oregon Trail III that sometimes made wild animals act like this. If you went out hunting and fled from an angry bear, the bear would appear right in your face the next time you went hunting, ready to maul your party members. This bear would follow your wagon for thousands of miles until you managed to kill it.
  • Pikmin: The Spotty Bulbears are already Demonic Spiders on their own, but Pikmin 2 upgrades them in numerous ways, one of which is that, while every other enemy in the game (except the similarly persistent but less threatening Gatling Groinks) has a set radius they'll stay in before giving up chasing you, they have no such limit and will follow you to the ends of the earth until one of you is dead. Even then, the Bulbear's corpse will have to be harvested, or it will come back to life.
  • In Planet Explorers, some aggressive animals will chase the player for hours, even when mortally wounded.
  • Pokémon:
    • Krookodile, a crook crocodilian that's said to never allow its prey to escape. Oddly, it doesn't learn the move Pursuit through normal means, though it's still better than Garchomp, who's said to be similarly persistent but doesn't learn the move at all.
    • While never specified to be a predator, Primeape fits the persistent part because it never gives up chasing whoever angers it till it has beaten them up. This happens a lot, because the Pokémon has such a extreme Hair-Trigger Temper it's near constantly in a Unstoppable Rage. Possibly averted in Sun and Moon, where a Pokédex entry notes that it has been known to become so angry that it dies.
    • In gameplay, running away from a wild Pokemon is determined primarily by the difference in speed between the combatants. Fast wild Pokemon will simply not let you escape from battle. Some of them even use a move (Mean Look) or an inherent Ability (Magnet Pull, Arena Trap) to lock you into the battle until either your 'Mon has fainted, or they have been knocked out or caught.
  • Quest for Glory III has Dinosaurs. Throughout the series it's possible to escape monsters simply by running for it. Not Dinosaurs. Unless you cheat by jacking the game speed up they will continue following you across the Savannah no matter how far you run.
  • The shark in Raft will hunt you and your vessel endlessly. You can distract it with bait, but once the bait is gone, it will come back for you. You can kill it (and butcher it for delicious shark steaks), but an identical shark will show up a day or two later to resume the hunt.
  • In Ravensword: Shadowlands, each and every enemy, once they spot you, will not give up trying to reach and kill you until either you or them are dead, or until you completely leave the worldspace that they (or the dungeon they live in) are situated. And since you cannot use Fast Travel while someone is attacking you, it's entirely possible to get yourself stuck inside a dungeon with aggro'ed enemies waiting outside and with no ability to fight back. Add in the fact that the enemies are capable of stun-locking you if enough of them are beating you at the same time, and the fact that the game has limited saves, and you have a recipe for potentially making the game Unwinnable.
  • In Red Dead Redemption, cougars, wolves, and bears will chase John for ridiculous distances in which most real life predators would have long since given up and gone after easier prey. Even shooting them doesn't mean they will stop. Also, coyotes, wolves and even bobcats will attack you, when all of these animals mostly avoid humans in real life.
  • Nemesis from Resident Evil 3: Nemesis deserves special mention as he can follow you even to other rooms. Normally all one had to do to run away from an enemy is go into another room, but you have to run away quite a bit from Nemesis before he finally gives up. It was explicitly engineered and programmed to hunt down S.T.A.R.S. members, which Jill is. That's all it was made to do.
