Pardus Mambacuda 842

  • Original Life Forms: Leopard (Mammalia), Black Mamba (Reptilia), Great Barracuda (Actinopterygii), and Praying Mantis (Insecta).

Biological and Behavioral Profile

  • Appearance: This creature possesses the sleek, muscular torso of a leopard, covered in a short, iridescent silver fur that mimics fish scales. Its four limbs are mammalian but end in the serrated, raptorial forelegs of a mantis, capable of folding tightly against the chest. Instead of a standard feline head, it has the narrow, angular head of a mamba with the jutting, needle-toothed lower jaw of a barracuda. Two large, compound insectoid eyes are situated on the sides of the head, providing a 300-degree field of vision. A long, whip-like reptilian tail extends from the rear, ending in a chitinous stinger.
  • Size: Large (Approximately 8 feet in length from nose to tail-base; 3 feet at the shoulder).
  • Speed: 45 feet (Land), 50 feet (Swimming).
  • Stat Modifiers: +4 Dexterity, +3 Strength, -2 Charisma, +2 Perception.
  • Skills: Stealth, Athletics (Swimming), Intimidation, Perception.
  • Behavior: The Pardus-Mambacuda 842 is an ambush predator that utilizes high-speed bursts of motion. It is capable of remaining perfectly still for hours, mimicking the swaying of tall grass or underwater kelp. It is highly aggressive when cornered but prefers to strike from shadows or from beneath the surface of the water. It exhibits a twitchy, mechanical movement style characteristic of insects when not in full pursuit.
  • Diet: Carnivorous. It prefers large mammals and aquatic creatures. It is known to consume its prey whole, utilizing highly acidic stomach enzymes to dissolve bone and chitin.
  • Emotions: Primarily driven by hunger and territoriality. It displays a cold, calculating patience rather than hot-blooded rage. It shows signs of extreme agitation and clicking sounds when its territory is encroached upon by other predators.
  • Environment: Found in coastal mangroves, humid rainforests, and the edges of tropical lagoons where land and water meet.
  • Tags: Feral, Monstrosity, Amphibious, Ambush Predator, Venomous, Aquatic, Chitinous, High-Agility, Iridescent, Nocturnal, Reptilian, Solitary, Stealthy, Territorial, Vertebrate

Life Cycle

  • The life cycle begins in clutches of 10 to 15 leathery, translucent eggs laid in brackish water or damp shoreline burrows.
  • Juveniles hatch as “larval-pups,” possessing gills and mantis-like forelimbs but lacking the leopard-like musculature, which develops after their first significant meal.
  • Growth is rapid, occurring through a series of four molts where the creature sheds its outer iridescent skin and chitinous limb-plating to accommodate its increasing size.
  • Adulthood is reached within two years, at which point the gills recede into the neck and the lungs become the primary respiratory organ, though the skin remains capable of absorbing oxygen underwater.
  • The average lifespan in the wild of Saṃsāra is approximately 25 years, though high-tier individuals may live longer if they remain uninjured.

Mating

  • Mating is a rare and dangerous event characterized by a complex ritual of rapid clicking sounds and bioluminescent flashes from their iridescent fur.
  • The female is significantly more aggressive; if the male does not provide a substantial “nuptial gift” in the form of a large carcass, the female may attempt to consume him during the process.
  • After fertilization, the male immediately flees to avoid being preyed upon, and the pair never interacts again.
  • Nests are guarded fiercely by the female for the 40-day incubation period, during which she does not eat.

Tactics

  • It utilizes its “Mind’s Eye” to identify the weakest attribute of its prey before initiating an attack.
  • The creature frequently lures land-dwelling prey to the water’s edge by mimicking the sound of a struggling animal using its reptilian vocal cords.
  • In combat, it uses its mantis-like claws to grapple and pin an opponent while the barracuda-jaw delivers a crushing, venomous bite.
  • If outnumbered, it uses its silver fur to create a blinding glare against the sun or magic light sources, providing a window for a high-speed retreat into the water or dense foliage.

