Val	CHA	Cost	Roll	Notes
45	STR	35	18-	Lift 12.8 tons; 9d6 HTH Damage [4]
17	DEX	14	12-
23	CON	13	14-
14	INT	4	12-	PER Roll 12-
18	EGO	8	13-
25	PRE	15	14-	PRE Attack:  5d6

6	OCV	15	
6	DCV	15	
6	OMCV	9	
6	DMCV	9	
3	SPD	10		Phases:  4, 8, 12

22	PD	16		Total:  22 PD (4 rPD)
14	ED	8		Total:  14 ED (4 rED)
14	REC	10
46	END	6
23	BODY	13
60	STUN	20		Total Characteristic Cost:  220

Movement:	Running:	16m/32m 
		Leaping:	0m
		Swimming:	4m/8m

Cost	Powers & Skills
20	Bite:  HKA 1d6+1 (4d6+1 w/STR), END 2
37	Life Force Drain:  Drain STR 1d6, Reduced Endurance (0 END; +½), Constant (+½), Uncontrolled (+½), 
	Delayed Return Rate (points return at the rate of 5 per Century; +4); Must Follow Grab (-½), 
	Linked (Bite; -¼)
20	Hoof Stomp:  HA +4d6, Reduced Endurance (0 END; +½); Hand-To-Hand Attack (-½)
12	Non-Terrene Makeup:  Resistant Protection (4 PD/4 ED)
40	Non-Terrene Makeup:  Physical Damage Reduction, Resistant, 75%; Only Works Against Rare attack (-½)
60	Non-Terrene Makeup:  Energy Damage Reduction, Resistant, 75%
8	Heavy:  Knockback Resistance -8m
4	Great Size:  Running +4m (16m total), END 1
-2	Cannot Leap:  Leaping -4m (0m total)
10	Multiple "Eyes":  Increased Arc Of Perception (360 Degrees) with Sight Group
6	Tentacles:  Extra Limbs  (4), Inherent (+¼)
	Notes:  Four large tentacles, numerous smaller ones.
5	Tentacles:  Stretching 6m, Reduced Endurance (0 END; +½); No Noncombat Stretching (-¼), No Velocity 
	Damage (-¼), Limited Body Parts (tentacles; -¼)

6	Spawn Of Shub-Niggurath:  +2/+2d6 Striking Appearance (vs. all characters)

4	+2 with Grab

5	Concealment 14-; Self Only (-½)
7	Stealth 14-

Total Powers & Skill Cost:  243
Total Cost:  462

175+	Matching Complications (50)
15	Distinctive Features:  Smells Like An Open Grave (Not Concealable; Noticed and Recognizable; 
	Detectable By Commonly-Used Senses)
15	Physical Limitation:  Enormous, up to four times human size (Frequently; Slightly Impairing)
10	Physical Complication:  Enormous (up to 12m tall; +4 OCV for others to hit, +4 to PER Rolls for 
	others to perceive) (Infrequently; Slightly Impairing)
20	Physical Complication:  Very Limited Manipulation (Frequently; Greatly Impairing)
15	Psychological Complication:  Loyal To The Aims Of Shub-Niggurath (Common; Strong)
5	Negative Reputation:  Servant Of Shub-Niggurath, Infrequently

Total Complications Points: 50
Experience Points:  287

Ecology: Dark young are the spawn of Shub-Niggurath, a.k.a. the "Black Goat of the Woods with a Thousand Young". They dwell in wooded areas and will prey on local fauna. They also meet with worshipers of their mother's, accept sacrifices (usually animal) and attack and destroy nonbelievers and other enemies of their cult.

Dark Young are also known as the Dark Young of Shub-Niggurath, the Tree of Life, or that Tree That Walks

Personality/Motivation: A dark young does its best to spread the cult of its mother. It is usually motived by sacrifices to itself or its mother.

Powers/Tactics: In combat a dark young will lash out with its long tentacles, attempting to grab a potential victim and draw them to a dripping mouth. The dark you will then bite down and suck the screaming victim's life energy away. This energy will greatly weaken the target, and once all the energy is drained (the target is STR 0) the victim will be devoured. If in very close combat, the dark young will simply stamp, trampling it opponents into the ground, hooting and bellowing as it does so.

Appearance: A dark young is a huge ropy mass of tentacles that loosely resembles a tree. It has a large semi-spherical body, four large tentacles, many smaller tentacles, hoofed feet and several mouths that drip green goo. They are black in color and are described as smelling like an open grave.

Designer's Notes: The Dark Young of Shub-Niggurath is a creature of the Cthulhu Mythos of H.P. Lovecraft. This design was based upon the dark young presented in the 5th Edition of Call of Cthulhu. It should be considered a template from which the Game Master can work. Options for this creature include switching the STR Drain for an END or BODY Drain, adding Life Support (up to Full) and increasing the Resistant Protection. Dark young usually know spells, but Call of Cthulhu spells aren't quite like most HERO System spells. Call of Cthulhu spells are more ritualistic and are usually for summoning or contacting the Elder Gods.

The STR drain in Call of Cthulhu "... cannot be restored." I figured giving it a 100 year recovery period simulated that pretty well.

Dark Young Hero Designer File

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