    • The T-00 (Mr. X) in Resident Evil 2 was the first draft for Nemesis, as he would follow either Leon or Claire in their B scenario throughout the entire game, but only in scripted encounters. And it's only Leon or Claire, as while he's ostensibly meant to hunt down the G-virus, in a couple of spots, he will ignore the character who has a sample of the G-virus on them (either Ada or Sherry) to chase Leon or Claire in the elevator security room. The remake, on the other hand, turns off the scripted encounters, and turns him into a relentless pursuerer who will not stop until every living person in Raccoon City is dead.
  • Spelling Jungle: Tigers (in Spelling Jungle) and wolves (in Spelling Blizzard) will chase after Wali, and won't stop unless he crosses a type of terrain that they can't. The Abominable Snowman is the same way in the second game, with the added feature of not being halted by snow like the wolves.
  • String Tyrant Has an enemy called The Stranger, which actively looks for Mary instead of patrolling, and respawns stronger upon defeat. It even sort of resembles Mr. X.
  • Invoked for horror in Sunless Sea: Most zee-monsters behave relatively normally in this regard, and will stop chasing you once it's clear you've gotten away. The Constant Companion, however, doesn't. If you dare dive beneath the surface with your Terror above 70, this gigantic arachnid monstrosity will pop itself out of the zeefloor and will not stop hunting you, even if it means having to literally chase you through the entire map. At least it can't float, so resurfacing will keep you safe, but it will gladly wait for you to come back with high Terror to begin its chase again.
  • Hilariously, the Green Demon Challenge of Super Mario 64 turns a 1-Up Mushroom into this. The challenge involves triggering said mushroom that homes in on Mario and then avoiding it long enough to collect the red coins. Every step of the way that 1-Up will be staring doll-eyed at the screen mercilessly chasing Mario throughout the level and it absolutely will not stop, EVER, until you get a 1up.
  • Coda the Pelican from Tadpole Treble is described as this in regards to Baton the Tadpole. The Bestiary even specifically compares him to Wile E Coyote. It's downplayed, in that Coda only really goes after Baton whenever she's in his territory. He probably had to get in line with all the other predators after he missed his first chance.
  • Part of what gives Hammer Haunts their Demonic Spider status in Thief is that, while normal guards will stop chasing you after a while and run away if their health gets too low, Hammer Haunts do neither. If they spot you, they will chase you to the ends of the earth and only death (or climbing up somewhere they can't reach) will stop them.
  • Justified in Vampire: The Masquerade – Bloodlines with the werewolves. Nines specifically decides to hide out in their territory because they're known to hate vampires, and no one will look for him there. Even then, they leave him alone, until a different vampire sets fire to their territory — then two of them go looking for retribution.
  • The Wolf and the Waves: If a zombie spots you, it will chase you across the island until it dies, even if you move far beyond its field of vision.
  • Usually, monsters in World of Warcraft are leashed, meaning they'll reset to previous positions if you outrun them for long enough. However, for a while after they were put into the game, there was a bug with the giant spiders of Deadwind Pass where, once aggro'd, they would never reset. They would follow you across multiple zones, through aggro reset mechanics, even through death. Even if you somehow managed to get on a flight path to get away, if you ever came back... it would be waiting.

