- Original Life Forms: Great White Shark (Chondrichthyes), Lion’s Mane Jellyfish (Scyphozoa), Giant African Millipede (Diplopoda), and Strawberry Poison Dart Frog (Amphibia).
Biological and Behavioral Profile
- Appearance: The creature possesses the elongated, segmented body of a millipede, armored in a slick, leathery hide that transitions from a deep shark-grey on the dorsal side to a vibrant, warning-sign red on the belly. Instead of simple legs, hundreds of translucent, stinging tentacles extend from its lower segments, allowing it to glide over surfaces or through water. Its head is a terrifying fusion: the triangular, multi-rowed toothy maw of a shark set into a bulbous, semi-transparent hood. Pulsing beneath this hood is the glowing internal structure of a jellyfish, which flickers with bioluminescence when the creature is agitated.
- Size: Huge (Length: 20 feet; Width: 4 feet).
- Speed: 30 feet (Land), 50 feet (Swimming).
- Stat Modifiers: +4 Strength, +3 Constitution, +2 Stealth, -4 Charisma.
- Skills: Athletics (Swimming), Stealth (Underwater/Low Light), Intimidation, Perception.
- Behavior: The Chondro-Scyphopoda 332 is a patient, multi-environment apex predator. It moves with a rhythmic, undulating motion, dragging its mass of stinging tentacles across the ground or sea floor to paralyze smaller prey instantly. It is highly territorial and uses its bioluminescent hood to signal dominance; a “red pulse” indicates an imminent charge, while a “blue flicker” suggests it is in a resting, digestive state.
- Diet: Hyper-carnivorous. It consumes everything from large aquatic mammals to terrestrial beasts. It prefers to paralyze prey with its tentacles before using its shark-like jaws to tear through flesh and bone.
- Emotions: It possesses a “primitive hunger” that overrides almost all other cognitive functions. It displays a form of “cold curiosity” toward magical light sources, which it will often investigate before attacking. It does not feel empathy, but it shows “tactical caution” when facing opponents of a higher tier.
- Environment: Found in deep oceanic trenches, flooded coastal caverns, and the “Sunless Swamps” where the water is thick with peat and magic runoff.
- Tags: Feral, Monstrosity, Amphibious, Poisonous, Bioluminescent, Segmented, Tentacled, Apex-Predator, Aquatic, Toxic-Skin, Chitinous-Plate, Deep-Dweller, Undulating, Electrosensitive, Carnivorous
Gameplay Implications
- Paralytic Undulation: Any creature that starts its turn adjacent to the Chondro-Scyphopoda 332 or moves into a space adjacent to it must succeed on a saving throw or be “Slowed” or “Stunned” by the trailing jellyfish tentacles.
- Warning Coloration: The vibrant red belly (Amphibia trait) acts as a passive Intimidation check against any creature attempting to engage it in melee for the first time.
- Armor of Segments: Due to its millipede-like structure, the creature is difficult to grapple and has a high resistance to bludgeoning damage, as its body can coil and absorb the impact.
Life Cycle
- The life cycle begins in “Stinging Pods”—translucent, leathery capsules anchored to thermal vents or submerged ruins. Each pod contains a single embryo floating in a nutrient-rich, toxic jelly.
- The hatchling, known as a “Noodle-Shark,” emerges with only six segments and a primary set of jaws. It is purely aquatic and possesses a voracious appetite, often consuming its own siblings if pods are placed too close together.
- As it matures, the creature adds exactly one segment and twenty sets of stinging tentacles for every successful hunt of a creature at least half its size.
- Adulthood is reached at twenty segments. At this stage, the “Strawberry Frog” skin toxins develop fully, and the creature gains the ability to breathe air for extended periods, allowing it to move onto land.
- An elder Chondro-Scyphopoda 332 can reach up to forty segments before its internal bioluminescent core becomes unstable, leading to a dramatic “Spark-Death” where the creature vaporizes into a cloud of sparks, leaving behind a mana-enriched crystal.
