The Arachnida-Chondrichthyes-Mammalia-Reptilia 712 is an apex ambush predator that haunts the shadowed “Industrial Canyons” and high-tensile cable networks of Saṃsāra. It combines the sensory precision of a spider, the predatory efficiency of a shark, the agility of a gibbon, and the environmental resilience of a monitor lizard.
- Original Life Forms Combined
- Class Arachnida: Ogre-Faced Spider (Deinopis)
- Class Chondrichthyes: Cookiecutter Shark (Isistius brasiliensis)
- Class Mammalia: Lar Gibbon (Hylobates lar)
- Class Reptilia: Komodo Dragon (Varanus komodoensis)
- Appearance
- The creature has a lean, muscular mammalian torso covered in short, water-repellent grey fur.
- Its head is a terrifying fusion: two enormous, forward-facing “Ogre” eyes dominate the face, capable of seeing in near-total darkness, set above a circular, vacuum-seal mouth filled with triangular, serrated shark teeth.
- It possesses four elongated, gibbon-like limbs for brachiation, but each limb ends in reptilian claws capable of secreting a paralytic venom.
- A thick, scaly reptilian tail provides balance, while fine, arachnid-like bristles (trichobothria) along its spine detect minute changes in air pressure.
- Size
- Length: 6 feet (head to tail).
- Arm Span: 10 feet (fully extended).
- Weight: 130 lbs.
- Speed
- Brachiation (Swinging): 50 feet.
- Land (Scuttle): 25 feet.
- Climb: 40 feet.
- Stat Modifiers
- Strength: +2 (Powerful grip and bite force).
- Dexterity: +5 (Exceptional aerial mobility).
- Constitution: +3 (Reptilian endurance).
- Intelligence: +1 (Pack-hunting tactics).
- Wisdom/Perception: +4 (Night vision and air-vibration sensing).
- Skills
- Net-Casting Ambush: The creature can extrude a sticky, silk-like membrane between its forelimbs to “scoop” prey while swinging.
- Vacuum-Bite: Its mouth can latch onto flat surfaces (or armor) with a suction seal, allowing it to excise a circular chunk of flesh or metal.
- Septic Paralysis: Its reptilian saliva contains a cocktail of bacteria and venom that slows the target’s reaction time.
- Behavior
- A patient, high-altitude stalker. It hangs upside down from industrial cables, mimicking a bundle of discarded wiring or a hanging tarp.
- It is a social hunter, often working in pairs to “herd” prey toward a narrow walkway or ledge.
- Diet
- Carnivorous: It prefers the nutrient-rich organs of larger feral creatures but is known to scavenge high-grade bio-plastics and rubberized insulation from the islands’ infrastructure.
- Emotions
- Driven by Calculated Malice and Tactical Greed. It enjoys the “game” of the hunt and will often toy with a wounded avatar by cutting off their escape routes.
- Environment Where Found
- Found in Unsafe to Deathly vertical zones: heavy cable arrays, abandoned elevator shafts, and the underside of sky-train tracks.
- Tags
- Feral, Apex-Predator, Brachiating, Venomed, Suction-Bite, Night-Stalker, Aerial, Pack-Hunter, Tier 4, Intelligent, Brachiating-Stalker, Circular-Excising-Bite, Low-Light-Oculus, Pressure-Sensitive-Bristles, Septic-Neurotoxin, Tensile-Silk-Weaver, Vacuum-Sealing-Maw, Vertical-Apex-Predator, Vibration-Caster, Wind-Current-Sensitive
Life Cycle and Ecology of the Arachnida-Chondrichthyes-Mammalia-Reptilia 712
The 712 is a biological anomaly that bridges the gap between cold-blooded efficiency and warm-blooded agility. Its life cycle is inextricably tied to the “Industrial Canyons” of Saṃsāra.
- The Hatchling-Pup Stage:
- Young are born live in small litters (2–3) high within the cable-webs.
