Original Life Forms
- Class Amphibia: Goliath Frog (Conraua goliath)
- Class Chondrichthyes: Great White Shark (Carcharodon carcharias)
- Class Arachnida: Emperor Scorpion (Pandinus imperator)
- Class Gastropoda: Cone Snail (Conus geographus)
Appearance
- The creature features the wide, flattened, muscular body and powerful, elongated hind legs of a giant goliath frog, covered in slick, rubbery skin of a dark olive-green hue.
- Its head mimics the triangular, predatory profile of a great white shark, complete with a cavernous jaw lining multiple rows of serrated, self-replenishing teeth and external gill slits placed along the neck.
- Protecting its upper torso and back is a heavy, spiraled, conical shell resembling that of a cone snail, beautifully patterned in marbled brown and white chitin.
- Replacing standard front appendages are two massive, segmented scorpion pedipalps terminated in crushing pincers, while a long, segmented post-abdomen tail arches over its shell, ending in a prominent bulbous stinger.
- When executing an aquatic transition, its shark-like gills expand to extract dissolved oxygen directly from fluid sources.
Size
- Length: 7 feet from the tip of its snout to the curvature of its rear shell.
- Height: 3.5 feet at rest, extending to 6 feet when reared up on its hind limbs.
- Weight: 420 pounds.
Speed
- Ground Speed: 30 feet per turn (moves via low, heavy hops and quadrapedal crawling).
- Swim Speed: 50 feet per turn (highly efficient underwater propulsion driven by its shark-like lateral trunk movements).
- Leaping Distance: Can propel itself up to 25 feet horizontally or 15 feet vertically as a free movement vector.
Stat Modifiers
- Strength: +4 (Driven by crushing arachnid pincers and jaw clamping force)
- Agility: +2 (Fueled by sudden, explosive amphibian leg extensions)
- Intelligence: -4 (Primitive, feral predatory mindset)
- Constitution: +5 (Extremely durable due to the reinforced structural density of its protective shell)
Skills
- Athletics (Swimming/Leaping): 5 points
- Grapple (Pincer Clamping): 4 points
- Perception (Underwater Vibration Sense): 4 points
- Stealth (Submerged Ambush): 5 points
- Survival (Wetland/Aquatic): 3 points
Behavior
- A patient, highly territorial ambush predator that populates the transition zones between deep riverways and dense coastal swamplands.
- It spends the daylight hours almost entirely submerged in murky water or mud channels, with only its upper snail-shell and shark-like snout breaking the surface to mimic inert detritus.
- When target prey approaches the water’s edge, the creature utilizes its explosive leg muscles to launch itself forward out of the shallows, clamping onto the victim with its crushing scorpion pincers.
- It does not form packs, tracking and feeding in absolute isolation within its chosen aquatic hunting radius.
Diet
- Carnivorous/Piscivorous: Consumes large native river fish, waterfowl, and land mammals that venture too close to wetland borders.
- It utilizes its rows of razor-sharp teeth to tear away physical flesh, augmented by an alchemical radula tooth that fires like a small harpoon from its maw to paralyze prey.
Emotions
- Driven by cold, calculated predatory patience, intense territorial hostility toward other apex predators, and a persistent, instinctual urge to submerge itself when exposed to high atmospheric heat.
- It exhibits no social attachment or empathy, viewing all moving objects exclusively as territorial threats or metabolic resources.
Environment Where Found
- Found across the brackish coastal deltas, deep inland river systems, and tropical mangrove swamps of the southern states of Lapita and Indus.
- It thrives in warm, highly humid environments where active water currents flow from east to west around the world’s major reef networks.
Tags
Monster, Feral, Hybrid, Amphibious, Crushing, Shell-Plated, Venomous, Ambush, Solitary, Aquatic, Wetlands, Piscivorous, Segmented, Heavily-Armored, Harpooner, Marine, Delta, Brackish, Carnivore, Striking, Subterranean-Gills, Cold-Blooded
Life Cycle
- The Spawning Phase: Reproduction takes place inside dark, brackish mangrove roots during the Passion week of the month of Selnus. Females lay a gelatinous mass containing 50 to 100 soft, translucent eggs, anchoring the cluster directly to submerged volcanic stone or ironwood roots below the water surface.
- The Larval Tadpole Phase: Hatchlings emerge as purely aquatic, carnivorous tadpoles possessing shark-like tails, tiny external gills, and a soft, flat cartilage head. They do not possess magic during this juvenile state, making them prime targets for larger river predators.