Mating
- Mating occurs in the “Boiling Trenches” of the deep ocean. The creatures use their bioluminescence to perform “Light-Synch” duels; the individual that can pulse its hood at the highest frequency without exhausting its mana is deemed the dominant mate.
- The process is external: the female deposits the pods in a concentrated mana-well, and the male fertilizes them by releasing a cloud of glowing, stinging spores.
- Post-mating, the pair enters a period of extreme aggression toward all other life forms to clear the area for their offspring.
Tactics
- Environmental Ambush: The creature utilizes its “Mind’s Eye” to sense the “Magic Flow” of its prey. It will submerge itself in mud or water, leaving only its transparent jellyfish hood exposed to look like a harmless, glowing plant or a discarded magic crystal.
- Coil and Sting: On land, it attempts to encircle its prey like a millipede. Once the target is trapped within its coil, it releases a surge of toxins through its hundreds of trailing tentacles.
- The Red Charge: If it identifies a target of Tier 3 or higher, it pulses its belly red and charges at full speed. This is a psychological tactic designed to trigger the “Tactical Retreat” instinct in its foes before it closes the distance.
Actions
- Segmented Thrash: The creature strikes with its massive body. Any target hit must succeed on a Strength check or be knocked 10 feet away.
- Venomous Maw: A devastating bite. In addition to piercing damage, the target must save against “Frog-Toxin” or suffer intense burning and disadvantage on all rolls for 1 minute.
- Paralytic Veil: The creature flares its trailing tentacles in a wide arc. All targets within a 15-foot radius must make a Constitution saving throw or be Paralyzed for one round.
- Bioluminescent Pulse: The hood flickers with a blinding light. This action can reveal invisible creatures or distract attackers, granting the Chondro-Scyphopoda 332 a bonus to its AC until its next turn.
- Tentacle Drag: While swimming, the creature can snag a target and pull them into deeper water or into the range of its jaws.
Other Interesting Information
- The creature’s leathery skin is almost entirely immune to electrical magic because of the insulating properties inherited from its frog and millipede ancestors.
- Alchemists in Saṃsāra’s floating cities prize the “Hood-Fluid” of this creature. When refined, it can be used to create high-tier “Mana Batteries” that hold a charge significantly longer than standard crystals.
- Because they possess the electrosensitivity of a shark, these creatures are often driven into a frenzy near large steam-magic factories or cities with high magic-circuit density.
- Legends say that some “Rule Breakers” have learned to harvest the creature’s tentacles to create “Living Whips” that retain their paralytic properties even after being severed.
- The creature does not sleep in the traditional sense; instead, it enters a “Low-Pulse” state where its brain functions at 10% capacity, allowing it to remain alert to vibrations in the water or ground even while resting.

Adventurers within the world of Saṃsāra might seek out or accidentally confront the Chondro-Scyphopoda 332 due to the high-value biological resources it possesses and the specific environmental niches it occupies.
- Mana-Battery Harvesting: The most lucrative reason to hunt this creature is for its “Hood-Fluid.” Alchemists and steam-engineers require this high-density magical liquid to craft long-lasting mana batteries for airships and industrial factories. A single adult specimen can provide enough fluid to power a small village’s magical infrastructure for a month.
- Insulation Materials: The creature’s skin is a natural insulator against electrical and magical surges. Shipwrights and “Rule Breakers” search for the leathery hides to line the hulls of vessels or to create protective suits for working within high-voltage magic circuits.
- Paralytic Toxins: Assassins and specialized hunters value the jellyfish-derived toxins found in the trailing tentacles. These are refined into coated needles or gases that can bypass the “Mind’s Eye” defensive stats of high-tier targets by attacking the nervous system directly.
- Clearing Trade Trenches: Oceanic trade routes between the 73 islands often pass through deep trenches. A Chondro-Scyphopoda that has grown to 40 segments can become a “Regional Disaster,” sinking merchant ships and consuming the crew. Merchant guilds frequently post Rhodium-level bounties for the extermination of such “Elder” specimens.
