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Call of Cthulhu

Compendium

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Dark Young of Shub-Niggurath

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Attributes

Dark Young of Shub-Niggurath


STR 220
CON 80
SIZ 220
DEX 80
INT 70
POW 90

Hitpoints: 30
Damage Bonus: 4d6
Build: 5
Magicpoints: 18
Move: 8

Abilities

Fighting attacks: In its masses of tentacles, a typical dark young has four thicker sinuous tentacles with which it attacks. Each of these thicker tentacles can strike out to injure. It may also kick out with its hooves, simply crush, or strike with its massive bulk.
Grab (mnvr): The Dark young can use its tentacles to grab and capture up to four victims. If a victim is grabbed, he or she is held to one of the horrible sucking mouths and drained of 1D10+5 STR per round. This STR loss cannot be restored. While being drained, a victim is capable only of ineffectual writhing and screaming.
Trample: The dark young can also trample with its massive hooves, typically hooting and bellowing as it rears up and attempts to trample as many opponents as it can (up to 1D4 humans if they are situated close together).
Stealth Bonus: Has a bonus due to Stealth in the woods.

Attacks

Attacks Per Round: 5. Dark young may only use a Trample attack once per round.
Armor: Dark young are of non-Earthly material and make-up, so that any successful hit with a firearm attack does only 1 point of damage per bullet (2 points for an impale). Hand-to-hand weapons do normal damage. Attacks dependent on heat, blast, corrosion, electrical charge, or poisoning have no effect.
Dodge: 40
Fighting: 80%
Grab: grabbed and held for 1d10+5 STR drain per round
Trample: 40% damage: 2d6 + damage bonus

Armor: Dark young are of non-Earthly material and make-up, so that any successful hit with a firearm attack does only 1 point of damage per bullet (2 points for an impale). Hand-to-hand weapons do normal damage. Attacks dependent on heat, blast, corrosion, electrical charge, or poisoning have no effect.
Sanity Loss: 1d3/1d10 Santiy points to see a dark young.