- Metabolic Metamorphosis: Over a two-year cycle, the hind legs expand explosively, the skin thickens into a rubbery green texture, and a conical chitinous shell slowly secretes over the upper torso. Upon the development of the segmented scorpion tail, the young beast migrates into the transition zones between deep riverways and coastal deltas.
- Maturity and Soul Attunement: At three years of age, the creature achieves biological maturity, activating its internal magic virus and allowing its primitive mind to be cleanly perceived through the Mind’s Eye of observing adventurers. Wild specimens can live up to 60 years, growing larger coils on their snail-like shells until terminal decay forces their physical matrix to collapse, leaving behind a Tier 1 or Tier 2 magic crystal.
Mating
- Acoustic Sub-Aquatic Calls: During the warm Passion weeks, solitary males descend into deep river channels and strike their heavy scorpion pincers rhythmically against their armored snail shells. This specialized percussion generates sub-aquatic sound pulses that resonate through the mud, detectable by females up to a mile away via their vibration senses.
- The Pincer Dance: When a female approaches the spawning ground, the male engages in a complex lateral trunk movement, swaying his shark-like snout while holding his massive pedipalps wide to demonstrate physical strength. If the female is unimpressed, she will launch an aggressive pincer strike to drive the suitor out of her hunting radius.
- Spermatozoon Deposit: Once a mutual pairing is achieved, the male deposits an alchemically sealed capsule onto a flat underwater stone, guiding the female over it using his pincers. The male then retreats rapidly into deep water to prevent the territorial female from shifting into a predatory mindset and consuming him as a metabolic resource.
Tactics
- Submerged Camouflage: The creature utilizes its marbled brown and white shell to mimic a moss-covered volcanic rock or inert river detritus. It remains perfectly stationary in murky shallows for world-hours, using its underwater vibration sense to map out the exact footprints of land mammals approaching the bank.
- Explosive Pincer Leap: The moment a target steps within 25 feet of the shallows, the beast uses its massive frog legs to launch an immediate horizontal leap out of the water. It targeted the flat-footed or surprised victim, using its +4 Strength modifier to clamp its heavy scorpion pincers onto an appendage before defensive items can be utilized.
- Paralytic Reel-In: If a target attempts to break the pincer grapple or flee across open ground, the creature parts its shark-like jaws to fire its alchemical radula harpoon. The successful strike injects a paralyzing neurotoxin, allowing the beast to systematically drag the incapacitated victim into deep water where its high swim speed grants it absolute tactical supremacy.
Actions
- Pincer Clamp: Costs 1 action. The creature snaps its heavy, segmented scorpion claws onto a target structure or entity. A successful hit inflicts standard crushing damage and automatically initiates a grapple sequence against Large or smaller vessels.
- Serrated Jaw Snap: Costs 1 action. A savage, forward-driving bite utilizing multiple rows of self-replenishing shark teeth. This action inflicts heavy piercing and tearing damage, automatically dealing full damage if executed against a pinned or flat-footed target.
- Tail Stinger Strike: Costs 1 action. The beast arches its post-abdomen tail over its shell, driving its bulbous stinger into a foe. If the attack exceeds the defender’s AC, it inflicts piercing damage and forces a Saving Throw against a Hard Difficulty Class (DC 23) to avoid severe physical penalties.
- Radula Harpoon Launch: Costs 1 action. The creature shoots a hollow, venom-infused tooth from its jaws at a target within a simple range of 20 feet. On a hit, the projectile pins itself into the victim’s flesh, immediately imparting a powerful paralytic fluid that induces the Paralyzed or Debilitated condition.
- Explosive Spring: Costs 1 action. The creature uses its powerful amphibian hind limbs to leap up to 25 feet horizontally. If this movement ends adjacent to an opponent, the beast can immediately execute a Pincer Clamp or Serrated Jaw Snap as part of the same action sequence.
Other Interesting Information
- World Bank Incentive Anomaly: Because these hybrid monsters frequently terrorize the river wharfs of Lapita, the local branches of the World Bank offer specialized bounties for their structural components. Depositing a intact, un-shattered shell matrix earns adventurers an immediate transaction credit of 200 gold pieces, bypasses standard 1% bank fees, and includes a complimentary current-year calendar.
- Alchemical Harpoon Harvesting: Guild artisans and independent technomancers highly prize the creature’s internal harpoon mechanism. If harvested safely using an alchemical fluid collector, the hollow teeth can be modified into high-tier ranged ammunition that retains its toxic properties even when fired from mechanical steampunk weaponry.