- Scientific Gestalt Research: High-level gestalts often study the creature’s segmented nervous system to improve the efficiency of their own group-mind synchronization. By observing how the creature coordinates hundreds of tentacles and segments across a 20-foot body, they gain insights into long-distance quantum magic communication.
- Lair Salvaging in Sunless Swamps: These creatures often drag their prey—including well-geared adventurers and lost cargo—into flooded caverns. A party may search for a known lair to recover Tier 3 or Tier 4 items that were lost when a previous expedition was consumed.
- Electro-Sensitive Tracking: Because the creature is drawn to high magic density, scouts use them as biological compasses. By tracking the movement of a Chondro-Scyphopoda, a party can often find hidden ancient ruins or powerful magic wells that are otherwise shielded from the Mind’s Eye.
- Guardian Confrontation: Ancient civilizations often used the “Stinging Pods” of this species as a form of biological security. Adventurers delving into “Old World” ruins may find themselves in a deathly area where these creatures have been breeding for centuries to protect a central vault.
The corpse of the Chondro-Scyphopoda 332 is a treasure trove of biological components that bridge the gap between organic chemistry and high-magic engineering in the world of Saṃsāra.
Specialized Biological Harvests
- Bioluminescent Hood-Fluid: This is the most coveted ingredient. It acts as a stable liquid conduit for mana. It is used to create “Sustain-Crystals,” which are high-capacity mana batteries for long-distance zeppelins and heavy machinery.
- Segmented Dermal Plating: The millipede-like armor on the dorsal side is naturally resistant to bludgeoning and force-based magic. It is harvested to craft Tier 3 “Phalanx Shields” that can absorb kinetic energy and dissipate it harmlessly.
- Trailing Stinger-Ribbons: The jellyfish tentacles can be preserved in alchemical brine. They are used to create “Paralysis Whips” or woven into the perimeter fences of “Designated Safe Areas” to deter intruders without using lethal force.
- Shark-Maw Tooth Rows: The triangular, serrated teeth retain their sharpness even after death. They are used as the cutting teeth for steam-powered industrial saws or as “Armor-Piercing” arrowheads for dealing with high-AC foes.
- Frog-Toxin Glands: Located along the red belly, these glands produce a neurotoxin that causes extreme sensory overload. Alchemists refine this into “Mind-Fog” grenades, which temporarily blind the Mind’s Eye of anyone caught in the blast.
- Electrosensitive Gel: Found in pores around the shark-like snout, this jelly is used to manufacture “Magic Flow Detectors.” These devices allow non-possessed individuals to see the “ebb and flow” of magical currents in the environment.
- Segmental Nerve Bundles: These act as high-speed data cables for magic circuits. Because they are designed to coordinate a 20-foot body, they are used by “Rule Breakers” to link multiple magic items together into a single “Gestalt Gear” set.
- Leathery Ventral Hide: The underbelly skin is incredibly flexible yet waterproof. It is used to make “Amphibious Diving Suits,” allowing avatars to explore underwater ruins while maintaining their ground-based movement speed.
- Internal Bioluminescent Core: The “heart” of the jellyfish hood. If harvested before the “Spark-Death,” it can be used as a permanent light source that glows brighter when in the presence of high-tier magic.
- Calcified Spinal Rings: The vertebrae of the millipede structure are incredibly dense. They are ground into “Bone-Meal Fertilizer” for magical gardens or used as the heavy weights in mechanical steam-governor systems.
Crafting and Industrial Applications
- Insulative Lacquer: By boiling the hide with specific alchemical salts, crafters create a paint that makes wooden airship hulls immune to lightning strikes and magical “Silver Fire” damage.
- Hyper-Metabolic Rations: The nutrient-rich meat of the segments, though toxic, can be purified into “Endurance Paste.” This allows an avatar to travel for 48 hours without needing a long rest, though it carries a risk of “Overwhelm” debuffs.