Actions

  • Raptorial Strike: A high-speed lunge using the mantis-claws to hook and pull a target toward its jaws.
  • Venomous Snap: A bite that delivers a neurotoxic venom, causing temporary paralysis or significant loss of movement speed.
  • Tail Whip: A reactive strike with its reptilian tail that can trip or knock back an opponent within a 10-foot radius.
  • Bioluminescent Flash: An action that uses magic flow to brighten its fur, forcing nearby creatures to look away or be temporarily blinded.
  • Submerge: A quick movement into water or mud, granting a significant bonus to its stealth and protection against ranged attacks.

Other Interesting Information

  • The iridescent silver fur is highly prized by alchemists for crafting potions of invisibility or underwater breathing.
  • Despite their feral nature, some “Rule Breaker” avatars have attempted to use the Pardus-Mambacuda 842 as a mount, though this usually results in the death of the rider unless the creature is magically compelled.
  • The creature’s nervous system is decentralized, similar to an insect, allowing it to continue fighting for several minutes even after sustaining what would be a fatal wound to its primary heart.
  • The Pardus-Mambacuda 842 is known to be attracted to magic storage crystals, often hoarding them in its lair, which can lead to the creature accidentally gaining a “Mana Boost” over time.
  • It is one of the few species that shows an instinctive fear of Zeppelins and large Air ships, likely due to the vibrating hum of the steam-magic engines.

Adventurers in the world of Saṃsāra might seek out or accidentally stumble upon the Pardus-Mambacuda 842 for various professional, economic, or survival-based reasons.

  • Alchemical Harvesting: The iridescent fur of the creature is a highly sought-after component for high-tier alchemists. Because it mimics invisibility and facilitates underwater breathing, a single high-quality pelt can be sold for several Gold or even Electrum coins depending on the local market’s demand for stealth-based gear.
  • Curation of Venoms: Professional “Rule Breaker” casters and assassins often hunt these creatures to harvest their neurotoxic venom. This venom is used as a base for spells or to coat alchemical projectiles that can paralyze high-tier foes, making the creature a high-value target for those specializing in debuffing magic.
  • Bounty and Protection: As the population of Saṃsāra expands, trade routes and coastal villages often overlap with the creature’s mangrove habitats. Local governors or merchant guilds may hire adventurers to clear out a “territorial” Pardus-Mambacuda 842 that has been preying on transport griffons or livestock.
  • Mana Crystal Recovery: Because these creatures have a behavioral instinct to hoard magic storage crystals in their damp lairs, adventurers searching for rare mana sources or “batteries” to power steam-magic devices might track a creature back to its nest to recover the stolen goods.
  • The “Mind’s Eye” Challenge: High-tier avatars looking to test their tactical growth may seek out this species specifically because its “Bioluminescent Flash” and high stealth attributes provide a significant challenge to their own identification and perception skills.
  • Scientific and Gestalt Research: Scholars interested in the “Old World” history of Saṃsāra may hire a party to capture a live juvenile. They wish to study how the creature’s decentralized nervous system allows it to function, hoping to apply these biological traits to the construction of more resilient undead or mechanical constructs.
  • Accidental Encampment: Parties traveling via Zeppelins or Air ships that experience mechanical failure might be forced to land in the remote jungles or uncharted islands where these creatures are the apex predators. In this scenario, the encounter is a matter of survival as the party defends their grounded vessel.
  • Resource Mapping: Since the creature is an indicator species for brackish water and high-magic “ebb and flow” areas, adventurers acting as scouts for new island settlements may track them to find stable environments suitable for mana-driven industry.
  • Petitioner Requests: A local NPC might believe that a family heirloom or a specific piece of attuned gear was lost near a lagoon inhabited by the beast, necessitating a retrieval mission.
  • Training for Tiers: Characters nearing the requirement of 10 attuned items may hunt these monsters to acquire the “Rhodium” or “Platinum” value loot needed to purchase the Tier 3 or Tier 4 items required for their next mandatory level-up.