- Tax Scrutiny on Contraband Scales: While the rubbery skin and shell plates can be sold to black-market fences for raw gold coins, transporting these items across state borders without official documentation triggers a 5% ad valorem tax if discovered by state guards. Independent trappers often use personal extradimensional pouches to completely suppress the physical weight and visibility of the items during road travel.
- The Shutterstock Conspiracy: Similar to the myths surrounding alpine monsters, wetland fishers in Indus spread wild stories claiming that the Carcharoscorpio Helix 109 was designed by a secret gathering of rule breakers operating an extradimensional vault called “Shutterstock”. Regional mayors strongly punish anyone who prints or shares these stories, issuing immediate banishment marks to keep the local populations focused on real-world defense.

An adventuring party in the world of Saṃsāra would encounter or actively track the formidable Carcharoscorpio Helix 109 for several compelling mechanical, financial, and narrative reasons:
1. High-Value Resource Harvesting
- Alchemical Harpoon Mechanisms: High-tier crafters, independent technomancers, and guild artisans actively search for this beast to harvest its internal radula harpoon mechanism. Using an alchemical fluid collector, skilled adventurers can extract the specialized paralytic venom glands and the hollow teeth. These components are highly prized for crafting advanced ranged ammunition or infusing steampunk weaponry with long-lasting paralytic properties.
- Intact Shell Carapaces: The marbled brown and white chitinous snail shell is incredibly dense. Blacksmiths and armorers pay top coin for un-shattered shell segments to forge specialized heavy plate armor that boasts elite structural density bonuses similar to the item’s baseline +5 Constitution modifier.
2. Premium Financial Incentives
- World Bank and Municipal Bounties: Because these hybrid monsters frequently terrorize river wharfs, trade routes, and fishing deltas in the states of Lapita and Indus, regional mayors issue heavy bounties on them. Returning an intact, un-shattered shell matrix directly to a participating branch of the World Bank yields an immediate transaction credit of 200 gold pieces. This special contract completely bypasses standard 1% bank processing fees, making it a lucrative target for Tier 1 and Tier 2 adventuring groups looking to rapidly fund their private accounts.
3. Soul Crystal Acquisition
- Tier-Appropriate Advancement: As a mature, powerful apex predator, a defeated Carcharoscorpio Helix 109 leaves behind a stable Tier 1 or Tier 2 magic crystal upon host failure. For characters striving to advance their avatars, acquiring these heavy soul crystals is absolutely vital for leveling up their skills, reinforcing their character over-souls, or unlocking advanced spell-energy matrices.
4. Navigational and Environmental Safeguards
- Clearing Imperial Trade Routes: The creature’s preferred hunting tactics—submerging itself completely to mimic a mossy river rock or inert wood debris—makes it a catastrophic hazard for merchant caravans and military supply boats traveling along wetland river channels. Adventurers are frequently hired as military escorts to systematically sweep the shallow deltas, using their Mind’s Eye to detect sub-aquatic vibrations and flush out the hiding monsters before they can launch an ambush leap against vulnerable transport vessels.
5. Contraband and Black Market Trade
- Bypassing the State Border Tax: The unique rubbery skin and razor-sharp serrated teeth can be sold to black-market fences in lawless border towns for raw, undocumented gold coins. Since transporting these rare biological components across official state lines normally triggers a strict 5% ad valorem tax from state guards, rogue-leaning parties actively hunt the beast to supply illicit networks, using extradimensional pouches to smuggle the heavy remains completely out of sight of regional tax assessors.
Beyond the primary shell and harpoon mechanism, a completely dissected Carcharoscorpio Helix 109 corpse yields several highly specialized, magical, and biological components prized by alchemists, survivalists, and black-market traders across Saṃsāra.
1. Rubbery Shark-Amphibian Epidermis
- What it is: The thick, olive-green, mucus-coated skin harvested from the creature’s powerful hind legs and torso.
- What it is used for:
- Alchemical Wetsuits and Diving Gear: Due to its native resistance to osmotic pressure and extreme moisture, leatherworkers treat this hide with ironwood sap to create premium underwater garments. These suits grant avatars a passive bonus to swim speeds and protect them from minor environmental cold hazards in deep brackish deltas.
- Grip Wraps for Water-Bound Weapons: Strips of this cured skin are wrapped around weapon hilts to ensure an attuned blade or spear never slips from an avatar’s hand during high-velocity aquatic combat.