- They are born with fully functional “Ogre-eyes” and a soft, cartilaginous jaw.
- Pups cling to the mother’s fur, learning to brachiate before they learn to scuttle.
- The Silk-Spinning Juvenile:
- As they reach adolescence, their arachnid glands mature.
- They spend this stage spinning “Anchor-Lines” that reinforce the pack’s territory.
- Adulthood and Hardening:
- The reptilian scales on the tail and limbs harden, and the vacuum-mouth develops its serrated dental ring.
- An adult 712 can live for thirty years, provided it isn’t killed by a rival pack or a “Rule Breaker.”
Mating and Propagation
- The Shadow-Dance:
- Mating involves a complex aerial display where males swing through the darkness, vibrating their spinal bristles to create a low-frequency “hum” that only the 712 can detect.
- Females choose mates based on the tension and complexity of the silk nets the males cast during the dance.
- Territorial Cradles:
- Nests are woven from a mix of high-tensile silk and scavenged industrial fibers, usually suspended directly over “Deathly” drops to deter ground-based predators.
Combat Tactics and Actions
The 712 is a master of kinetic energy and sensory denial.
- Net-Cast Lunge (Action):
- The 712 swings from a cable and casts a 10-foot silk net.
- On a hit, the target is Restrained. The 712 uses the momentum of the swing to pull the restrained target off their feet or over a ledge.
- Vacuum-Cutter (Action):
- The creature latches its circular mouth onto the target.
- It creates a suction seal and rotates its head, excising a perfectly circular “cookie” of flesh or armor.
- This causes massive bleeding and bypasses a portion of the target’s Damage Reduction or Armor Class.
- Paralytic Scuttle (Bonus Action):
- The 712 makes a quick reptilian scuttle across a surface, delivering a shallow claw strike.
- The target must succeed on a Constitution save or suffer a cumulative -2 penalty to Dexterity as the septic venom begins to freeze their motor nerves.
- Vibration Shield (Reaction):
- Using its trichobothria (pressure hairs), the 712 can sense the air displacement of incoming projectiles.
- It gains a +4 bonus to AC against a single ranged attack it can “sense” coming.
Other Interesting Information
- The “Cable-Tuning”:
- Packs of 712s will “tune” the steel cables in their territory by tightening them with silk.
- By plucking these cables, they can communicate silently across kilometers, using the vibration as a form of long-distance telegraphy.
- Armor-Eating Bacteria:
- The septic bacteria in their mouths don’t just rot flesh; they secrete an enzyme that oxidizes copper and brass alloys.
- A bite that doesn’t kill an avatar may still result in their gear becoming “Corroded” and brittle within hours.
- Light Sensitivity:
- Because their eyes are specialized for extreme low-light (concentrating every photon), they are vulnerable to “Flash-Flares.”
- A sudden burst of bright light can temporarily blind a 712, though its air-pressure bristles allow it to continue fighting with only moderate penalties.
- The Sellers’ Market:
- The “Ogre-Eyes” are highly sought after by cyber-surgeons.
- When preserved correctly, they can be used to create high-tier night-vision optics that do not require an active power source, making them “invisible” to electromagnetic scanners.

The Arachnida-Chondrichthyes-Mammalia-Reptilia 712 is one of the most feared aerial threats in Saṃsāra. Adventurers don’t usually look for a 712 unless they are highly specialized hunters or have been driven to desperation by the needs of the metropolitan markets.
1. High-Value Cybernetic Harvest
The primary reason a party would actively hunt the 712 is for its Ogre-Eyes.
- The Search: These massive ocular organs are biological masterpieces of light amplification.
- The Application: In the sellers’ market, a pair of intact 712 eyes can be sold to high-end cyber-surgeons to create passive night-vision optics for “Rule Breakers.” Because they don’t emit an active infrared signal, they are the gold standard for stealth operations.
2. Retrieval of “Cookie-Cutter” Evidence
The unique, circular excision of the 712’s bite is unmistakable.