Aside from the iridescent fur and neurotoxic venom already mentioned, the unique biological composition of the Pardus-Mambacuda 842 provides several specialized materials highly valued by craftsmen and practitioners of magic in Saṃsāra.

  • Serrated Mantis Chitin: The plating on the raptorial forelegs is exceptionally light and durable. Blacksmiths use these as reinforced edges for Tier 2 or Tier 3 light armor. Because the chitin is naturally resistant to water damage, it is a primary material for gear intended for use in humid jungles or underwater environments.
  • Needle-Toothed Barracuda Jaw: The teeth contain a natural enchantment of “clinging” or “hooking.” These are often harvested to create alchemical arrowheads or grappling hooks that provide a bonus to climbing or securing items. When used in weapon crafting, they add a bleed effect to successful strikes.
  • Mamba-Barracuda Eye Lenses: The large, compound eyes can be preserved in alchemical solutions to create “Mind’s Eye” enhancers. When ground into a powder or used as a lens for a magical monocle, they provide the wearer with a wider field of vision and a minor bonus to detecting hidden stats of creatures or objects.
  • Decentralized Nerve Nodes: Because the creature possesses a nervous system spread throughout its body, these nodes can be harvested and used as conduits in magic circuits. They are particularly useful in the construction of automated mechanical limbs for constructs, as they “remember” instinctual movement patterns even after the creature has died.
  • Acidic Stomach Lining: The lining of the stomach is one of the few organic materials capable of holding highly corrosive alchemical acids without dissolving. It is cleaned and tanned to create specialized pouches or vials for storing dangerous chemical reagents or gunpowder that must be kept away from moisture.
  • Bioluminescent Glands: Located near the base of the fur follicles, these glands contain the chemicals responsible for the creature’s blinding flash. Alchemists use them to create “Flash Pots” or “Sun-Stones,” which are single-use items that can illuminate dark cave systems or temporarily stun foes in a 20-foot radius.
  • Whip-Tail Stinger: The chitinous point at the end of the reptilian tail can be fashioned into a natural dagger or spear tip. It retains a residual magical charge that can be used as a focus for “Rule Breakers” who cast spells through hand gestures, acting as a natural extension of the body’s magic flow.
  • Iridescent Bone Marrow: The marrow inside the leopard-like skeletal structure is rich in concentrated magic minerals from the creature’s diet of mana crystals. When consumed as part of a ritual meal, it can provide an avatar with a temporary “Mana Boost” or help restore HP more effectively during a long rest.
  • Gills and Lung Membranes: The specialized tissue that allows the creature to be amphibious can be processed into a leather-like material used for making masks or breathing apparatuses. These items allow other avatars to stay underwater for extended periods without the use of an active spell.
  • Vocal Cord Strips: The complex vocal cords used for mimicking other animals can be used in the creation of magical instruments or “vocal conduit” items. These allow a user to project their voice over long distances or mimic the calls of other feral creatures to distract them during an encounter.

Silver-Walker and Seven-Tongued-Hunger

In the days before the many islands were named, when the Sky-Boats were but dreams of birds and the Great Pulse was loud in the earth-veins, there walked a Thing of Four Shadows. It was the Pardus-Mambacuda, though the Old-Speak calls it “The Scale-Cat-With-Hook-Hands.” It was born of a mistake by the Under-Gods who mixed the clay of the deep water with the clay of the high trees.

This Beast-of-many-shapes sat upon the lip of the Silent Lagoon. Its skin was like the moon reflected in a shield of polished tin. It was very hungry, for its belly was a hole that could not be filled by fish or by deer alone.

There came to the lagoon a Traveler of the First Souls, one who carried the Memory-of-Before. The Traveler had a mind like a clear crystal and eyes that could see the hidden numbers of the world. The Traveler looked upon the Beast and the Mind’s Eye said: “This is a creature of Tier-Greatness, and its heart is a stone of many colors.”

