Porcupine Plants «Horl Choo»


                                   

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Reported By: James M. Ward and Gary Jaquet in 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

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)

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

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).

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.

Behavior: 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.



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