    Web Animation 
  • Brackenwood: A variant. The insect swarm in "Waterlollies" purses Bitey relentlessly when he steals their hive, and keeps roaming the forest in a single-minded attempt to find him long after he discards the emptied nest and, thus, after their attack will have any practical benefit for them.
  • Terrible Writing Advice: In episode "Alien Ecosystems", Beaubien mocks the trope being used with no sense. Since large animals need a lot of energy to stay alive, there's no reason why large monstrous predators should focus on obsessively chasing down comparatively tiny humans while expending far more energy than they'll actually get back by eating them, and it makes especially little sense when they'll keep going despite sustaining injury — real-life predators will almost always cut their losses and leave when prey proves too tough to tackle safely. As Beaubien snarkily remarks, this trope is essentially a result of writers treating predators as videogame monsters.

  • The birdosaurus in The Adventures of Dr. McNinja, which continues to menace the eponymous doctor even after he’s been transported to a Bad Future where decades have passed. Played for Laughs; it doesn’t seem to be interested in eating him, just in making his life hell, such as by slowly and deliberately setting off a booby trap in the booby trap-filled room he’s in the middle of navigating, making sure he’s both able to see it and unable to stop it.
  • In Issue 06 of The Beast Legion: Xeus's WereTiger form keeps coming at Master Surya despite all the obstructions.
  • Played for Laughs in Girl Genius, with a slaver queen that won't stop chasing Tarvek.
    Tarvek: Oh, come on! What's wrong with this monster? Some of these people look delicious!
  • Unlike most other examples here, in Off-White the Super-Persistent Predator is a main character, though we probably aren't supposed to sympathize with his actions. Said character, the wolf Raigho, doesn't stop attacking the human Seven after he misunderstands and thinks she is impersonating a god like figure. Even after she gorges out his eye.
  • Tower of God has the Bull, an amphibious predator that settled in the testing grounds and constantly hunted examinees. Though when it attacks the main characters, it's because it's being mind-controlled by Ren.
  • The Ditherkers that an assassin siccs on Emily in Spacetrawler are modified to chase their target, and only their target, until they bring it down or starve to death trying. They track by scent, cling to the hull of a spaceship moving at greased-light speed (and don't suffocate), and asexually reproduce when killed by any other means.
  • The Time Vulture from xkcd comic #926 is a mild example. Cueball claims it lives for millennia and kills its prey by slowing down its internal clock and simply waiting for it to die of natural causes. For the remainder of the prey's natural lifespan. This greatly confuses Cueball's friend.
    Friend: But what if the prey doesn't die?
    Cueball: I don't think you quite understand.
    Friend: I mean, I'm not about to die...
    Cueball: From the vulture's viewpoint, everyone says that moments before they do.

    Web Original 
  • Played for Drama in Camp Camp. A lost David runs afoul of a wolf who attacks him for no reason, even pouncing on him while he is hanging on a cliff for dear life. When they both land on the bottom, David confronts the badly injured wolf, telling it that he gave it every chance to just walk away, but it kept attacking him. David then hefts a large rock over the wolf's head... and the next scene cuts to him with the bandaged wolf.
  • CollegeHumor and Harry Partridge's Bear Shark.
  • The hunters in Dream's Minecraft Manhunt really want to kill Dream.
  • Sniffles the anteater from Happy Tree Friends literally gets himself tortured just to catch a family of ants. The ants demonstrate an inversion, going so far as to teach their children the art of Cold-Blooded Torture.
  • Protectors of the Plot Continuum: The Mary-Sue Hunter agents of the PPC are required to have Implacable Man tendencies by default, because the Suvians they hunt are a threat to the multiverse and will wreak continuous havoc if left unchecked — it's all in the job description, even. Several missions cover entire series of badfics, with the agents sent into them pursuing their target throughout each installment until the Suvian is caught. Where this trope comes in is the fact that some agents eat Suvians, usually vampires who employ the typical method. It's been stated a few times that because Suvians are Humanoid Abominations, there are far fewer ethical concerns than if the agents were preying on actual human beings.
    • An example that encompasses a PPC spinoff and a badfic sporked by the author of said spinoff (who also wrote the badfic in the first place): Velociripper, the nemesis for the fic's Author Avatar, not only escapes containment multiple times just to hunt down his rival, but also travels from Municiberg across who-knows-how-many dimensions and all the way to Isla Sorna in search of him. It takes being Swallowed Whole by a mosasaur to stop his relentless pursuit, and in the context of the PPC spinoff even that isn't enough. He gets vomited back out when the mosasaur is bought to the PPC HQ, and promptly goes after Falchion (the author's current self-insert) believing that he is his enemy incarnate even though Falchion had already disposed of the Gary Stu in question. Luckily, the two of them reconcile after the misunderstanding is cleared up, and Velociripper decides to become a PPC agent himself, thereby becoming a Super-Persistent Predator towards Suvians.
  • RWBY: Despite occasionally looking like bigger, solid black animals, Grimm are soulless monsters who care more about killing humans than their own survival. Older Grimm are wise enough to bide their time however.
  • A rather terrifying example, the SCP Foundation features SCP-096, a normally harmless creature until you see its face. It then flies into a rage and will stop at nothing to kill you. Military-grade armaments have little to no effect during its pursuit of a target. The effect also works on pictures, and its face could be as small as four pixels and it would still make all attempts to brutally [DATA EXPUNGED]. And once you see its face it knows where you are, so looking at its picture while hundreds of miles away won't help you. Naturally, the Foundation tried to kill 682 with it. It ended with both of them severely injured and leaving SCP-096 so afraid of 682 that it hides its own face in fear.
  • Slender Man. In most depictions, he seems to be an overall passive hunter, but the bottom line is that once you've encountered him, you will never be rid of him.