The Scale-Cat-With-Hook-Hands spoke, but not with its own tongue. It stole the voice of the Traveler’s mother and called from the reeds: “Come, child, for I have found the magic-batteries of the ancient kings in the mud.”

The Traveler, though wise, felt the tug of the heart-strings. He stepped into the brackish water. But as he stepped, the Beast did the Great-Eye-Flash. The light was like the sun falling into a bucket. The Traveler was made into a person-of-no-sight. He could not see the stats of the world; he could not see the ground or the sky.

Then the Beast used its Mantis-Grasp. It did not strike with anger, but with the cold-calculation of the insect-mind. It held the Traveler fast. The Barracuda-Teeth, which are the needles of the sea, were ready to sew the Traveler’s life into the Beast’s belly.

But the Traveler had the Rule-Breaker’s secret. He did not use a stick-of-power or a stone-of-focus. He used his own Breath-Conduit. He sang a Ritual-Chant that lasted longer than the time it takes to boil a small egg. The chant was a “Normal” chant, but it grew into a “Ritual” of high-noise.

The magic flowed like the steam-engines of the future-past. The Traveler called the True Name of the Beast—a name so long it was not written on any scroll. The power was doubled-doubled. The Silver-Fire-Spell-Power burned the water. The Scale-Cat was made to be a creature-of-pain.

Yet, the Beast did not die, for it used its Point-of-Mana to stay at the One-HP. It retreated into the dark-caves where the light does not go. The Traveler was left in the mud, his eyes slowly returning to the world of stats. He had lost his shoes and his silver-coins, but he kept his soul-memory.

Since that day, the people of the 73 Islands say that the Pardus-Mambacuda waits in the places where the air is wet. It waits for those who trust their ears more than their Mind’s Eye. It waits for those who think the world follows the rules of the old-books. It is a ghost of the Industrial-Magic-Age that was before the now.

The Story-Moral: The eye that sees the numbers is strong, but the ear that believes a stolen voice is the door through which the predator enters the house.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Iridescent Lurker of Saṃsāra

  • STR: 90
  • CON: 70
  • SIZ: 85
  • DEX: 95
  • INT: 50
  • POW: 65
  • HP: 31
  • Damage Bonus: +1D6
  • Build: 2
  • Move: 9 / 10 Swimming
  • Attacks per round: 2 (May use Raptorial Strike and Venomous Snap)
  • Brawl: 60% (30/12), damage 1D6 + DB
  • Raptorial Strike (mnvr): 70% (35/14), damage 1D4 + DB + Grapple (target is pulled into biting range)
  • Venomous Snap: 50% (25/10), damage 1D8 + neurotoxic venom (Extreme CON roll or suffer 1D6 DEX loss and halved movement for 1 hour)
  • Bioluminescent Flash (Costs 3 MP): All within 10 feet must succeed at a Hard Dodge roll or be blinded for 1D3 rounds.
  • Armor: 3-point scales and chitin.
  • Skills: Stealth 80%, Spot Hidden 75%, Swim 70%.
  • Sanity Loss: 1/1D8 Sanity points to encounter the Pardus-Mambacuda 842.

Blades in the Dark

Unique Name: The Chitin-Shimmer Horror

  • Tier: III
  • Threat Level: Dangerous (to a single Scoundrel) / Formidable (to a Group)
  • Attributes:
    • Insight: 2 (Sharpened senses, compound eyes)
    • Prowess: 4 (Predatory speed and reflex)
    • Resolve: 2 (Instinctual hunger)
  • Quality: Scale-Plate Armor (Level 3), Razor-Claws (Level 3), Potent Paralytic Venom.
  • Abilities:
    • Mimicry: The creature can imitate familiar voices. Scoundrels must resist with Resolve to avoid being lured into a “Desperate” position.
    • Ambush Predator: When attacking from hiding, the horror gains +1d to its roll.
    • Bioluminescent Flare: It may expend its “Mana” to initiate a Flash. Anyone facing it takes Level 2 Harm “Blinded” unless they resist with Prowess.
  • Clock: “Devoured” (6 segments). The creature grapples and begins feeding; once the clock is full, the victim is consumed.
  • Note on Harvesting: A successful “Study” or “Tinker” action on the corpse yields 2-4 coin worth of Alchemical Essence or Fine Materials.

