Original Life Forms Referenced:
- Reptilia: Veiled Chameleon (Chamaeleo calyptratus)
- Mammalia: Wolverine (Gulo gulo)
- Aves: Shoebill (Balaeniceps rex)
- Insecta: Bombardier Beetle (Brachinini tribe)
Appearance
The Chimeragulo Rex is a fearsome and bizarre predator. It has the stocky, muscular, quadrupedal body of a wolverine, low to the ground and built for relentless power. Its body is covered in a strange mix of dense, oily fur around the neck and legs, while its back and flanks are protected by a layer of tough, pebbled skin that can shift in color and pattern with startling speed, mimicking the camouflage of a chameleon. A long, prehensile reptilian tail, often coiled or held taut for balance, extends from its hindquarters. Its head is the most terrifying aspect: it has the broad, ferocious skull shape of a wolverine, but with the independently rotating, turret-like eyes of a chameleon, allowing it to look in two different directions at once. Where a mammal’s muzzle should be, its face extends into the massive, sharp-edged, hook-tipped bill of a shoebill stork. The creature’s abdomen is covered in overlapping plates of dark, chitinous armor, and its rear culminates in a pair of distinct, adjustable nozzles. Its feet are armed with the long, semi-retractable claws of a wolverine.
Size
The Chimeragulo Rex is a dense and powerfully built creature. It stands approximately 2 to 2.5 feet tall at the shoulder and measures about 4 feet from its bill to the base of its tail, with the tail adding another 2 to 3 feet of length. Despite its relatively low height, its broad shoulders and dense musculature give it a weight of 150 to 200 pounds.
Speed
It moves with the tireless, loping trot of a wolverine. It is not an explosive sprinter but possesses incredible stamina, capable of pursuing prey or tracking a target for many hours without rest. Its movements are deceptively quick and agile for its stocky build.
Stat Modifiers
- Strength: High. Possesses immense physical power for its size.
- Durability: High. Extremely tough, with a mix of fur, thick hide, and chitinous plates.
- Agility: Moderate. Its wolverine-like body is surprisingly nimble.
- Perception: Very High. The independently moving eyes provide a nearly 360-degree field of vision.
- Intellect: Low. It operates on cunning animal instinct.
- Social: Very Low. It is a solitary and aggressive feral creature.
Skills
- Stealth: Masterful at ambush, thanks to its active camouflage.
- Intimidation: Its bizarre appearance, unblinking stare, and habit of loudly clattering its huge bill create a terrifying display.
- Survival: An apex predator, expert at tracking and hunting in its chosen environment.
- Athletics: A powerful climber and digger, using its claws and strength to overcome obstacles.
- Special Attacks:
- Bill Crush: A devastatingly powerful bite attack with its shoebill-like beak, capable of crushing bone and armor.
- Claw Rake: Vicious melee attacks with its wolverine-like claws.
- Noxious Blast: Can spray a boiling, caustic chemical concoction from its abdominal nozzles, scalding and disorienting targets in a short-range cone behind it.
Behavior
The Chimeragulo Rex is a solitary and intensely territorial predator. It spends much of its time motionless, perfectly camouflaged against a rock outcropping or in dense foliage, its turret-eyes scanning its territory for threats or prey. When it spots a target, it will stalk it silently before erupting into a shocking display of ferocious violence. It is notoriously fearless and will attack creatures much larger than itself to defend its territory or claim a meal. It uses its prehensile tail to brace itself on uneven terrain or even to grapple with prey during a struggle.
Diet
Strictly carnivorous. The Chimeragulo Rex is an apex predator capable of taking down prey as large as deer or small bears. Its powerful bill is used to snap bones and crush the shells of armored prey, such as giant turtles or large, shelled monsters. It is also an opportunistic scavenger when necessary.
Emotions
The creature operates almost purely on instinct and primal emotion. Its primary emotional states are territorial rage, predatory hunger, and a deep-seated aggression toward any creature it does not recognize. It is incapable of feeling complex emotions like empathy or sorrow, but it is known for its cunning and its unyielding tenacity.
Environment Where Found
The Chimeragulo Rex thrives in rugged, dense environments that offer plenty of cover for its ambush tactics. It is most commonly found in the old-growth forests, rocky foothills, and tangled marshlands that lie between the more civilized parts of Saṃsāra. It prefers areas with a high density of prey animals and natural hiding spots.
Tags: Feral, Creature, Carnivore, Predator, Solitary, Territorial, Camouflage, Chemical Attack, Tier 2, Chimeric, Monster, Ambush, Durable, Tracker, Apex, Forest, Grappler
The Chimeragulo Rex 7 is a formidable and highly adapted predator, feared for its bizarre appearance, relentless aggression, and cunning tactics. Understanding its lifecycle and behavior is key to surviving an encounter with one.