    Western Animation 
  • Garfield:
    • The panther in Garfield in the Rough, which attacks them at their campsite and smashes the driver-side window of Jon's car with its head (taking two tries to break it), then turns to go after Garfield after he drops on its back and claws and bites the panther.
    • The Garfield Show — A wolf chases after Jon, Odie, and Garfield riding in a car for twenty miles until it attacks them in their home. Justified because the wolf was a mother who wanted its baby, which Odie adopted and took with him after the picnic trip.
  • The Goof Troop episode "Cabana Fever" features Pete going on vacation to a tropical island and running into a shark that's so determined to eat him that it climbs onto the land and chases him to a volcano.
  • Sabor in The Legend of Tarzan; she only appears a couple of times, but both times she is incredibly single-minded about her chosen prey. Sabor is not the type of leopard who would find something easier to attack than a baby protected by a gorilla.
  • Inverted in the Looney Tunes cartoon Life with Feathers where a lovebird is so depressed after his wife leaves him (on the logic that lovebirds mate for life) that he tries to commit suicide by feeding himself to Sylvester (incidentally, his first appearance). Sylvester, in turn, concludes that there has to be something wrong with the bird and refuses to eat him in case he's poisonous. The bird pursues Sylvester relentlessly through the cartoon. The same plot was then used in the cartoon Cheese Chasers where Hubie and Bertie, having eaten so much cheese they can't stand it anymore, try to feed themselves to Claude Cat. Like with Sylester, Claude refuses to eat them figuring something's wrong with them, but they persist to the point he can't eat them or any other mouse, so he then goes and tries to get the bulldog to massacre him. It ends with the bulldog unable to take it and running after a dog catcher truck...with Claude chasing the dog...and Hubie and Bertie chasing Claude.
  • A Robot Chicken sketch involving The Smurfs getting killed in a flood has Gargamel, after years of trying to capture the Smurfs so he can eat them, finally being able to eat them (what with so many Smurf corpses). When he takes a bite though, the look on his face is that of "I've wasted my life". (In the original comics, he doesn't want to eat them (Azrael does), but use them as ingredients to create a philosopher's stone.)
  • She-Ra and the Princesses of Power: In "The Sword", Adora, Bow, and Glimmer get attacked by a giant insect creature. It keeps attacking them even when Glimmer blinds it with her light powers and Bow shoots it with arrows. When Adora turns into She-Ra for the first time, the creature does turn docile, but when the transformation cuts out, it resumes its attack. And when the heroes fall into a ravine, it follows them.
  • Sylvester from Sylvester the Cat and Tweety Bird. One of the clip shows and a movie show Sylvester has chased Tweety through the entire world.
  • A panther in one episode of Timon & Pumbaa, "Amazon Quiver", chased them into a tree, where the duo decided to wait for the predator to become disinterested and leave. They're frail, old men with canes and walkers by the time they decide to leave in the year of 2090, and the equally-old and frail panther still wants to chase them (despite not being able to eat meat anymore)!
  • Tom of Tom and Jerry, whose obsession is best relayed through the fact that he once chased Jerry into a dog pound. This is mostly justified as Tom chases Jerry less out of hunger and more out of a desire to get even. Even when Tom's original intention was eating Jerry, he only really becomes persistent when Jerry sufficiently humiliates or injures him.
  • Wile E. Coyote is the obvious cover-canid for this trope. For years that poor guy has been chasing the Roadrunner far beyond the call for reason, going so far as to buy countless Acme products and mountains of birdseed instead of spending that money on something he could actually eat. It actually was explained by Wile E. himself, in the only episode in which he speaks. He addresses the question of, "Why would a supposedly intelligent predator invest so much time and energy chasing a difficult prey with very little meat?" He shows a diagram of the roadrunner and how its different cuts correspond, in the coyote's palate, to the most sumptuous delicacies that humans enjoy. One of the rules for the Coyote and Roadrunner cartoons set in place by Chuck Jones, the rules that made the cartoons so awesome, is that "The Coyote can give up at any time." Being a Super-Persistent Predator is a choice of his own, maybe even an addiction he just can't quit, no matter what he does. Which is morbidly hilarious.
  • Zig the hyena from Zig & Sharko spends every episode going through outrageous lengths and a ton of Amusing Injuries in hopes of capturing and eating a mermaid.