- The Encounter: Adventurers are often hired as “Forensic Trackers.” If a corporate courier goes missing on a sky-train, and the only evidence left behind are perfectly circular holes punched through the hull and the guard’s armor, the party knows exactly what they are hunting.
- The Objective: They must follow the “Cookie-Cutter” trail through the cable-webs to retrieve the encrypted data-slates the predator likely carried back to its nest as “shiny” curiosities.
3. Clearing the “Zip-Line” Corridors
As 712 packs grow, they “tune” the heavy industrial cables of the islands, turning essential transit routes into a vibrating alarm system for the pack.
- The Conflict: Commercial transport between islands can be paralyzed if a pack decides a specific cable array is their territory.
- The Encounter: A party is hired to perform “Cable Clearance.” This is high-stakes work; the 712s will use the cables to sense the party’s every move, often cutting the very lines the adventurers are standing on.
4. Acquisition of Septic Enzymes
The venom and bacteria in the 712’s mouth are of great interest to alchemists and weapon-smiths.
- The Search: The “Septic Paralysis” venom is one of the few substances capable of slowing down high-tier avatars.
- The Application: Adventurers may be sent to harvest the venom glands or live bacteria cultures. This enzyme is also used to create “Rust-Paste,” which can bypass the heavy brass security warded doors of metropolitan skyscrapers by rapidly oxidizing the metal joints.
5. Accidental Aerial Ambush
Most encounters are not planned. Parties traveling between islands via sky-train or manual cable-gliding are the 712’s natural prey.
- The Reality: The 712 mimics a bundle of hanging wires. A party may be halfway across a 500-meter drop when the “wires” above them unfold into four gibbon-like arms and cast a net.
- The Danger: Because avatars gain nothing from a short rest, the initial “Net-Cast Lunge” can lead to a state of permanent “Septic Paralysis” before the party even reaches the next island.
6. Harvesting the “Spider-Silk” Cables
The silk produced by the 712 is stronger than high-tensile steel and significantly lighter.
- The Search: Engineers on the 73 island countries require this silk for the construction of specialized sky-ship rigging.
- The Harvest: A party must locate a 712 nest—usually suspended in a “Deathly” zone—and harvest the structural silk without being dragged into the mists by the resident pack.
Harvesting an Arachnida-Chondrichthyes-Mammalia-Reptilia 712 is a dangerous, high-altitude task. Because the creature is an apex predator of the vertical canyons, its biology is a concentrated cocktail of sensory organs and chemical warfare agents.
- Ogre-Amplifier Retinas The massive, forward-facing eyes are lined with specialized reflective membranes.
- Usage: Cyber-surgeons and optics-smiths use these to craft “Void-Sight” lenses.
- Effect: These lenses provide the wearer with perfect vision in total darkness without emitting any detectable infrared light, making them essential for high-stakes “Rule Breaker” infiltrations.
- Circular Serrated Dental Ring The shark-like jaw is a single, cartilaginous ring of interlocking teeth.
- Usage: Used to create “Cookie-Cutter” hole saws or heavy-duty breaching charges.
- Effect: Because the teeth are designed to excise flesh and metal with a rotation-suction force, these tools can silently cut through the hulls of sky-trains or the brass-reinforced doors of skyscraper vaults.
- Septic Venom Reservoirs Located at the base of the reptilian claws and within the salivary glands.
- Usage: Processed by alchemists into “Nerve-Lock” poison or “Oxidation-Acid.”
- Effect: In combat, this venom causes “Septic Paralysis,” freezing the target’s motor nerves. In engineering, the bacteria are used to “eat” through the heavy oxidation on ancient industrial gears to restore function.
- High-Tensile Spinneret Glands Found near the base of the reptilian tail.
- Usage: The raw silk-fluid is harvested to create “Instant-Cable” canisters.