Age & Lifecycle
- Lifespan: The Chimeragulo Rex is exceptionally durable, with a natural lifespan of approximately 15 to 20 years in the wild.
- Hatchling: The life cycle begins with a clutch of 2-3 large, leathery eggs laid in a deep, hidden den. A hatchling is born with a disproportionately large shoebill beak and downy, dark-colored fur. It is blind for the first week, but mobile and instinctively aggressive. The mother is fiercely protective during this stage.
- Juvenile: After a few months, the young are forced out of the den to fend for themselves. A juvenile is about half the size of an adult and its camouflage ability is not yet perfected, often resulting in patchy, mismatched colors. Its chemical blast is also weaker, more of an irritant than a true weapon. This is the most reckless and unpredictable stage of its life.
- Adult: From two years onward, the creature is considered an adult. It has reached its full size and power, has mastered its camouflage, and has established its own territory, which it will defend with unparalleled ferocity.
- Elder: A rare and dangerous sight. An elder Chimeragulo, over 15 years old, is typically covered in scars, with its chitinous plates cracked and its fur thinned. Its camouflage may be less vibrant, but its cunning is at its peak. It relies less on direct confrontation and more on perfectly executed ambushes, making it arguably more dangerous than an adult in its prime.
Tactics
The Chimeragulo Rex is the consummate ambush predator, combining its unique abilities with cunning and aggression.
- Stalk & Ambush: Its primary tactic involves finding a location with high traffic or a good vantage point and entering a state of complete stillness. Using its Chromatic Shift, it blends perfectly into the surrounding rocks, foliage, or even refuse. Its independent, turret-like eyes allow it to scan in multiple directions without moving its head, making it almost impossible to spot before it intends to be seen.
- Intimidation and Chaos: Once prey is within optimal range, it may employ its Terror Rattle. It reveals itself suddenly while violently clattering its massive bill, a sound like a thousand giant castanets. This, combined with its horrifying appearance and the unblinking stare of its eyes, is often enough to send prey into a state of panic, causing them to flee erratically or freeze in terror.
- Crippling Assault: The attack itself is an explosion of focused violence. It will often lunge for a limb with its Bill Crush attack, aiming to cripple its prey and prevent escape. Once the target is hobbled, it will use its powerful Claw Rakes and its prehensile tail to grapple and tear, overwhelming the victim with sheer ferocity.
- Defensive Spray: The Noxious Blast is most often used defensively. If surprised, injured, or facing a superior foe, it will use its blast to create a cloud of caustic, boiling chemicals aimed at its pursuers, using the moment of disorientation to retreat and disappear back into the environment.
Actions
- Multi-Attack: The Chimeragulo Rex can make three attacks: one with its Bill Crush and two with its Claw Rakes.
- Bill Crush: A powerful melee attack using its massive beak. It deals heavy crushing and piercing damage and is effective at breaking through armor and bone.
- Claw Rake: A swift melee attack that deals slashing damage.
- Terror Rattle (Action): The creature clatters its bill menacingly. Any creature within 30 feet that can see and hear the display must succeed on a Willpower saving throw or become frightened for one minute.
- Noxious Blast (Rechargeable): As an action, the creature can spray a 15-foot cone of boiling chemicals from the nozzles on its abdomen. Any creature caught in the cone must make a Durability saving throw, taking significant chemical and heat damage on a failed save, and half as much on a successful one. A failed save may also leave the target temporarily blinded or disoriented. This ability cannot be used again for a short time while the chemicals regenerate.
- Chromatic Shift (Bonus Action): The creature can alter the color and pattern of its skin to match its surroundings, giving it a significant advantage on Stealth checks.
Other Interesting Information
- Ecological Keystone: As an apex predator, the Chimeragulo Rex plays a vital role in its ecosystem by controlling the populations of other large creatures. Its abandoned dens also create habitats for smaller animals.
- Solitary Existence: These creatures are so intensely territorial that they are rarely seen together. Mating is a brief, violent affair, after which the male is driven away or killed. An encounter between two adults of the same sex almost invariably results in a fight to the death over territory.
- Valuable Remains: Skilled avatars and hunters seek out the Chimeragulo Rex for its unique components. Its hide is prized for crafting superior camouflage cloaks. Its chitinous plates can be fashioned into lightweight shields. Alchemists pay a high price for its chemical-producing glands, and its massive, bone-like bill can be turned into a formidable maul or a decorative helmet.
- Local Legends: In small communities bordering its territory, the creature is a boogeyman. It might be known as the “Two-Way Watcher,” the “Hill Terror,” or the “Silent Clacker.” Its ability to appear from nowhere, its terrifying stare, and the sharp, clattering sound of its beak give it a nearly supernatural reputation, with many locals believing it to be a demon or a wrathful spirit of the land.