2. Self-Replenishing Serrated Teeth
- What it is: The rows of razor-sharp, triangular teeth pulled from the creature’s cavernous shark-like jaw.
- What it is used for:
- Serrated Arrowheads and Dagger Blades: Tinkers and weapon smiths use these dense, calcified structures to forge lightweight Tier 1 ammunition or hunting daggers. Weapons crafted with these teeth automatically inherit a minor wounding trait, causing target entities to suffer persistent bleeding damage over time.
- Bone Jewelry for Intimidation: Faction warriors line their armor collars with these teeth. When worn openly, this macabre decoration provides a temporary boost to physical Intimidation checks against rival humanoids.
3. Segmented Post-Abdomen Chitin
- What it is: The dark, interlocked armor plates salvaged from the flexible scorpion tail, separate from the primary spiral shell.
- What it is used for:
- Flexible Scale Mail Joints: Unlike the rigid, heavy mass of the main snail shell, these tail segments are light and overlapping. Armorers use them to reinforce the elbow, knee, and shoulder joints of medium armor assemblies, retaining a high Armor Check (AC) baseline without inflicting penalties on Agility or Stealth rolls.
- Bucklers and Shield Bosses: The curved plates can be bound together to form durable, lightweight bucklers perfect for low-tier swashbucklers or scouts who rely on sudden, parrying defense tactics.
4. Bulbous Venom Reservoir
- What it is: The primary alchemical gland located directly beneath the base of the rear tail stinger.
- What it is used for:
- Coating for Rogue Weaponry: Assassins and trappers carefully siphon the raw fluid using an alchemical fluid collector. Applying this pure concentrate to daggers or throwing darts forces target entities to make a severe Constitution saving throw to avoid the immediate Debilitated or Paralyzed conditions.
- Anti-Toxin Synthesis: Paradoxically, master alchemists can boil down this virulent fluid inside an active hearth, mixing it with weeping willow bark slurry to synthesize powerful anti-toxins. These remedies are highly sought after by exploration parties preparing to venture into contaminated wild magic scars.
5. Concentrated Amphibian Tendons
- What it is: The massive, highly elastic muscle cords extracted from the beast’s explosive goliath-frog hind limbs.
- What it is used for:
- Siege Engine and Ballista Springs: Because these tendons are built to withstand the immense kinetic pressure of an immediate 25-foot horizontal spring, engineers weave them into the torsion systems of small ballistas or defensive wall-mounted launchers.
- Recurve Bowstrings: When dried, treated with alchemical oils, and spun tightly, these fibers create elite bowstrings that add significant velocity and range parameters to standard mechanical bows, allowing tier 1 avatars to pierce armored targets from greater distances.
Water-Shark-Frog Which Carries the Giant Spiraled Shell and Has the Sting-Tail of Great Sorrow
In the eras when the world-egg of Saṃsāra was yet soft and sticky like warm mud, before the sky-monarchs had written the great ledgers of tax and border-tolls, the waters were not separated from the dry land. All things were a wet soup. The great ancestors of the creeping things and the swimming things were mixed together by the wild winds of the unaligned magic viruses. Out of this heavy bubbling, the first great multi-jointed grandfather of the deltas crawled out of the brackish foam.
When the constitutional kingdoms had not yet drawn their maps upon the parchment, there lived a fisherman named Tula within the coastal wetlands of the southern realm called Lapita. Tula was a man of small advancement, holding only a Tier 1 soul matrix, and his private bank account was completely empty of gold pieces. He possessed only a small wooden raft made of ironwood branches and a single fluid collector crafted from copper wire and glass.
Every diurnal cycle, when the sun-orb rose from the eastern reef networks, Tula would push his raft into the deep mangrove channels where the trees have roots like the fingers of a giant. He searched for the fat river fish to sell at the municipal wharf so he could pay the five percent tariff to the town mayor. But he did not know that a great ancient beast, a grandfather of the Carcharoscorpio Helix 109, was sleeping in the mud beneath his fishing spot.
The beast was seven feet in length and weighed as much as four heavy men. It had the head of a white shark with many rows of self-replenishing teeth, but its body was the body of a giant goliath frog, covered in a rubbery green skin that was very slick. Upon its back, it carried a great conical shell like a snail-palace, marbled in brown and white chitin of elite structural density. Arcing over this shell was a long, segmented tail ending in a bulbous stinger filled with the alchemical fluid of paralysis.