- Effect: When sprayed, the fluid hardens into a cable stronger than steel within seconds. It is used by adventurers for emergency descents or to bind high-tier feral creatures that would snap normal rope.
- Pressure-Sensitive Spinal Bristles (Trichobothria) The fine hairs along the mammalian fur of the spine.
- Usage: Woven into “Vibration-Vests” or used as components in wind-sensitive sensors.
- Effect: These allow the wearer to feel the “push” of the air from an incoming projectile or a hidden attacker, granting a tactical advantage in detecting ambushes in “Unsafe” zones.
- Gibbon-Sinew Cordage The incredibly elastic and strong tendons from the creature’s primary climbing limbs.
- Usage: Used as the “string” for high-tension mechanical bows or the suspension cables for portable bridges.
- Effect: This sinew does not fatigue or snap under the extreme temperature fluctuations of the high-altitude mists, maintaining its tension where synthetic materials would fail.
- Water-Repellent Pith-Fur The dense, grey fur covering the mammalian torso.
- Usage: Used to line “Mist-Gear” or airship pilot suits.
- Effect: The fur is naturally resistant to the acidic “Ebb and Flow” of the island mists. Wearing it prevents gear from becoming “Soggy” and heavy, which is critical since avatars gain nothing from a short rest and must manage their weight carefully.
- Cartilaginous Tail-Scale Plating The reptilian scales covering the balancing tail.
- Usage: Laminated onto shields or used as “Scalemail” inserts for light armor.
- Effect: This plating is designed to withstand the high-impact “Ledge-Toss” attacks of other 712s, providing excellent protection against bludgeoning and crushing forces without the weight of traditional metal armor.
Eight-Handed Star-Eyed Swinger and Treachery of Silver Thread
In the turnings of the world before the seventy-three islands were unbound from the Great Root, when the air was yet thick and the iron-trees breathed with the pulse of the deep-mana, there was a canyon of shadows known as Gib-Arach. This place was built of hanging-ropes and the hollow-bones of the sky-beasts. The people of Gib-Arach lived by the “Swinging-Path,” for their feet never touched the solid earth, and their eyes were gifted with the “Oculus-Glow” to see the secrets hidden in the velvet-dark.
Among these people was a weaver of the fourth tier named Dein-Opis, whose soul carried the heavy memories of a net-maker from a land where the sea was made of clouds. Dein-Opis was tasked with the mending of the “Great Transit-Web,” a network of high-tensile cables that allowed the sky-trains of the ancients to skip across the mists like stones on water. One moonless watch, as the mists were heavy with the “Ebb and Flow” of the salt-tide, Dein-Opis felt a vibration that did not come from the wind. It was a rhythmic plucking, like the heartbeat of a thief felt through a copper wire.
Dein-Opis looked into the “Industrial Canyon,” where the rusted pipes gather into knots of cold-iron. He saw there a rising shape, a thing that had the furred chest of a man-ape but the scaly tail of a great dragon. It was the Arachnida-Chondrichthyes-Mammalia-Reptilia 712, known in the ancient, unreadable glyphs as the Vacuum-Shadow of the High-Wires. The creature had no voice, but its head was crowned with two silver orbs of sight that drank the darkness, and its mouth was a “Circle-Jaw” that could eat the very metal of the world.
The 712 had been drawn by the “Cable-Tuning” of the weavers, for it mistook the mending of the web for the struggles of a giant fly caught in its own nets. As it swung through the cables with its gibbon-limbs, it used its pressure-sensitive bristles to feel the “Push” of Dein-Opis’s breath in the stagnant air.
The weaver, sensing the “Deathly” nature of the predator through his Mind’s Eye, reached for his hook of “Regenerative Marrow.” But the 712 was a master of the kinetic strike. It performed the “Net-Cast Lunge,” throwing a membrane of sticky-silk that was stronger than the Weaver’s resolve. Dein-Opis was entangled, his arms pinned to his ribs by the “Arachnid-Thread.”