    Real Life 
  • Humans are perhaps the most successful example of this trope, called Persistence Hunting. We are nearly tireless by the standards of most other animals, though hardly fast animals — in our hunter-gatherer days, our favored tactic seems to have been following an animal at a jog until it simply dropped of exhaustion and heatstroke and either died there or had its head bashed in with a rock. This is still practiced by many African tribes. (Before you try it on your local whitetails, though, remember that these people are hunting in vast expanses of flat land; there's no forests for the animal to hide in or hills for it to vanish over.)
    • There is a well-known pack animal which uses persistence as its primary hunting strategy: Wolves. Kind of makes sense that these two species would have gotten along fairly well in ancient times, doesn't it? Man's Best Friend might have originated as a pack of wolves and a pack of humans getting to know each other while chasing down the same big game, teaming up to take it down, and sharing in the kill.
    • African wild dogs are persistent hunters. They will chase their prey until it tires out, sometimes for miles.
    • Hyenas are also known to do this.
  • Birds like seagulls, crows and caracaras really like to obsessively harass specific targets over long periods of time.
  • Many predators really do behave this way, though not to the ridiculous extents often depicted in fiction (usually employed by a group of smaller predators pursuing one large prey animal, whereas many movies and TV shows have it reversed). The constant pursuit denies the prey a chance to feed, drink, or rest. Eventually the prey will either collapse or be too weak to defend itself. This can easily be sped up by injuring the prey or forcing them into dangerous terrain. These tactics can allow a slower, weaker predator to take down big game. The predator runs the same risks, so this can often be a make-it or break-it tactic.
  • This Killer Whale is certainly one. After chasing a dolphin for two hours, it made a four-meter-high jump to catch it. Other Orcas will drag whales and batter them until they can't fight back anymore and then drag it down to drown it.
  • Man-eater animals (that is, animals that have made humans part of their regular diet) behave like this, that's because compared to other animals, humans are ridiculously easy to kill, and once a predator learns that, it will tend to keep hunting the "easy meat". See the individual examples below.
    • The Tsavo man-eaters, a pair of maneless Tsavo lions, killed/consumed between 35/135 Indian laborers working on the Tsavo railway bridge in British East Africa. Even lighting campfires and building redoubts out of thorns didn't stop them. Eventually, Col. John Henry Patterson, a real-life Great White Hunter, set off to kill them. He shot the first, but it escaped, then started stalking him. He shot it four more times, and it eventually died of its wounds. He found it lying dead in an ambush position where it had been waiting for him. He ambushed the second lion, shooting it five times. It got up and charged him. Three more bullets put it down. Patterson claimed it died trying to leap over a fallen tree branch, still trying to charge him. Then they spent 25 years as a rug. A modern analysis of the attacks shows that the lions may actually have been an aversion to the trope: the reported attacks were all during the dry period when the lions' normal prey was scarce. During the rainy season, when herd animals were more common, they actually stopped attacking humans. These two were more recently turned into a museum exhibit (with one of them lying down, since the rug didn't include his belly). See the Movies entry for the movie based (somewhat loosely) on the event.
    • The Champawat Tiger rivals, or exceeds, any serial killer in history. This man-eating tigress killed 436 people before being shot. Followed closely behind by the Panar Leopard, which claimed 400 victims.
    • Gustave was infamous, even if much about him remains uncertain. What's scarier than an enormous Nile crocodile? An enormous Nile crocodile that not only has a taste for eating humans, but enjoys torturing them too. He was believed by some to be nearly 70 years old, and, thanks to hundreds of human corpses dumped in the Rizizi river during Burundi's civil war, he has a taste for Homo sapiens. He was often rumored to have killed nearly 300 people, and according to locals, doesn't eat them all — he kills because he enjoys it. Albeit much of this information is unsubstantiated. A National Geographic expedition tried to capture him using a steel cage and a live goat. After the camera went out one stormy night, they found the cage the next morning, the goat gone, smashed to pieces at the bottom of a lakebed. So what makes him "super-persistent?" Well, apart from his enormous size, his other distinguishing features are machine gun scars, a grenade wound, and having an enormous bullet hole in the middle of his face.