Tula dropped his bone hook into the brackish water, making a small splashing noise. The creature, sleeping under the dark roots, felt the vibration through its skin-slits. Its primitive mind, which possessed a minus-four intelligence modifier, felt a great territorial hostility. It did not think like the civilized people; it knew only the instinctual urge to destroy the vessel that broke its quietude.
Using its massive amphibian hind limbs, which held the concentrated elastic power of high-velocity springs, the monster executed an explosive leap directly out of the shallows. It propelled its 420-pound frame twenty-five feet horizontally through the air, breaking the surface with a roar like a wild magic storm. Its massive scorpion pincers, which possessed a plus-four strength modifier, clamped down upon the edge of Tula’s ironwood raft, shattering the wood into small splinters.
Tula fell into the wet mud, his soul matrix shaking with extreme panic. He looked through his Mind’s Eye and saw the giant shark-mouth parting to show its white teeth. He cried out to the world bank officials, but there were no guards within twelve miles of the deep wild. The beast struck forward with its tail stinger, driving the bulbous point into Tula’s thigh-meat. The alchemical neurotoxin entered his bloodstream, and his agility values instantly dropped to zero as the Paralyzed condition locked his limbs.
The monster then used its cavernous jaws to execute a serrated snap, tearing away Tula’s fishing pouch and his copper fluid collector. It did not consume Tula immediately, for it was a patient stalker that preferred to drag its pinned victims into the deep river channels where its fifty-foot swim speed gave it absolute tactical supremacy over all land-dwelling avatars.
But while Tula was lying in the mud, unable to move his arms or fingers, a secondary party of four high-tier hunters came down the river path. They were armed with mechanical steampunk weaponry and wore flexible scale mail joints crafted from the tail chitin of lesser monsters. They had been hired by the guild masters of Indus to clear the imperial trade routes of all amphibious hazards.
The leader of the hunters, a warrior of great physique, saw the marbled snail shell of the beast breaking the muddy water. He shouted, “Behold! The premium financial incentive of two hundred gold pieces is sleeping in the shallows! We must resolve its host sequence before it returns to the deep delta!”
The hunters opened fire with their crossbows, the bolts striking the creature’s back shell. But the baseline constitution of plus-five was too durable, and the projectiles bounced off the marbled chitin, leaving only small white scratches. The beast, turning its triangular shark head toward the new threat, unclasped its pincers from Tula and launched itself into a swimming cycle, its tail moving laterally to propel it through the brackish foam like an iron boat.
It parted its jaws and fired its alchemical radula tooth like a small harpoon, pinning the projectile deep into the shoulder of the lead hunter. The venom flared, and the warrior buckled, his movement phases completely suppressed by the paralytic fluid. The remaining three hunters did not run away; they knew that if they allowed the monster to achieve a total kill sequence, its soul crystal would dissipate into the planar rift.
They drew their heavy spears, which were treated with concentrated willow bark slurry, and waited for the creature to execute its next leap. When the Carcharoscorpio Helix 109 sprang out of the water with its pincers wide to clamp a second target, the hunters drove their blades directly into the soft external gill slits along its neck. This area was not protected by the snail shell, and the physical piercing damage tore through its internal health reservoir.
The great hybrid beast let out a final bubbling hiss, its rubbery green legs twitching as its terminal decay cycle was triggered. Its massive frame collapsed into the mud beside Tula, and its primitive consciousness dissolved into a cloud of purple sparks, leaving behind a stable Tier 1 magic crystal that glowed with a faint ultraviolet light.
The hunters used their alchemical tools to dissect the carcass, harvesting the self-replenishing teeth for weapon smithing and the elastic tendons to reinforce their town ballistas. They lifted Tula from the muck and gave him a small anti-toxin draft, which restored his metabolic parameters after a delay of twenty minutes. Tula returned to the capital city on foot, carrying nothing but the story of his survival, which he carved upon a stone tablet so that future generations would understand the laws of the wetland wilderness.