As the creature swung close, it opened its “Vacuum-Cutter” maw. Dein-Opis felt the suction-seal against his brass-plate armor. With a single, septic rotation, the 712 excised a “Cookie” of metal and flesh, leaving a hole as round as the moon. The septic-venom entered the Weaver’s blood, and he felt the “Paralysis” of the motor-nerves, turning his limbs into the weight of lead.
Dein-Opis, though a weaver of the fourth tier, knew that an avatar gains nothing from a short rest in the jaws of a stalker. He did not struggle against the silk. Instead, he used the last spark of his “Magic Flow” to ignite a “Flash-Flare” from his utility belt. The 712, whose silver-eyes were tuned to the faintest photon of the void, was struck by the “Light-Pain.” It shrieked in a frequency that shattered the nearby glass-reeds and released its grip.
The Weaver fell, but his “Gibbon-Sinew” safety line caught him before he reached the mists. He watched as the 712 scuttled back into the high-cables, its scaly tail lashing in the dark. Dein-Opis survived the descent, but the “Circular-Scar” remained upon his chest for all his cycles, a mark of the one who was “Eaten by the Vacuum.” He harvested a single “Oculus-Eye” that the creature had lost in its blinded thrashing, using it to create the first “Void-Sight” lens so that others might see the 712 before the net is cast.
The city of Gib-Arach eventually snapped from its cables and vanished into the white-void, but the story of the 712 remains in the canyons, whispered by those who travel the “Zip-Lines” between the seventy-three islands.
The Moral of the Story: The one who trusts the cable must also trust the spider; for the thread that carries you to the sky is the same thread that binds you for the feast.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Cable-Stalker
- Description: A lean, grey-furred horror that swings through the iron canyons on impossibly long arms. Its massive, forward-facing eyes glow with an unsettling silver light, and its mouth is a round, tooth-filled void.
- Characteristics:
- STR: 80
- CON: 70
- SIZ: 65
- DEX: 110
- INT: 55
- POW: 50
- HP: 13
- Build: 1
- Move: 8 / 12 Brachiating
- Attacks per Round: 2 (Net-Cast and Bite/Claw)
- Fighting (Claw/Bite): 60% (30/12), damage 1D6 + DB + Septic Venom (Target must succeed on a CON roll or lose 1D10 DEX for 1 hour).
- Net-Cast (Maneuver): 70% (35/14), damage: Target is Restrained. Escape requires a Hard STR or DEX roll.
- Vacuum-Bite: 40% (20/8), damage 2D6 + DB. This attack ignores 3 points of Armor.
- Armor: 2-point scaly skin and dense fur.
- Special: Low-Light Sight: The 712 ignores all penalties for darkness. However, it suffers a Penalty Die to all rolls if exposed to a sudden bright light (Flashlight, Flare).
- Sanity Loss: 1/1D6+1 Sanity points to see it drop from the shadows.
- Syntax: Mythos Monster; Armor 2; Septic Venom (DEX drain).
Blades in the Dark
Unique Name: The Hollow-Biter
- Description: A nightmare of the high gantries. It moves with the speed of a ghost and strikes with a mouth that leaves perfectly round holes in stone, metal, and flesh.
- Tier: IV (Elite, fast, and tactically brilliant).
- Threat Level: Extreme (Fighting in the cable-webs is a Desperate position).
- Attributes:
- Quality: Tier IV.
- Scale: Small Pack (3–6 creatures).
- Abilities:
- Brachiation: The 712 always has the high ground in industrial environments. It can move between any two points in a district in a single action.
- Vacuum-Seal: On a successful hit, the creature inflicts the Level 3 Harm (Circular Wound). This harm cannot be resisted by mundane armor.
- Pressure Sense: Scoundrels have Zero Effect when trying to ambush a 712; it feels the air moving before the strike lands.
- Clock: Paralytic Collapse (6-segment clock). Every time a PC takes a “Septic” hit, tick this clock. At 6 segments, the PC is paralyzed and captured.