Dungeons & Dragons (5th Edition)

Unique Name: Mambacuda Stalker

  • Large Monstrosity, Unaligned
  • Armor Class: 16 (Natural Armor)
  • Hit Points: 102 (12d10+36)
  • Speed: 40 ft., swim 50 ft.
  • STR: 18 (+4) | DEX: 19 (+4) | CON: 16 (+3) | INT: 7 (-2) | WIS: 14 (+2) | CHA: 5 (-3)
  • Skills: Stealth +7, Perception +5, Athletics +7
  • Senses: Blindsight 30 ft., Passive Perception 15
  • Languages: Understands Common but cannot speak (except via Mimicry)
  • Challenge: 6 (2,300 XP)
  • Amphibious: The stalker can breathe air and water.
  • Mimicry: The stalker can mimic animal sounds and humanoid voices it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
  • Multiattack: The stalker makes two attacks: one with its Raptorial Claws and one with its Venomous Bite.
  • Raptorial Claws: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage. The target is grappled (escape DC 15).
  • Venomous Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 15 (2d10+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
  • Bioluminescent Flash (Recharge 5–6): Each creature within 15 feet that can see the stalker must succeed on a DC 15 Constitution saving throw or be blinded until the end of the stalker’s next turn.

Knave (2nd Edition)

Unique Name: Silver-Scaled Hook-Beast

  • Level: 6
  • Armor: 16
  • Hit Points: 27
  • Attack: 2 claws (1d8) or 1 bite (1d10 + Venom)
  • Movement: 40 ft.
  • Morale: 9
  • Exploration Bonus: +4
  • Venom: Save vs. CON or be paralyzed for 1d6 turns.
  • Special Ability (Flash): Once per encounter, the beast flashes its scales. All players must check DEX; those who fail are blinded for 2 rounds (attacks are made at Disadvantage).
  • Special Ability (Mimic): Can lure travelers into ambushes by mimicking voices. Check INT to realize the ruse.
  • Traits: Iridescent, Multi-Limbed, Hungry.
  • Loot: Iridescent Hide (worth 1,500 copper), 1d4 Venom Glands (useful for Alchemist recipes).

Fate Core

Unique Name: The Iridescent Mangrove Stalker

  • Aspects:
    • High Concept: Four-Limbed Chimera of Saṃsāra
    • Trouble: Instinctual Hunger for Mana Storage Crystals
    • Relationship: Scourge of the Tropical Trade Routes
    • Aspect: Hard-to-Track Iridescent Camouflage
    • Aspect: Cold, Calculating Mantis-Mind
  • Approaches (Skills):
    • Great (+4): Stealth, Athletics
    • Good (+3): Fight, Notice
    • Fair (+2): Physique, Provoke (Mimicry)
    • Average (+1): Will, Lore
  • Stunts:
    • Ambush Lunge: Because I am a master of concealment, I get a +2 to Stealth rolls when I am perfectly still in my natural environment.
    • Bioluminescent Flash: Once per scene, I can use my iridescent fur to create a blinding flash. I make a Great (+4) Provoke attack against all opponents in my zone. On a success, targets gain the “Blinded” aspect with a free invoke.
    • Raptorial Grapple: When I succeed with style on a Fight attack using my claws, I can choose to forego the extra shift to automatically place a “Firmly Grappled” situation aspect on my target.
  • Stress:
    • Physical [ ] [ ] [ ]
    • Mental [ ] [ ]
  • Consequences:
    • Mild (2):
    • Moderate (4):

