Wednesday, January 16, 2013

The Creeping Horac

Here's another monster taken from the cartoon He-Man and the Masters of the Universe.

The Creeping Horac
Hit Dice: 4, 8, 12, or 16
Armor Class: 5 [14]
Attacks: 2d8 Pseudopods (1d6 + suffocation)
Saving Throw: 13, 8, or 3
Special: Can only be hit by magical weapons, Immune to Fire and Lightning
Move: 9
Alignment: Neutral
Challenge Level/XP: 8/800; 12/2,000; 16/3,200; or  20/5,000

The Creeping Horac resembles a black pudding but with hair, pseudopods, and random hairy strands protruding from his amoeba-like body. It can ooze through cracks and crevices one inch wide.

The Trea, an ancient Ethodian tribe that dwelled in the highlands of Erebehl, possessed control over the Creeping Horac. They used the the Creeping Horac to punish criminals by shutting them up in their cottages and letting the Creeping Horac engulf the house, suffocating those inside. Once the punishment was meted out, the shaman controlling the Creeping Horac would utter a magic word, sending the creature back into its special phylactery. Its phylactery is either a small wooden box or even a flask. Once opened, the Creeping Horac is set free, taking one round to appear out of the phylactery. Either defeat, or utterance of the command word will send the Horac back into its phylactery.

When unleashed, it begins as a 4 HD creature. After 1d4 rounds, it grows into a 8 HD. This continues until it reaches 16 HD. At 16 HD it is capable of engulfing the smallest cottage to a large tower, coating it with a layer at least an inch thick, forming an airtight seal, suffocating those inside in  2d8 rounds.

In combat, it attacks with 2d8 pseudopods. If three or more psuedopods strike an opponent, the opponent must succeed on a saving throw or be drawn into the Creeping Horac and suffocate in 1d4 rounds. Victims may make another saving throw (with a -4 penalty) each round to slip free.

It is immune to fire and electricity. Cold spells cause it to be slowed for 1d6+1 rounds (no saving throw), reducing its attacks to 1d8 and moving at half speed. 

When the Imperiks subjugated the last of the Trea, their shamans fled and hid the Creeping Horac's phylactery in a special shrine or temple. They put no spell or curse upon the place, knowing that foolish Imperik plunders would find the Horac and not know the command word to put it back in its phylactery. The only way, according to legend, to completely destroy the Creeping Horac is to find and somehow use the long lost Spellstone. 

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