- Syntax: Feral Threat; Tier IV; Pressure Sense (Ambushes fail).
Dungeons & Dragons (5th Edition)
Unique Name: Arachnida-Chondrichthyes-Mammalia-Reptilia 712
- Description: Medium monstrosity, unaligned. An apex predator of the high-tensile wires.
- Armor Class: 16 (Natural Armor).
- Hit Points: 97 (13d8 + 39).
- Speed: 30 ft., climb 40 ft., brachiate 50 ft.
- Stats: STR 14 (+2), DEX 20 (+5), CON 16 (+3), INT 12 (+1), WIS 18 (+4), CHA 8 (-1).
- Senses: Truesight 60 ft. (Darkness only), Passive Perception 14.
- Abilities:
- Trichobothria (Air Sense): The 712 has advantage on Dexterity saving throws and cannot be surprised while it is not incapacitated.
- Pack Tactics: The 712 has advantage on attack rolls against a creature if at least one of the 712’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
- Actions:
- Multiattack: The 712 makes two attacks: one with its Net-Cast and one with its Vacuum-Bite.
- Vacuum-Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is wearing non-magical armor, its AC is reduced by 1 permanently.
- Net-Cast (Recharge 5–6): The 712 hurls a silk net. Target must succeed on a DC 15 Dexterity save or be Restrained.
- Syntax: Medium monstrosity; AC 16; Pack Tactics; Vacuum-Bite (Armor Shred).
Knave (2nd Edition)
Unique Name: Ogre-Ape
- Description: A big-eyed gibbon with a shark’s mouth and a lizard’s tail.
- Level: 6 (HD 6, HP 27).
- Armor: 14 (Slippery Fur).
- Movement: Fast (Swinging).
- Attacks: 2 (Claw +6 / Bite +6).
- Abilities:
- Septic Venom: If the Bite hits, the target must make a CON Save or move at half speed for the rest of the day.
- Cookie-Cutter: On a critical hit (20), the 712 bites through a random item in the target’s inventory, destroying it.
- Pressure Hairs: It always wins initiative unless the attackers are magical or invisible.
- Morale: 9 (Retreats into the cables if outmatched).
- Treasure: 2 Gear Slots of “Night-Vision Eyes” or “High-Tensile Silk.”
- Syntax: HD 6; AC 14; Cookie-Cutter (Destroy Item); Pressure Hairs (Initiative).
Fate Core
Unique Name: The Cable-Apex Stalker
- Description: A lean horror that moves with terrifying speed through industrial wires. Its massive silver eyes track every motion in the dark.
- Aspects:
- High Concept: Hyper-Mobile Aerial Ambush Predator
- Trouble: Overwhelmed by Intense Light
- Physiology Aspect: Vacuum-Sealing Serrated Mouth
- Tactical Aspect: Pack Hunting from the Cables
- Skills:
- Great (+4): Athletics, Notice
- Good (+3): Fight, Stealth
- Fair (+2): Physique, Will
- Average (+1): Provoke
- Stunts:
- Air-Current Sensing: Use Notice instead of Athletics to defend against ranged attacks while in a high-wind or industrial environment.
- Septic Maw: When you succeed with style on a Fight attack using your bite, you can choose to forgo the boost to apply a Paralyzed Motor Nerves situational aspect with two free invokes.
- Brachiating Momentum: Gain +2 to Fight attacks when moving at least one zone as part of the attack while swinging from cables.
- Stress: Physical [ ][ ][ ], Mental [ ][ ]
- Syntax: NPC; Skills (Notice +4); Stunts (Septic Maw); Stress 3/2.
Numenera & Cypher System
Unique Name: Arachnida-Chondrichthyes-Mammalia-Reptilia 712
- Description: A level 4 creature (target number 12) that haunts the ruins of the vertical spires. It is known for its ability to excise perfect circles from armor and flesh.