Numenera & Cypher System

Unique Name: The Shimmering Chimeroid 842

  • Level: 5 (15)
  • Health: 20
  • Damage Inflicted: 5 points
  • Armor: 2
  • Movement: Long (Land and Water)
  • Motivations: Territorial defense and hunting for organic or crystalline energy.
  • Combat / Interactions:
    • Stealth and Perception: Tasks related to hiding or spotting hidden targets are Level 6.
    • Raptorial Claws: The creature attacks twice per turn with its forelegs. If both hit the same target, the target is pinned (Level 5 Might task to escape).
    • Venomous Bite: If the creature bites a pinned target, the target must make a Difficulty 5 Might defense roll or be paralyzed for 1 minute.
    • Bioluminescent Burst (Action): The chimeroid releases a flash of light. All creatures within immediate range must succeed on a Difficulty 5 Speed defense roll or be blinded for one round.
  • Loot: The creature’s carcass can be salvaged for 1d6 Cyphers (usually related to light, stealth, or paralysis) and 1 Oddity (a piece of iridescent bone or fur).

Pathfinder (2nd Edition)

Unique Name: Pardus-Mambacuda (Creature 6)

  • N, Large, Animal, Amphibious
  • Perception: +14; Low-Light Vision, Scent (Imprecise) 30 feet.
  • Skills: Athletics +15 (+17 to Swim), Stealth +16, Intimidation +12, Survival +12.
  • Str: +5, Dex: +6, Con: +4, Int: -4, Wis: +3, Cha: -2.
  • AC: 24; Fort: +14, Ref: +17, Will: +11.
  • HP: 95.
  • Speed: 35 feet, swim 45 feet.
  • Melee [One-Action]: Jaws +17, Damage 2d10+7 piercing plus Mambacuda Poison.
  • Melee [One-Action]: Mantis Claw +17 (Agile, Reach 10 feet), Damage 2d6+7 slashing plus Grab.
  • Mambacuda Poison (Poison): Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and Enfeebled 1 (1 round); Stage 2 1d6 poison damage and Slowed 1 (1 round); Stage 3 Paralyzed (1 round).
  • Bioluminescent Flash [Two-Actions] (Visual): The creature flashes its iridescent fur. All creatures in a 15-foot emanation must attempt a DC 24 Fortitude save. On a failure, the creature is Dazzled for 1 minute (Blinded for 1 round on a Critical Failure).
  • Mimicry: The Pardus-Mambacuda can mimic voices and sounds. It gains a +4 circumstance bonus to Deception checks to act as a decoy or lure.

Savage Worlds (Adventure Edition)

Unique Name: Mambacuda Stalker

  • Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d8.
  • Skills: Athletics d10, Fighting d10, Intimidation d8, Notice d8, Stealth d12, Survival d6.
  • Pace: 8; Parry: 7; Toughness: 10 (2)
  • Edges: Ambidextrous, Brute, Fleet-Footed.
  • Special Abilities:
    • Armor +2: Chitinous plating and thick scales.
    • Amphibious: Can breathe in water and land; Pace 10 in water.
    • Bite/Claws: Str+d6 (Claws) and Str+d8 (Bite).
    • Bioluminescent Flash: As an action, the creature may flash its hide. This is an Athletics-based Test against all targets in a Medium Blast Template. Those who fail are Distracted; those who fail with a Raise are also Blinded (as per the Illumination rules) until the end of their next turn.
    • Mimicry: Can mimic any sound or voice heard with a Smarts roll.
    • Neurotoxic Venom: Anyone wounded by a bite must make a Vigor roll (-2) or be Paralyzed for 1d4 rounds.
    • Size 2: Stand about 8 feet long and weigh over 600 lbs.

Shadowrun (6th World Edition)

Unique Name: Silver-Hide Chimera

  • B: 7, A: 8, R: 6, S: 7, W: 4, L: 2, I: 5, C: 2, ESS: 6, EDG: 3
  • Initiative: 11 + 2D6
  • Condition Monitor: 12
  • Armor: 4
  • Skills: Athletics 6, Close Combat 7 (Unarmed +2), Perception 6 (Visual +2), Stealth 8 (Urban -2)
  • Powers: * Dual Natured: The creature can see and interact with the astral plane.
    • Mimicry: Can reproduce any sound or voice with a Performance + Intuition test.
    • Natural Weapon (Claws/Bite): DV 4P, Attack Rating 10/10/-/-/-.
    • Neurotoxic Venom: If a bite causes damage, the target must resist a Toxin (Speed: Immediate, Vector: Injection, Power: 8, Effect: Paralysis).
    • Bioluminescent Flash: As a Minor Action, it can grant itself a +2 Tactical Advantage on Stealth or Defense by flaring its hide.
  • Movement: 15/35 (Land), 20/40 (Water)