Many-Legged Tooth-Moon that Walks Wet-Dark
In the cycles before the 73 Lands were carved by the High-Chisel, when the sea was a soup of ghosts and the sky was a black curtain, there was the Chondro-Scyphopoda. In the Un-Speak of the Deep-Past, it is named “The Hunger-That-Undulates-With-Many-Stinging-Stars.” It was a thing born from the marriage of the Great-Red-Frog and the Teeth-of-the-Abyss.
The Fragmented-Vellum tells that this Beast had a body of many-many-walls (segments), and beneath its belly was a forest of “Pain-Ribbons” (tentacles). Its head was a “Glass-Mountain” (hood) that held a captured star. It sat in the Sunless-Swamps where the water is thick like the blood of the earth.
There came a Hunter of the First-Possessed, a being whose soul was a “Light-from-Elsewhere.” This Hunter sought the “Star-Fluid” (hood-fluid) to feed the iron-hearts of his steam-wagons. The Hunter used his Mind’s Eye, but the Beast was a “Ghost-to-the-Numbers.” It hid its true-strength in the mud, and its glass-head looked like a “Gift-of-the-Gods” left in the reeds.
The Many-Legged-Tooth-Moon did the “Red-Belly-Flash.” It made its underside glow with the color of “Stop-and-Die.” The Hunter, though he was a person of many-tier-levels, felt the “Cold-Curiosity.” He reached out his hand to touch the Glass-Mountain.
Then the Beast did the “Circle-of-Stings.” It wrapped its twenty-foot-body around the Hunter like a “Twisted-Rope.” The “Pain-Ribbons” touched the Hunter’s skin, and his limbs became “Stone-that-cannot-move” (paralysis). The Teeth-of-the-Abyss, which are the “Saws-of-the-Sea,” opened wide to eat the Hunter’s memory.
But the Hunter had the “Mana-Boost-Reaction.” He used his last point of Silver-Fire to stay as a “Living-One.” He called upon the Rule-Breaker’s hand-gestures and made a “Scream-of-Light.” The water turned to “Cloud-Water” (steam), and the Beast was made to be a “Creature-of-Hiding.” It sank into the deep-trenches, taking with it the Hunter’s iron-wagon and his copper-coins.
The Hunter returned to his city of smoke, but he was forever a “Person-of-Trembling,” for the jellyfish-stingers had left “Lightning-Lines” across his soul. He told the Gear-Masters that the dark-water holds “Sharks-of-Many-Legs” and “Stars-that-Eat.”
The Story-Moral: The eye that follows a beautiful light into the Sunless-Swamp will soon find that the light is but the porch-lamp of a house made of teeth and many-stinging-hands.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Segmented Abyssal Stalker
- STR: 110
- CON: 100
- SIZ: 120
- DEX: 70
- INT: 45
- POW: 60
- HP: 44
- Damage Bonus: +2D6
- Build: 3
- Move: 6 / 10 Swimming
- Attacks per round: 1 (Bite) or 1 (Coil) plus automatic tentacle stings.
- Brawl (Bite): 60% (30/12), damage 1D10 + DB + Frog-Toxin (CON roll or suffer 1D10 damage and be blinded by sensory overload for 1D4 rounds).
- Coil (mnvr): 70% (35/14), target is grappled and subjected to 1D6 tentacle stings per round.
- Tentacle Stings: 80% (40/16), damage 1D4 + Paralysis (Hard CON roll or be paralyzed for 1D10 minutes).
- Bioluminescent Flare (Costs 4 MP): All within 20 feet must succeed at a Hard Dodge roll or be blinded for 1D6 rounds.
- Armor: 6-point segmented plates (Dorsal); 2-point soft hide (Ventral).
- Skills: Stealth 50%, Spot Hidden 60%, Swim 90%.
- Sanity Loss: 1D4/1D10 Sanity points to encounter the Chondro-Scyphopoda 332.