An encounter with a Chimeragulo Rex 7 is a rare and almost universally terrifying event. Adventuring parties would cross paths with such a creature for a variety of reasons, broadly falling into two categories: they are either unfortunate enough to stumble into its territory by accident, or they are brave (or foolish) enough to be seeking it out deliberately.
Here are several reasons why a party of adventurers would encounter or search for a Chimeragulo Rex:
Accidental Encounters: The Trespassers
These are the most common and often the most dangerous types of encounters, as the party is unprepared for the specific and ferocious nature of their opponent.
- The Wrong Path: The simplest reason is bad luck. The party may be traveling through the wilderness on a completely unrelated quest—delivering a package, exploring a ruin, or heading to the next city. Their chosen route through the rocky foothills or dense marshlands unknowingly takes them directly through the heart of a Chimeragulo’s territory. Their scent, the noise of their passage, or their campfire at night marks them as intruders, provoking a violent, territorial response from the perfectly camouflaged creature they never knew was there.
- A Lair Misidentified: The adventurers might be tracking a band of goblins or searching for a lost ruin and follow a trail into a large, dark cave system. They might find signs of habitation—cracked bones, remnants of a fire—and assume they have found their target. In reality, they have stumbled into the den of a Chimeragulo Rex. The encounter happens not when they enter, but when the creature returns from a hunt to find strangers in its home.
- Fleeing Into the Fire: The party could be in a desperate retreat, fleeing from a superior force like a mercenary company or a horde of monsters. They dive into a misty, tangled swamp or a dense forest to lose their pursuers. While they may succeed in escaping their original foe, their relief is short-lived as they realize the “sanctuary” they’ve chosen is the hunting ground of something far worse. The sudden, loud clattering of a massive bill from a seemingly empty patch of reeds would be their first and only warning.
The Deliberate Hunt: The Harvesters
These quests involve the party actively seeking out the Chimeragulo Rex, knowing the risks but driven by the promise of great reward.
- The Alchemist’s Reagents: A master alchemist or an engineer from one of the great steam-powered cities posts a lucrative bounty for a specific, non-lethal harvest: the chemical glands from the abdomen of a Chimeragulo Rex. The boiling, caustic liquid it produces is a unique compound, invaluable for creating potent acid flasks, alchemical explosives, or even components for advanced magical research. The quest would require the party to hunt, subdue, and carefully extract the glands from the dangerous creature.
- The Master Armorer’s Commission: A legendary armorer, tasked with creating a masterpiece for a noble client, requires materials that only the Chimeragulo can provide. They need the creature’s color-shifting hide to craft a cloak of perfect, natural camouflage, and its durable chitinous plates for a suit of light, flexible, and uniquely resilient armor. The party would be hired as expert hunters to acquire these pristine components.
- The Trophy of a Lifetime: A wealthy and vain noble, collector of rare beasts, desires the unique and terrifying head of the Chimeragulo Rex as the centerpiece of their trophy hall. Lacking the courage to hunt the beast themselves, they hire the adventurers to do the dirty work, offering a massive purse of Lumens for the kill and proof of the deed. This presents a moral quandary: is killing such a rare and magnificent creature worth it for another’s vanity?
Problem-Solving: The Exterminators
In these scenarios, the Chimeragulo Rex has become a direct threat to a settlement or an enterprise, and the party is hired to eliminate the problem.
- The Terror of the Borderlands: A small, remote village nestled at the edge of a great forest is being slowly strangled. Livestock vanishes from their pens at night, leaving behind only strange tracks and a lingering chemical smell. Hunters and woodcutters who venture too deep into the woods don’t return. The villagers, living in fear of the unseen “Hill Terror,” pool their resources to hire the adventurers to hunt down and kill the monster that is preying on their community.
- Clearing the Way for “Progress”: A powerful trade guild or industrial consortium plans to build a new road, mine, or logging facility in a resource-rich wilderness. Their initial survey team was wiped out by a fiercely territorial Chimeragulo Rex. The party is hired as “security” or “pest control” to eliminate the apex predator, ensuring the construction can proceed without further loss of life and investment. This could place the party in the position of destroying a natural wonder for the sake of industry.
- A Wizard’s Revenge: A reclusive wizard maintained a secluded tower for their research on the edge of the creature’s territory. The Chimeragulo, perceiving the tower as an intrusion, attacked and killed the wizard’s prized familiar or apprentice. Consumed by grief and rage but ill-suited for physical combat, the wizard hires the party for a simple and direct mission of vengeance: hunt the beast that wronged them and bring back its massive, shoebill-like beak as proof that the deed is done.
A formidable apex predator like the Chimeragulo Rex 7 is a trove of rare and powerful resources for any party skilled and brave enough to successfully hunt one. Given its chimeric nature, its corpse offers a wide variety of components prized by different artisans, from alchemists to armorers.
Chameleonic Hide
The most obvious prize, the tough, pebbled hide of the creature retains its supernatural ability to change color and pattern.