Starfinder (2nd Edition / Playtest)

Unique Name: Xenobestia-842 (Mambacuda)

  • Level: 6
  • Perception: +14; Darkvision 60 ft., Scent (Imprecise) 30 ft.
  • Skills: Athletics +16, Stealth +17, Survival +12
  • Str: +5, Dex: +5, Con: +4, Int: -4, Wis: +3, Cha: -2
  • AC: 23; Fort: +14, Ref: +17, Will: +11
  • HP: 90
  • Speed: 35 ft., swim 45 ft.
  • Melee [One-Action]: Jaws +17, Damage 2d8+9 piercing plus Mambacuda Venom.
  • Melee [One-Action]: Mantis Pincers +17 (Reach 10 ft., Agile), Damage 2d6+9 slashing plus Grab.
  • Mambacuda Venom (Poison): Fortitude DC 22. Stage 1: 1d6 poison and Off-Handed (1 round); Stage 2: 2d6 poison and Slowed 1 (1 round); Stage 3: Paralyzed (1 round).
  • Radiant Discharge [Two-Actions]: (Visual, Photon) The creature flares its hide. Creatures in a 15-foot cone must succeed at a DC 24 Reflex save or be Blinded for 1 round and Dazzled for 1 minute.
  • Amphibious: Can breathe in water and air.

Traveller (Mongoose 2nd Edition)

Unique Name: Iridescent Slasher-Pouncer

  • Animal: Chaser (Amphibious)
  • Characteristics: STR 11 (+1), DEX 12 (+2), END 10 (+1), INT 2 (-2), INST 10 (+1), PACK 6 (+0)
  • Skills: Athletics (Dexterity) 2, Melee (Natural) 3, Recon 2, Stealth 3, Survival 1
  • Armor: 4 (Scale and Chitin)
  • Attacks: Claws (2D+2), Bite (3D + Venom)
  • Venom: If damage is taken, the victim must make an END check (10+) or be incapacitated for 1D6 x 10 minutes.
  • Special Traits: * Amphibious: Moves equally well in water and on land.
    • Chameleon: The silver hide grants DM-2 to all Recon or Electronics (Sensors) checks to locate it.
    • Flash: Once per encounter, can force all biological observers within 10 meters to make a DEX check (8+) or suffer DM-2 to all actions for 1D6 rounds due to glare.

Warhammer (Age of Sigmar: Soulbound)

Unique Name: Chamonite Scale-Glint

  • Size: Large
  • Type: Monstrosity
  • Attributes: Body 5, Mind 2, Soul 2
  • Skills: Athletics +2, Awareness +1, Fortitude +1, Stealth +3, Weapon Skill +2
  • Toughness: 10
  • Armor: 2
  • Mettle: 1
  • Speed: Fast (Land and Swimming)
  • Attacks: * Raptorial Claws: Melee (Great), 5 Dice, 1 + S damage. Traits: Piercing, Rend.
    • Venomous Bite: Melee (Good), 4 Dice, 1 + S damage. Traits: Toxic.
  • Abilities:
    • Lure of the Stolen Voice: As an Action, the creature mimics a cry for help. Opponents must pass a DN 4:2 Mind (Awareness) Test or be Surprised.
    • Blinding Refraction: When the creature spends Mettle, it can flare its silver hide. All enemies in the same Zone must pass a DN 4:2 Body (Fortitude) Test or be Blinded until the start of the creature’s next turn.
    • Aquatic Hunter: The creature ignores all penalties for moving or fighting in water.