Blades in the Dark
Unique Name: The Great Trench-Wurm
- Tier: IV
- Threat Level: Formidable
- Attributes:
- Insight: 3 (Electrosensitive snout)
- Prowess: 4 (Crushing strength, undulation)
- Resolve: 2
- Quality: Segmented Plate Armor (Level 4), Paralytic Tentacles (Level 4), Sensory-Overload Venom.
- Abilities:
- The Coil: The creature can initiate a clock “Crushed and Stung” (6 segments). While in the coil, scoundrels take Level 2 Harm “Paralyzed” unless they resist with Prowess.
- Deep-Sea Bioluminescence: It may expend its “Mana” to flare. This creates a “Desperate” position for anyone trying to strike it due to the blinding glare.
- Amphibious Juggernaut: It ignores all movement penalties in water or mud.
- Note on Harvesting: The Hood-Fluid and Dermal Plating provide 4-6 coin worth of “High-Grade Mana Components” or “Industrial Armor.”
Dungeons & Dragons (5th Edition)
Unique Name: Scyphopoda Trench-Hunter
- Huge Monstrosity, Unaligned
- Armor Class: 18 (Natural Armor)
- Hit Points: 161 (14d12+70)
- Speed: 30 ft., swim 50 ft.
- STR: 22 (+6) | DEX: 14 (+2) | CON: 20 (+5) | INT: 4 (-3) | WIS: 14 (+2) | CHA: 3 (-4)
- Skills: Stealth +6, Perception +6, Athletics +10
- Senses: Blindsight 60 ft. (while in water), Passive Perception 16
- Challenge: 10 (5,900 XP)
- Amphibious: The creature can breathe air and water.
- Paralytic Tentacles: A creature that touches the stalker or hits it with a melee attack while within 5 feet of it must succeed on a DC 17 Constitution saving throw or be paralyzed until the end of its next turn.
- Actions:
- Multiattack: The creature makes two attacks: one with its Bite and one with its Segmented Slam.
- Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage plus 10 (3d6) poison damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute.
- Segmented Slam: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
- Bioluminescent Flare (Recharge 5–6): The creature pulses its hood. Each creature within 30 feet that can see it must succeed on a DC 17 Wisdom saving throw or be blinded for 1 minute.
Knave (2nd Edition)
Unique Name: Abyss-Crawl Shark
- Level: 10
- Armor: 18
- Hit Points: 45
- Attack: 1 bite (2d8 + Poison) or 1 crush (1d10 + Stings)
- Movement: 30 ft. (Land) / 50 ft. (Water)
- Morale: 10
- Exploration Bonus: +5
- Stings: Any player in melee range must Save vs. CON or be paralyzed for 1 round.
- Poison: Save vs. CON or suffer -4 to all rolls for 1 hour due to burning pain.
- Loot: Hood-Fluid (worth 2,000 copper), Segmented Hide (600 copper).
Fate Core
Unique Name: The Segmented Abyssal Maw
- Aspects:
- High Concept: Massive Segmented Apex Chimeroid
- Trouble: Frenzied by High Magic Circuits
- Aspect: Warning-Red Belly of Toxins
- Aspect: “I Sense Your Heartbeat”
- Approaches (Skills):
- Great (+4): Physique, Fight
- Good (+3): Notice, Stealth
- Fair (+2): Provoke, Athletics
- Average (+1): Will
- Stunts:
- Trailing Stinger Veil: Because I possess hundreds of stinging tentacles, I gain a +2 to Physique when defending against melee attacks. If I succeed with style, the attacker is automatically “Paralyzed” (Situation Aspect) with one free invoke.
- Red-Pulse Charge: Once per scene, when I move at least one zone and attack with my jaws, I can use Provoke to move the target into a “Fear-Stricken” state as a free action.
- Segmented Coil: I can use my massive body to Grapple all targets in my current zone simultaneously using my Physique.