- Use: When harvested carefully by a skilled skinner and treated by a master tanner who understands how to preserve its magical properties, this hide can be crafted into exceptional light armor or cloaks. This gear doesn’t just have a static camouflage pattern; it actively, if slowly, shifts its hue and pattern to blend in with its immediate surroundings, granting the wearer a significant bonus to stealth. A failed tanning process results in a tough but unremarkable grey leather.
Shoebill Rostrum (Beak)
The massive, bone-like beak of the creature is incredibly dense and retains its sharp, shearing edges.
- Use: A skilled weaponsmith or armorer can work with this material. The entire upper beak can be mounted and weighted to create a terrifying and effective two-handed maul or greatclub, exceptional at crushing armor. Alternatively, it can be split, reinforced, and fashioned into a large, uniquely shaped shield with a high durability. Some warrior cultures value the cleaned skull and beak as an intimidating war helm.
Wolverine Pelt
Separate from the chameleonic hide, the dense, oily fur that grows around the creature’s neck, chest, and legs is highly valued.
- Use: This fur is naturally resistant to frost and sheds water, making it a prime material for crafting cold-weather gear. It is most often used as the trim for hoods and collars on cloaks and parkas, as it prevents frost from building up near the wearer’s face. Its reputation for ferocity also makes it a status symbol among certain frontier cultures.
Chitinous Abdominal Plates
The overlapping plates on the creature’s abdomen are lightweight but stronger than boiled leather.
- Use: An armorer can carefully remove these plates and affix them to leather or mail armor, creating a form of composite armor. They are most often used to create reinforced pauldrons (shoulder guards), greaves (shin guards), or a lightweight, layered cuirass that provides excellent protection without significantly hindering mobility.
Noxious Chemical Glands
This is the most dangerous and valuable component to harvest. The creature has two separate internal glands containing the hypergolic chemical precursors for its defensive spray.
- Use: A master alchemist can carefully extract the contents of these glands. The two chemicals, when combined under controlled conditions, can be used as the primary reagent for powerful acid flasks, solvents capable of eating through locks or metal bars, or highly volatile components for explosive traps and alchemical bombs. The harvesting process is perilous; a clumsy cut could cause the glands to rupture and mix, resulting in a violent, flesh-scalding explosion.
Ocular Lenses
The creature’s independently moving, turret-like eyes contain complex, multi-faceted lenses.
- Use: An artisan with the skills of both a jeweler and a magical artificer can extract these delicate lenses. When ground down and magically set into a pair of goggles or a helmet’s visor, they can create a “Lens of Wide Perception,” granting the wearer an expanded field of vision and reducing their chances of being surprised from the flanks.
Prehensile Tail Sinew
The long, thick tendon running through the creature’s powerful tail is a unique and highly sought-after material.
- Use: The sinew is prized by master bowyers. It is incredibly strong yet flexible, and when treated and used as a bowstring, it creates a bow with a smoother draw and a faster, more powerful arrow release. It can also be braided by a skilled rope-maker into a whip or a grappling line of exceptional strength.
The Heart of the Unyielding
The creature’s large, muscular heart is believed to be the source of its legendary stamina and fearlessness.
- Use: While not suitable for crafting, the heart is a potent alchemical ingredient. It can be used as the primary component in powerful potions of stamina or heroism. Some shamanistic traditions also have rituals that involve consuming a small, prepared portion of the heart to temporarily gain a measure of the creature’s ferocity and resistance to pain.
Four Bad Hearts
In the old time, when the forest was deep and knew its own mind, there lived a spirit. He was the Old Man of the Woods, and his beard was moss and his bones were stone. He kept the balance. When a wolf grew too hungry, he would whisper to it of sleep. When a river grew too angry, he would show it a new path. But in one part of the forest, the balance was broken. Four creatures had let a sickness grow in their heart-spirit.
The first was a great Chameleon. But its heart was full of lies. It did not change its skin to hide from danger. It changed its skin to look like a beautiful flower to trick the bees, or like a safe log to trick the weary traveler. It loved deceit for the trick itself.
The second was a strong Wolverine. But its heart was full of fire. It did not kill for hunger. It killed because the rage was a loud drum inside it. It would break the dens of sleeping animals and tear down the nests of birds for no reason but the joy of its own fury.
The third was a proud Shoebill. But its heart was full of vanity. It stood taller than all other birds. It would look down its great beak at the creatures of the marsh and find them all wanting. It would crush a turtle’s shell not to eat, but only to prove that its beak was stronger than the turtle’s house.
The fourth was a dark Bombardier Beetle. But its heart was full of venom. It would hide in the dark places under a root. When a happy cricket or a busy ant passed by, the beetle would spray its hot poison upon them. Not because it was afraid, but because the happiness of others was an insult to its own spiteful heart.
