Porcupine Plants «Horl Choo»

Porcupine Plants «Horl Choo»
Porcupine Plants «Horl Choo»

Creature Metadata

Reported By
James M. Ward and Gary Jaquet
Source
1st Edition
Role
Monster
Base Stock
Field Thistle
MCC Stat Block
Horl Choo 'Porcupine Plants' (1d6 (3)): Init +2; atk spines (1d4-2, 100') and acid melee +2 (1d3); AC 15; HD 8D5 hp 24 each; MV 10' ; 1d20; SV Fort +0, Ref -2, Will +0
Mutations
(P) Dissolving Juices, Mobility, Spines

Combat & Physical Stats

Number Appearing
1d6
Morale
10
Hit Dice
HD 8D5
Armor
5 (AC 15)
Size
Large 3 Meters
Movement
MV 10'
Attack
Spines (1d4-2, 100')
Acid melee +2 (1d3)

Ability Scores

MS:
11
PS:
11
IN:
7
DX:
5
CH:
2
CN:
12

Ecology & Logistics

Frequency
Rare
Organization
Solitary
Activity Cycle
Day
Diet
Carnivore
Habitat
Temperate Forests
Tech Level
0 - 0
Artifacts
None

Description (Initial Observations): The horl choo is an odd black plant that looks like a lumpy porcupine with long quills, about a meter in diameter with quills about a meter long, it's also known as the "spiny" or "spear-thrower" plant. It can move with a slow, shuffling motion and usually does so only at night, seeking better hunting grounds. Although it has no visible eyes or ears, a horl choo can sense heat (notably body heat) and has a rudimentary sense of touch (but no other senses).

Behavior & Society

Reactions
No known interactions
Behavior
This plant is covered in 1 meter line spear like quills that it can fling up to 30 meters. Each quill is tipped with I9 poison and is attached to the plant with a tough, thin vine that the plant uses to retrieve missed quills and impaled prey. Once the prey is pulled back in it will start to dissolve it with its acid attack. A Horl Choo will continue to attack creatures with its spines as it attempts to pull its prey in.
Repair & Healing
Behavior not recorded
Society
Horl choo aren't intelligent by most standards, they're just hunting machines. They spore once per year, using slain prey to host the spores where a young horl choo will grow over the course of a few weeks before shuffling off on its own to hunt.

Additional Creatures

The Albuquerque Starport

MM2

Dragon 98 - Ares Section June 1985 - GW2

GW08 Module

Dragon Magazine 108

Master's of the Earth Campaign: MA-1 The Trials

1st Edition

Polyhedron 144

GW05 - Rapture of the Deep

Polyhedron 15

0th Edition - Metamorphosis Alpha

Mud Glat Walker

Polyhedron 02

6th Edition - Machines & Mutants

GW01 - The Legion of Gold

Paths of the Lil in White Dwarf

GW07 Module

Famine at Fargo 7th Edition

GW06 Module

Dragon Magazine 113

White Wolf: Midnight in the Mystery Garden

Polyhedron 03

GW09 Module

6th Edition - Beyond the Horizon

5th Edition

2nd Edition

6th Edition

Master's of the Earth Campaign: MA-5 The Savage Beast

Master's of the Earth Campaign: MA-6 City of the Ancients

3rd Edition

GW02 - Famine in Far-Go

The Barracks Raid

Trouble in Freesboro

GW10 Module

Dragon Magazine 126

Ted Tschopp

Polyhedron 27

Badder to the Bone II

GW05

GW03 - The Cleansing War of Garik Blackhand

GW06 Module, MM2

4th Edition

Polyhedron 14

Dragon Magazine 075

Dragon Magazine 098

Dragon Magazine 130

Dragon Magainze 130

Badder to the Bone

METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis

Masters of the Earth Campaign: MA-2 The Town of Boze

GW04 - The Mind Masters

There will be War

Dragon Magainze 085

Polyhedron 10

Dragon Magazine 104

Polyhedron 44

Master's of the Earth Campaign: MA-4 To the Rescue

Omega Project


Webmentions

Connect your blog or website to this post via Webmentions. Link to this article and your response will appear below, fostering a web-wide discussion. Supports comments, likes, and reposts from any Webmention-enabled site.