- Stress:
- Physical [ ] [ ] [ ] [ ]
- Mental [ ] [ ] [ ]
- Consequences:
- Mild (2):
- Moderate (4):
- Severe (6):
Numenera & Cypher System
Unique Name: Chondro-Scyphopoda 332
- Level: 7 (21)
- Health: 35
- Damage Inflicted: 8 points
- Armor: 3 (Dorsal), 1 (Ventral)
- Movement: Short (Land), Long (Water)
- Motivations: Hunger and Territorial Defense.
- Combat / Interactions:
- Electrosensitivity: Any attempt to use cloaking devices or magic stealth near the creature is two steps more difficult.
- Paralytic Contact: Any creature that touches the Chondro-Scyphopoda must succeed on a Difficulty 6 Might defense roll or be paralyzed for one minute.
- Bioluminescent Shock: Once per combat, the creature can pulse its hood. All creatures in short range must make a Difficulty 6 Intellect defense roll or be blinded for 1d6 rounds.
- Loot: The creature’s hood can be salvaged for 1d6 Cyphers (light, paralysis, or mana-related) and 2 Artifacts (a “Mana-Battery” or “Neural-Link Cable”).
Pathfinder (2nd Edition)
Unique Name: Abyssal Chimerawurm (Creature 10)
- N, Huge, Animal, Amphibious
- Perception: +20; Darkvision, Scent (Imprecise) 60 feet, Tremorsense 30 feet.
- Skills: Athletics +22, Intimidation +18, Stealth +16 (+20 in water), Swim +24.
- Str: +7, Dex: +2, Con: +6, Int: -4, Wis: +4, Cha: -2.
- AC: 29 (Dorsal Plates); Fort: +22, Ref: +16, Will: +18.
- HP: 185.
- Speed: 25 feet, swim 50 feet.
- Melee [One-Action]: Jaws +23, Damage 2d12+12 piercing plus 2d6 poison and Frog-Toxin.
- Melee [One-Action]: Segmented Thrash +23, Damage 2d10+12 bludgeoning plus Knockdown.
- Frog-Toxin (Poison): Saving Throw DC 29 Fortitude; Stage 1 2d6 poison damage and Dazzled (1 round); Stage 2 3d6 poison damage and Blinded (1 round); Stage 3 4d6 poison and Stunned 2.
- Paralytic Veil [Two-Actions]: The creature flares its tentacles in a 15-foot emanation. All creatures must succeed on a DC 29 Fortitude save or be Paralyzed for 1 round (Slowed 1 for 1 minute on a success).
- Bioluminescent Pulse [One-Action] (Visual): The hood flickers. All adjacent creatures must succeed on a DC 27 Reflex save or be Dazzled for 1 minute.
Savage Worlds (Adventure Edition)
Unique Name: Trench Stalker 332
- Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10.
- Skills: Athletics d8, Fighting d10, Intimidation d10, Notice d8, Stealth d6.
- Pace: 6; Parry: 7; Toughness: 14 (3)
- Edges: Brute, Sweep (Improved).
- Special Abilities:
- Armor +3: Thick segmented dorsal plating.
- Amphibious: Pace 10 in water.
- Bite: Str+d10. If the bite causes a Wound, the victim must make a Vigor roll (-2) or be Distracted and Blinded for 1 round.
- Paralytic Tentacles: Any creature that hits the stalker with a natural weapon or unarmed strike, or is hit by its Sweep, must make a Vigor roll or be Paralyzed for 1d4 rounds.
- Size 5 (Huge): The creature is over 20 feet long and provides a +2 bonus to be hit.
- Bioluminescent Pulse: As an action, the creature may flash its hood. This is an Athletics-based Test against the Spirit of all targets in a Medium Blast Template. Failure results in being Stunned.
Shadowrun (6th World Edition)
Unique Name: Segmented Bio-Luminescent Juggernaut
- B: 9, A: 4, R: 5, S: 9, W: 4, L: 1, I: 4, C: 2, ESS: 6, EDG: 2
- Initiative: 9 + 1D6
- Condition Monitor: 13/11
- Armor: 12 (Hardened on Dorsal segments)
- Skills: Athletics 4, Close Combat 6, Perception 5 (Visual +2), Stealth 3
- Powers: * Hardened Armor: The dorsal segments provide Hardened Armor 6.