The Old Man of the Woods saw these four sicknesses. He saw how the lie and the rage and the vanity and the spite were making his forest ugly. He said, a lesson must be taught. A lesson that is hard like stone.
He called the four creatures to him. He whispered on the wind, and they could not refuse. They came to the heart of the forest, a place of great and ancient stillness. When the four creatures saw each other, their bad hearts were filled with hate. The Wolverine lunged with its rage. The Chameleon tried to trick it. The Shoebill looked down on them both with scorn. And the Beetle scuttled behind a stone to prepare its poison. They began to fight, a terrible battle of their four sicknesses.
The Old Man of the Woods did not stop them. Instead, he lifted his hands of stone and root. He made a great binding. He spoke with a voice that was the creaking of all the trees.
“You have each brought a poison into my forest,” he said. “Now, you will live inside that poison together. You will become one body, so you may never forget the ugliness of your own hearts.”
And the four creatures were pulled together by a magic that was old and strong. They twisted and screamed and became one new thing.
To the Chameleon, the Old Man said, “Your heart of lies will now be your skin. You will never be able to show a true face to the world, for you no longer have one.”
To the Wolverine, he said, “Your heart of fire will now be your limbs and your claws. You will never know peace or rest, only the endless, furious need to fight and tear.”
To the Shoebill, he said, “Your heart of vanity will now be your face. You will wear your pride like a great, heavy mask, and all who see it will see your arrogance before they see you.”
To the Beetle, he said, “Your heart of venom will now be your only defense. When your rage drives you to flee, you will spit your spite behind you.”
And so the first Chimeragulo Rex was made. It was a prison of four bad hearts. Its fury is the wolverine fighting the shoebill’s pride. Its stillness is the pride fighting the chameleon’s lies. Its camouflage is the lies fighting the beetle’s spite. It is alone because it cannot stand the company of its own self. And it is a terror in the forest, a living lesson, walking on the ground.
The Moral of the Story: A monster is not made by its claws or its beak, but by the warring sicknesses it is forced to keep in a single heart.
Suggested conversions to other systems:
Call of Cthulhu
The Watcher-in-Two-Ways
This creature is an abomination of natural law, a fusion of reptile, mammal, bird, and insect that defies all sane biology. Its existence is a testament to some forgotten, insane power that toys with the flesh of the world. Merely witnessing its impossible form is enough to shake the foundations of an Investigator’s understanding of reality. It is a creature of pure, instinctual violence, defending its territory with a fury that borders on the supernatural.
Statistics: STR 75, CON 80, SIZ 65, DEX 60, INT 35, POW 70 HP: 14 Damage Bonus: +1d4 Build: 1 Move: 8
Attacks
- Fighting (Brawl): 55%, deals 1d3 + DB damage (Claw Rake)
- Fighting (Crush): 40%, deals 1d8 + DB damage (Bill Crush)
- Dodge: 30%
Armor: 3 points of tough hide, fur, and chitinous plates.
Spells: None.
Skills: Stealth 70%, Spot Hidden 60%, Listen 50%, Track 40%.
Sanity Loss: 1/1d6 Sanity points to see the Watcher-in-Two-Ways for the first time.
Special Abilities:
- Impossible Anatomy: The creature’s independently moving eyes grant it a near-360-degree field of vision. It cannot be surprised and is immune to attack penalties from multiple assailants.
- Active Camouflage: Its skin shifts color and pattern to match its surroundings. The creature gains one bonus die on all Stealth rolls. Conversely, Investigators receive one penalty die on any Spot Hidden roll to notice it when it is still.
- Caustic Jet: Once every three rounds, as a full combat action, the creature can spray a 5-yard cone of boiling chemicals from its rear. Anyone caught in the cone must make a Dodge roll or take 1d10 burning damage. Even on a successful dodge, they take 1d3 damage.
- Terrifying Rattle: The creature can spend a combat round clattering its massive bill. Anyone who can see and hear this display must make a POW roll or be frozen in terror, unable to act for the next round.
Blades in the Dark
The Grinder A Savage, Territorial Amalgamation of Beasts
Rumors in the back-alleys of Charhollow and the wilds of the Deathlands speak of the Grinder. They say a mad philosopher of the flesh tried to build the perfect predator and succeeded all too well. It is a fusion of rage, deceit, and pride, a territorial monster that stalks the forgotten places of the world. It kills not just for food, but for the sheer violation of its presence.
- Threat Level: A Tier II creature (a Tier III if it’s an ancient specimen).
- Drives: To hunt any and all trespassers, to defend its territory ferociously, to crush and destroy.
- Qualities:
- Amalgam of Hate: A bizarre fusion of mammal, reptile, bird, and insect. Its appearance is terrifying and unnatural.
- Armored Hide: Its chitinous plates and thick fur act as armor (armor).
- Bone-Crushing Beak: Its beak ignores one level of armor on its attacks.