  • Komodo Dragons are often said to fit the bill; they first take a bite out of their prey, and through a combination of mild anticoagulant venom (ie, the wound bleeds out) and severe laceration from the teeth, it's only a matter of time before the animal drops from blood loss, trauma, paralysis, and infection. And if it doesn't die in minutes, the dragon will attack again and again until it drops. Most depictions have long-distance tracking as the norm, but in reality they simply keep chasing and biting it until it falls, provided that it is not too difficult to do so. They also usually shred the legs and ankles to keep prey from running. Normally if the animal actually puts a good amount of distance between it and the dragon the dragon will give up (though another dragon may take advantage of the injured animal later).
  • Some paleontologists believe that many large predatory dinosaurs may have practiced this method of killing as well. This is really the only way to kill giant sauropods, which are simply too dangerous to kill by any other method of attack. Tyrannosaurs and spinosaurs, however, not being sauropod hunters, were physically incapable of hunting this way.
  • Various saber-toothed predatory mammals also, although in their case it was inflict-deep-gushing-slashes-and-wait, not inflict-infectious/toxic-bites-and-wait.
  • Great white sharks still use that strategy to prey on elephant seals. This may also be the real reason sharks release human victims (so they die of blood loss). One should emphasize "may" though as sharks also release animals they realize are not worth eating (due to not having enough blubber, not tasting right, and such), and the "usually a single bite followed by leaving the human alone" scenario is true for shark attacks in general, not just attacks from species that prey on large pinnipeds.
  • Gila Monsters of the American Southwest use many of the same methods of the Komodo Dragon (venomous bites and all). However, instead of biting multiple times, Gila Monsters will bite and mechanically latch their jaws shut. However, this is primarily a defensive attack, as gila monsters and their close cousins the Mexican beaded lizard subsist primarily on a diet of eggs and nest-bound mammals.
  • When a fishing spider (Dolomedes) is attacked by a parasitic wasp, the spider will usually try to evade it by going underwater. However, some wasps have been observed following the spider underwater, stinging it, then dragging it out of the water.
  • Australian Funnelweb Spiders are VERY territorial and VERY aggressive. That's not the scary part (well, not the scariest part). The scary part is that if you mess with one and get away from it, if you come back the next day, it will remember you, and be angry enough to come after you. This spider holds a grudge!
    • A few desert species of spider will envenomate a target and let it escape because the spider doesn't have the strength to hold it in place. They will then follow it until the venom has taken effect.
  • Corvids (crows, ravens, magpies etc.) are some of the most intelligent animals around and though not specialized hunters, they will opportunistically stalk and kill (small) prey such as young or injured birds. When doing so they can learn and adapt to get what they want, stalking pretty endlessly, teaming up with others to gang up on prey items or even employ complex diversion strategies to separate chicks from the parent bird.
    • They can also identify and remember individual people and are capable of both incredible gratitude and spite.
  • Bees are smart enough that, if you mess with them and then try to escape by diving underwater (a common-knowledge trick that doesn't work), they'll wait for you to come up again and then attack.
  • Many external parasites, like ticks and lice, probably evolved their present lifestyles by way of this trope: from opportunistic blood-feeders that would nibble any large animal they chanced upon, to short-term hitchhikers that clung to a blood source for brief interludes, to obligate ectoparasites that live full time on a single host and only transfer to another when it dies or has offspring they can colonize.


Video Example(s):


Alien apex predator

The predator will attack the protagonists even if they injure it and constantly escape.

How well does it match the trope?

5 (7 votes)

Example of:

Main / SuperPersistentPredator

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