- Paralytic Tentacles (Touch): Any creature in melee contact must resist a Toxin (Speed: Immediate, Vector: Contact, Power: 8, Effect: Paralysis).
- Bioluminescent Strobe (Minor Action): The creature flashes its hood. Resistance is Intuition + Willpower (3). Failure results in the Blinded III status for 1 round.
- Segmented Coil: The creature can use a Complex Action to Grapple multiple targets in its reach. Use Strength + Close Combat vs. Reaction + Intuition.
- Movement: 10/20 (Land), 20/45 (Water)
Starfinder (2nd Edition / Playtest)
Unique Name: Chondro-Scyphopoda 332 (Titan Xenobestia)
- Level: 10
- Perception: +19; Darkvision 60 ft., Electrosense (Precise) 30 ft.
- Skills: Athletics +22, Intimidation +18, Stealth +16, Swim +24
- Str: +7, Dex: +2, Con: +6, Int: -4, Wis: +4, Cha: -2
- AC: 29; Fort: +22, Ref: +16, Will: +18
- HP: 175
- Speed: 25 ft., swim 50 ft.
- Melee [One-Action]: Serrated Jaws +22, Damage 3d10+10 piercing plus 2d8 poison.
- Melee [One-Action]: Segmented Slam +22, Damage 2d12+10 bludgeoning plus Knockdown.
- Stinging Veil (Aura): 10 feet. Any creature that enters or starts its turn in the aura must succeed at a DC 29 Fortitude save or be Slowed 1 (Paralyzed on a critical failure) for 1 round.
- Radiant Overload [Two-Actions]: (Visual, Photon) The hood releases a blinding flare. DC 27 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: Armored Trench-Stinger
- Animal: Killer (Amphibious)
- Characteristics: STR 15 (+3), DEX 6 (+0), END 14 (+2), INT 1 (-2), INST 8 (+0), PACK 0 (-3)
- Skills: Athletics (Strength) 2, Melee (Natural) 3, Recon 1, Stealth 1, Survival 2
- Armor: 10 (Dorsal Segments), 2 (Ventral)
- Attacks: Jaws (4D), Tentacle Mass (2D + Paralysis)
- Special Traits:
- Amphibious: No movement penalties in water.
- Paralysis: If damaged by tentacles, the victim must make an END check (10+) or be paralyzed for 2D x 10 minutes.
- Bioluminescence: The creature can flare as a reaction to being attacked, giving the attacker a DM-2 to their roll.
- Large (Size 5): The creature is roughly 6-8 tons and 20+ feet long.
Warhammer (Age of Sigmar: Soulbound)
Unique Name: Chamonite Maw-Wurm
- Size: Huge
- Type: Monstrosity
- Attributes: Body 7, Mind 1, Soul 2
- Skills: Athletics +3, Awareness +2, Fortitude +3, Weapon Skill +3
- Toughness: 18
- Armor: 3
- Mettle: 2
- Speed: Normal (Land), Fast (Swimming)
- Attacks:
- Serrated Jaws: Melee (Great), 10 Dice, 2 + S damage. Traits: Rend, Piercing.
- Segmented Thrash: Melee (Great), 10 Dice, 1 + S damage. Traits: Crushing, Knockdown.
- Abilities:
- Wall of Stingers: Any enemy that moves into Close Range with the Maw-Wurm or starts their turn there must pass a DN 4:3 Body (Fortitude) Test or become Restrained and Poisoned until the start of their next turn.
- Blinding Hood-Flare: As an Action, spend 1 Mettle to flash the bioluminescent hood. All enemies in the Zone must pass a DN 4:3 Mind (Determination) Test or be Blinded until the end of their next turn.
- Segmented Plating: The Maw-Wurm’s Armor is increased to 5 against non-magical Crushing attacks.