- Unseen Killer: Its skin shifts color, allowing it to blend into its surroundings with terrifying perfection. It almost always acts with a dominant position when ambushing.
- Actions (Clocks):
- Stalk Unseen (4-Clock): The Grinder positions itself for a perfect ambush.
- Unleash a Terrifying Display (4-Clock): It clatters its beak and fixes its dual-gaze on a target, who must resist or be frozen in fear (Level 2 Harm: “Terrified”).
- Launch Ferocious Assault (6-Clock): It attacks with a flurry of claws and its crushing beak.
- Spray Caustic Chemicals (4-Clock): As a defensive measure, it blasts a cone of boiling liquid behind it (Level 2 Harm: “Scalded”).
Dungeons & Dragons
Gulochaema Rex Medium monstrosity, unaligned
Armor Class 15 (natural armor, chitin) Hit Points 75 (10d8 + 30) Speed 30 ft., climb 20 ft.
Ability Scores: STR 17 (+3), DEX 14 (+2), CON 16 (+3), INT 3 (-4), WIS 14 (+2), CHA 7 (-2)
Skills Perception +6, Stealth +6 Senses passive Perception 16 Languages — Challenge 3 (700 XP)
Chameleonic Skin. The gulochaema has advantage on Dexterity (Stealth) checks made to hide.
Keen Eyes. The gulochaema has advantage on Wisdom (Perception) checks that rely on sight.
Relentless Fury. If the gulochaema takes 15 damage or more on a single turn, it can use its reaction to move up to half its speed toward a hostile creature it can see.
ACTIONS
Multiattack. The gulochaema makes three attacks: one with its Beak and two with its Claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature wearing nonmagical armor, its armor is damaged and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
Noxious Spray (Recharge 5-6). The gulochaema sprays a 15-foot cone of boiling chemicals from its abdomen. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also blinded until the end of its next turn.
Knave
Two-Eyed Terror A ferocious, territory-obsessed chimera.
HD 5; AC 16; Morale 11 Attack: Beak (d10, ignores 2 armor) or 2 Claws (d6/d6)
- Camouflage: Has advantage on all saves made to hide. Opponents have disadvantage on saves made to notice it before an ambush.
- Dual Gaze: Cannot be surprised.
- Terrifying Rattle: Any character who witnesses its threat display for the first time must make a DC 15 Willpower save or be frozen with fear, unable to act for one round.
- Chemical Spray: Once per combat, it can spray a cone of boiling chemicals behind it. Anyone in the cone must make a DC 14 Constitution save or take 2d6 damage.
- Unyielding: If it is not killed, it will pursue any trespassers who flee its territory for up to one hour.
Fate
The Forest’s Wrath
The Forest’s Wrath is not a simple beast; it is a powerful antagonist, a living embodiment of nature’s fury and cunning. It should be treated as a major character in any conflict, with aspects that can be invoked and compelled to create a dynamic and dangerous encounter.
- High Concept: Territorial Amalgam of Rage and Deceit
- Trouble: A Prison for Four Warring Spirits
- Other Aspects: Its Gaze Sees All Directions, Unseen Until the Last Second, Unstoppable Ferocity
Skills:
- Great (+4): Fight
- Good (+3): Physique, Notice
- Fair (+2): Athletics, Stealth
- Average (+1): Provoke
Stunts:
- Bone-Crushing Beak: When The Forest’s Wrath succeeds with style on a Fight attack, it can choose to inflict a serious consequence on the target (such as Shattered Shield or Crippled Limb) instead of taking the usual boost.
- Noxious Ejection: Once per conflict, The Forest’s Wrath can use its Fight skill to attack all targets in a zone directly behind it. The targets do not get to attack back in the same exchange. This attack can create situational aspects like Scalding Chemical Cloud or Blinded by Venom.
- Chromatic Skin: The Forest’s Wrath can use its Stealth skill to Create an Advantage to hide even when it only has minimal or partial cover.
Numenera & Cypher System
The Variegated Mauler
This bizarre creature is a product of the Ninth World’s strange ecology, possibly the result of genetic splicing, rampant nanotech evolution, or simply a creature that has adapted to a dangerously weird environment. It is a cunning and highly durable predator.
- Level: 5
- Health: 20
- Damage: 5 points (from beak); 3 points (from claws).
- Armor: 2
- Movement: Short
- Modifications: Stealth tasks as level 7 due to its active camouflage. Perception tasks as level 7 due to its independent, all-seeing eyes.
- Combat: The Variegated Mauler typically ambushes its prey. It can make two claw attacks against one or two targets as a single action. Alternatively, it can make a single, powerful beak attack that ignores 1 point of armor. Once per encounter, as its action, the Mauler can eject a spray of hot chemicals at all targets in immediate range behind it. This attack inflicts 4 points of damage, and affected targets’ tasks are hindered for one round.