- Level: 4 (12)
- Health: 18
- Damage Inflicted: 5 points
- Armor: 1
- Movement: Long (Brachiating), Short (Climbing/Land)
- Modifications: Defense rolls as Level 6 due to air-pressure sensing; Initiative as Level 6.
- Combat:
- Circular Excision: If the 712 hits, it can choose to deal only 3 damage but ignore the target’s Armor completely.
- Net-Cast (Action): The creature casts a silk net. The target is hindered (all tasks are one step more difficult) until they spend an action to untangle themselves.
- Septic Paralysis: Every time a target takes damage from the 712, the difficulty of all physical tasks increases by one step (cumulative). This effect lasts until the target receives medical attention or a long rest.
- Syntax: Creature (Level 4); Health 18; Armor 1; Circular Excision (Ignore Armor).
Pathfinder (2nd Edition)
Unique Name: Arachnida-Chondrichthyes-Mammalia-Reptilia 712
- Description: Creature 6, N, Medium, Animal, Monstrosity. A terrifying aerial predator that uses momentum and nets to drag prey into the void.
- Perception: +16; Greater Darkvision, Air-Sense (Vibration) 30 ft.
- Skills: Athletics +15, Stealth +17, Acrobatics +15.
- Str +4, Dex +5, Con +3, Int +1, Wis +4, Cha -1.
- AC: 24; Fort +13, Ref: +17, Will +14.
- HP: 95.
- Speed: 30 feet, climb 40 feet, brachiate 50 feet.
- Melee [one-action]: Vacuum-Bite +17 (Finesse), Damage 2d8+7 piercing. On a Critical Hit, the target’s armor takes 1d10 persistent acid damage from septic bacteria.
- Melee [one-action]: Septic Claw +17 (Agile, Finesse), Damage 2d6+7 slashing plus Septic Venom.
- Abilities:
- Septic Venom (Poison): DC 23 Fortitude. Stage 1: Clumsy 1 (1 round). Stage 2: Clumsy 2 and Enfeebled 1 (1 round). Stage 3: Paralyzed (1 round).
- Swing-By Attack [two-actions]: The 712 Brachiates up to its speed and makes one Strike at any point during the movement. It does not provoke attacks of opportunity from the target of its Strike.
- Syntax: Creature 6; N Medium; AC 24; HP 95; Air-Sense 30ft.
Savage Worlds (Adventure Edition)
Unique Name: Sky-Gaff Predator
- Description: A grey-furred hunter with huge eyes and a circular mouth that excels in high-altitude vertical combat.
- Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8.
- Skills: Athletics d10, Fighting d8, Notice d10, Stealth d8.
- Pace: 6; Parry: 6; Toughness: 8 (2).
- Edges: Acrobat, Extraction, First Strike.
- Special Abilities:
- Armor +2: Scaly tail and dense hide.
- Brachiation: Can move through any environment with overhead structures at Pace 10 and ignores difficult terrain.
- Vacuum Bite: Str+d8 (AP 4). If the creature gets a Raise, it has latched on, dealing automatic damage each round until shaken off.
- Septic Paralysis: Anyone wounded by a Bite or Claw must make a Vigor roll (-2) or be Stunned.
- Low Light Vision: Ignores penalties for Dim and Dark lighting.
- Syntax: Wild Card; Toughness 8 (2); Brachiation (Pace 10); Vacuum Bite (AP 4).
Shadowrun (6th World Edition)
Unique Name: Cable-Net Stalker (Awakened)
- Description: A product of extreme mana-warping in the Chicago Containment Zone or the sprawl’s industrial rafters. It targets cyber-systems and bio-nodes with chilling precision.
- Attributes:
- BOD: 5, AGI: 7, REA: 6, STR: 5, WIL: 3, LOG: 2, INT: 5, CHA: 2, EDG: 1, ESS: 6, MAG: 4
- Initiative: 11 + 2D6
- Defense Rating: 12
- Condition Monitor: 11
- Armor: 3 (Reptilian Scales)
- Skills: Athletics 7 (Brachiation +2), Close Combat 6, Perception 6 (Spatial +2), Stealth 5
- Powers:
- Low-Light Vision: The creature treats darkness as full light.