- GM Intrusion: The Mauler, thought to be gone, reveals itself from a perfectly camouflaged position right next to a character. Alternatively, after a character inflicts a significant amount of damage, the Mauler’s wolverine-like fury takes over, and it will relentlessly attack only that character until one of them is dead.
Pathfinder
CHIMERAGULE — CREATURE 4 RARE N MEDIUM BEAST
A rare and terrifyingly aggressive predator that stalks deep forests and hills, the Chimeragule is a chaotic fusion of creatures. Its uncanny ability to blend into its surroundings and its ferocious assault make it a feared hunter.
- Perception +13; all-around vision
- Skills Acrobatics +11, Athletics +12, Stealth +13, Survival +11
- Str +4, Dex +3, Con +4, Int -4, Wis +3, Cha -2
AC 21; Fort +14, Ref +11, Will +9 HP 65
- All-Around Vision The chimeragule cannot be flanked.
- Chameleonic Hide The chimeragule can Hide without being concealed or having cover. It can Stride, Step, or Sneak without its Stealth check automatically failing from the movement.
ACTIONS
Speed 25 feet, climb 20 feet Melee [one-action] Jaws +14, Damage 2d8+6 piercing Melee [one-action] Claw +14 (agile), Damage 1d10+4 slashing
Ferocious Charge [two-actions] The chimeragule Strides twice. If it ends its movement within melee reach of at least one enemy, it can make a Jaws Strike against that enemy.
Noxious Ejection [two-actions] (acid, primal); The chimeragule sprays a 15-foot cone of boiling chemicals from its abdomen. Each creature in the cone takes 4d6 acid damage (DC 21 basic Reflex save). A creature that critically fails its save also takes 1d6 persistent acid damage. The chimeragule cannot use Noxious Ejection again for 1d4 rounds.
Terrifying Rattle [one-action] (auditory, emotion, fear, mental); The chimeragule clatters its beak loudly. Each non-chimeragule creature within 30 feet must attempt a DC 19 Will save.
- Critical Success The creature is unaffected.
- Success The creature is frightened 1.
- Failure The creature is frightened 2.
Savage Worlds
The Marsh-Devil A territorial chimera that stalks the deep wilderness, this creature is a whirlwind of claws and fury, appearing from nowhere to viciously defend its domain.
Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d10, Vigor d10 Skills: Athletics d8, Fighting d10, Notice d10, Stealth d12, Survival d8 Pace: 6; Parry: 7; Toughness: 9 (2)
Hindrances: Territorial (Major), Mean (Minor) Edges: —
Special Abilities:
- Armor +2: Its hide is reinforced with thick fur and chitinous plates.
- Bite/Claws: Str+d8, AP 2. The creature’s massive beak can punch through armor with ease.
- Camouflage: The creature’s skin shifts color. It gains a +4 bonus to Stealth rolls in natural environments, and opponents suffer a -2 penalty to Notice rolls to detect it.
- Fear (-2): The creature’s bizarre appearance is terrifying. Anyone who sees it must make a Fear roll at -2.
- Noxious Spray: As an action, the Marsh-Devil can spray a cone of chemicals from its rear using the Cone Template. Any character in the template must make a Vigor roll or become Distracted and Shaken.
- Relentless: The Marsh-Devil can ignore the Shaken condition from the first time it’s inflicted in any combat.
- Size 1: This creature is slightly larger and bulkier than a normal human.
- Wild Card: As a unique and powerful specimen, the Marsh-Devil is a Wild Card.
Shadowrun
Chimeric Ridge-Stalker
A highly dangerous and unclassified paracritter, the Ridge-Stalker is believed to be either an Awakened chimera from a highly toxic region or a corporate bio-weapon that escaped a black-site lab. It combines the ferocity of a wolverine, the adaptive camouflage of a chameleon, the bone-crushing power of a large predatory bird, and the chemical defenses of a bombardier beetle. It is a perfect ambush predator and an apex threat in its territory.
- Attributes:
- Body: 6
- Agility: 4
- Reaction: 4
- Strength: 5
- Willpower: 4
- Logic: 2
- Intuition: 4
- Charisma: 2
- Edge: 3
- Magic: 6
- Initiative: 8 + 2d6
- Matrix Initiative: N/A
- Astral Initiative: 8 + 2d6
- Condition Monitor (P/S): 11 / 10
- Skills: Athletics 4, Close Combat 5, Exotic Ranged Weapon (Chemical Spray) 4, Perception 5, Stealth 6, Unarmed Combat 5.
- Powers:
- Camouflage: The Ridge-Stalker’s skin shifts color and texture. It gains a +4 dice pool bonus to its Stealth tests.
- Enhanced Senses: 360-degree vision due to its independently moving eyes. It cannot be surprised.
- Fear: The creature’s unnatural appearance is terrifying. Anyone who sees it must make a Willpower + Charisma (3) test or be frozen with fear.
- Natural Weapon (Beak/Claws): The creature’s beak and claws deal (STR/2 + 2)P damage, AP -2.
- Corrosive Spit: This is a chemical attack, not a magical one. The creature can spray a cone of boiling acid from its abdomen. It uses Exotic Ranged Weapon + Agility. The attack has a DV of 8P, AP -4, and affects a cone-shaped area.
Starfinder
Vex-Stalker CR 4 XP 1,200 N Medium magical beast Init +4; Senses all-around vision, low-light vision; Perception +10
DEFENSE HP 55 EAC 16; KAC 18 Fort +8; Ref +8; Will +3 Defensive Abilities Chameleonic Hide
OFFENSE Speed 30 ft., climb 20 ft. Melee beak +12 (1d6+8 P; critical sunder) or claw +12 (1d4+8 S) Multiattack beak +6 (1d6+8 P), 2 claws +6 (1d4+8 S) Offensive Abilities Caustic Jet
STATISTICS STR +4; DEX +2; CON +3; INT -4; WIS +1; CHA -1 Skills Athletics +10, Stealth +15, Survival +10
ECOLOGY Environment temperate forests, hills, and marshes Organization solitary
SPECIAL ABILITIES
- All-Around Vision (Ex) The Vex-Stalker’s independently moving eyes grant it a +4 racial bonus to Perception checks, and it cannot be flanked.
- Caustic Jet (Ex) As a standard action, a Vex-Stalker can spray a 15-foot cone of boiling acid from its abdomen. Creatures in the cone take 4d6 acid damage (Reflex DC 13 half). A Vex-Stalker cannot use this ability again for 1d4 rounds.
- Chameleonic Hide (Ex) The Vex-Stalker can change its coloration to match its surroundings, granting it concealment (20% miss chance) at all times. As a move action, it can become invisible until the start of its next turn.
- Terrifying Rattle (Ex) As a standard action, the Vex-Stalker can clatter its beak loudly. Any creature within 30 feet must succeed at a DC 13 Will save or be shaken for 1d4 rounds. This is a mind-affecting, fear effect.
Traveller
Guloform Ambush Predator
A rare and extremely aggressive predator found on a handful of high-G, dense-forest worlds. This creature is a prime example of convergent evolution resulting in a bizarre but highly effective form. Its tough, armored hide and low-slung, powerful body make it a formidable opponent, while its unique biological traits make it a nightmare to hunt.
- UPP: 8A9742
- Skills: Stealth-2, Survival-2, Melee(natural)-1
- Attacks:
- Beak Crush: 2d6+4 damage, penetrates 4 points of armor.
- Claw: 2d6 damage.
- Armor: 3 (Tough hide and chitinous plates).
- Traits:
- Camouflage: The creature’s hide shifts colors. This imposes DM-2 on any check to spot it when it is still.
- Fear (1): Its unnatural appearance requires a fear check (Willpower 8+) for anyone encountering it for the first time.
- Noxious Spray: The creature can spray a 5m cone of boiling chemicals from its rear. This is a ranged attack requiring a successful Dodge to avoid. A hit inflicts 2d6 damage and a DM-2 penalty to all actions for the next 1d6 rounds due to pain and disorientation. This can be done three times before needing an hour to regenerate.
- 360-degree Vision: The creature cannot be surprised.
Warhammer Fantasy Roleplay
Drakwald Terrorbeast This creature is a singular monster, a product of the warping influence of the Drakwald Forest. It is a fusion of rage, pride, and spite, a beast of pure malice that hunts not just for food, but to spread fear and pain. It is a living embodiment of Chaos, a nightmare of nature given form.
Main Profile M 10, WS 55, BS 0, S 50, T 55, I 30, Ag 35, Dex 25, Int 10, WP 60, Fel 5 Wounds: 18
Traits: Armour (2), Fear (2), Corrupted (Minor), Natural Weapons (Beak, Claws), Skittish, Territorial, Vomit, Ward (1) Talents: Ambusher, Frenzy, Menacing, Relentless Skills: Athletics 45, Endurance 65, Intimidate 60, Perception 40, Stealth 55, Survival 40
Attacks:
- Bone-Shattering Beak: WS 55, Damage S+4, Qualities: Pummel, Vicious
- Shredding Claws: WS 55, Damage S+2, Qualities: Fast
Special Rules:
- Chameleonic Hide: The Terrorbeast’s hide constantly shifts. When it uses the Stealth skill to hide, opponents suffer a -20 penalty to their Perception tests to find it.
- Terrifying Rattle: As an action, the Terrorbeast can clatter its beak. All who can see and hear it must make a Challenging (+0) Cool Test or gain 1 Broken Condition.
- Vomit: The Terrorbeast’s Vomit trait manifests as a cone of boiling chemicals sprayed from its rear.