- Septic Venom: Successful attacks inflict the Paralyzed status. The target must succeed on a BOD + WIL (4) test or lose 1 point of REA per round until the poison is neutralized.
- Vacuum Bite: When attacking an armored target, the 712 gains +2 to its Attack Rating. If the attack causes damage, the target’s Armor Rating is reduced by 1 permanently due to circular excision.
- Syntax: Awakened Predator; Initiative 11 + 2D6; Septic Venom (REA drain).
Starfinder (2nd Edition)
Unique Name: Void-Canyon Brachiator
- Description: Found on the exterior of Absalom Station or orbiting asteroid mines, these mutations thrive in zero-G or high-verticality environments.
- Perception: +18; Blindsight (Vibration/Air Pressure) 30 ft., Greater Darkvision
- AC: 25; Fort: +14, Ref: +18, Will: +15
- HP: 115
- Speed: 30 ft., climb 40 ft., brachiate 50 ft.
- Melee [one-action]: Vacuum Bite +17 (Finesse), Damage 2d8+9 P. On a Critical Hit, the target is Bleeding 1d8.
- Melee [one-action]: Paralytic Claw +17 (Agile), Damage 2d6+9 S plus Slowed 1 (Fortitude DC 24 negates).
- Abilities:
- Net-Cast [two-actions]: The creature hurls a silk net. The target is Restrained (Escape DC 24). The 712 can pull the net as a move action, dragging the target 15 feet.
- Air-Sense Reaction: The 712 gains a +2 circumstance bonus to AC against ranged attacks it can “sense” coming.
- Syntax: Level 8 Creature; N Medium; AC 25; HP 115; Net-Cast.
Traveller (Mongoose 2nd Edition)
Unique Name: Gantry-Gibbon
- Description: A common “Nightmare” encounter for crews exploring derelict vessels or ancient vertical ruins.
- Characteristics:
- STR: 12 (+2), DEX: 14 (+2), END: 10 (+1), INT: 2 (-2), INS: 13 (+2), PAK: 4 (-1)
- Armor: 4 (Reptilian Scales/Dense Fur)
- Skills: Athletics (Dexterity) 3, Melee (Unarmed) 2, Recon 2, Stealth 3
- Attacks:
- Circular Bite: 3D6 damage. This attack ignores the first 4 points of personal Armor.
- Septic Claw: 2D6 damage. Target must make an END check (9+) or suffer -1 DEX per hour until medical aid is provided.
- Special: Sensory Overload: If a 712 is hit by a flash-grenade or bright spotlight, it suffers a -2 DM to all rolls for 1D6 rounds.
- Syntax: Animal (Hunter/Vertical); Armor 4; 3D6 Bite (Armor Piercing).
Warhammer (Age of Sigmar: Soulbound / Fantasy 4e)
Unique Name: The Silk-Net Stalker
- Description: A monstrosity of the high spires, often guarding Chaos-tainted towers or ancient Elven ruins.
- Characteristics:
- M: 6, WS: 55, BS: 45, S: 45, T: 40, I: 65, Agi: 65, Dex: 30, Int: 15, WP: 35, Fel: 05
- Wounds: 18
- Traits:
- Wallcrawler: Moves across any surface as if it were level ground.
- Net-Caster: The creature may make a ranged attack (BS) to Entangle a target with silk.
- Vacuum-Maw: Attacks ignore the Shield trait and reduce the target’s Armor value by 1 for the remainder of the encounter.
- Septic Taint: Anyone wounded by the creature must pass a Hard (-20) Endurance Test or gain the Poisoned condition, losing -10 to all Agility-based tests.
- Syntax: Elite Monster; M 6; Net-Caster; Vacuum-Maw (Armor Shred).