The Moral of the Story: He who drops his hook into the dark mangrove shallows without checking his vibration sensors may find that the rock he stands upon has teeth like a shark and a sting like a scorpion; it is better to fish in the municipal fountains where the state guards collect the tariff than to seek free fish in the home of the grandfather of shells.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Carcharoscorpio Helix (The Snail-Carapaced Horror)
- STR: 120
- CON: 150
- SIZ: 110
- DEX: 60
- INT: 20
- POW: 50
- EDU: —
- HP: 26
- DB: +2D6
- Build: 3
- Move: 6 (Ground) / 10 (Swim) / 5 (Leap)
Combat and Skills
- Combat Actions: 2 per round
- Fighting (Pincers/Bite): 65% (32% Hard / 13% Extreme), Damage 2D6 + DB (Grapples target on a Pincer success)
- Tail Stinger: 50% (25% Hard / 10% Extreme), Damage 1D8 + DB + Poison (Target must pass an Extreme CON roll or become instantly paralyzed for 1D6 hours)
- Radula Harpoon (Ranged): 60% (30% Hard / 12% Extreme), Range 7 yards, Damage 1D4 + Poison (Pulls target closer if hit)
- Skills: Stealth 70% (Submerged), Swim 90%, Listen 60% (Vibration Sense)
- Armor: 5-point thick chitinous shell (Applies to all body locations except the neck/gills)
- Sanity Loss: 1/1D8 Sanity points to witness a Carcharoscorpio Helix emerging from the shallows.
Blades in the Dark
The Delta Lurker (Tier I Feral Terror)
- Threat Level: Formidable (Scale 1-2, Potency vs. Unprepared targets in water)
Special Traits and Attributes
- Armor (Chitin Shell): The creature possesses an inherent armor trait against heavy impact and shooting. Forcing an effect past its shell requires Potency or specialized heavy weaponry.
- Leap & Clamp (Clock 4): When hunting from the ghost-field or murky shallows, it fills a 4-segment clock instantly to trap a scoundrel in its massive claws. To break free, a scoundrel must Wreck or Prowl under high risk.
- Radula Neurotoxin (Consequence): A strike from its stinger or tongue inflicts a Level 3 Harm: Paralyzed with Agony. This effect completely suppresses physical action unless resisted by expending Insight or Prowess.
- Vibration Sight: The monster ignores darkness or cover while tracking prey submerged in water or deep mud channels.
Dungeons & Dragons (5th Edition)
Carcharoscorpio Helix 109
- Large Monstrous Beast, Unaligned
- Armor Class: 18 (Natural Armor)
- Hit Points: 85 (10d10+30)
- Speed: 30 ft., fly 15 ft. (Leap only), swim 50 ft.
- Str: +4, Dex: +2, Con: +5, Int: -4, Wis: +2, Cha: -3
Saving Throws and Skills
- Saving Throws: Con +7, Str +6
- Skills: Athletics +6, Perception +4, Stealth +4 (+6 Submerged)
- Senses: Blindsight 30 ft. (Vibration Sense only), Passive Perception 14
- Challenge Rating: 4 (1,100 XP)
Actions
- Multiattack: The creature makes two attacks: one with its Pincers and one with its Serrated Jaw Snap.
- Pincer Clamp: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained.
- Serrated Jaw Snap: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d10+4 piercing damage. If the target is grappled or flat-footed, it takes an extra 1d6 slashing damage as the rows of teeth shred flesh.
- Tail Stinger Strike: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d8+4 piercing damage, and the target must make a DC 15 Constitution saving throw, becoming paralyzed for 1 minute on a failure. The target can repeat the saving throw at the end of each of its turns.
- Radula Harpoon: Ranged Weapon Attack: +4 to hit, range 20/40 ft., one target. Hit: 1d4+2 piercing damage, and a Medium or smaller target is pulled up to 15 feet directly toward the creature.
- Explosive Spring (Recharge 5–6): As part of its movement, the creature can leap up to 25 feet horizontally. If it lands adjacent to a creature, it can make one Pincer Clamp attack as a bonus action.
Knave (2nd Edition)
Carcharoscorpio Helix
- Armor Rating: 16 (Heavy Chitinous Conical Shell)
- Hit Dice: 5 (5d8 HP, typical 25 HP)
- Speed: 40 ft. (Swim) / 25 ft. (Ground) / 25 ft. (Leap)
- Attack Modifiers: +4 (Pincers/Jaws), +2 (Stinger)
Special Rules and Combat Maneuvers
- Amphibious Ambush: Targets attacked by the creature during its initial spring from sub-aquatic camouflage suffer a -4 penalty to their initiative or defense checks due to total surprise.
- Crushing Claws: If a pincer attack hits, the victim is automatically pinned under its weight. Escaping the grapple requires passing a Strength check on the victim’s subsequent turn.
- Paralytic Stinger: Any character struck by the creature’s tail stinger must make a Constitution check. Failure inflicts the Paralyzed status, preventing any physical item interaction, spellcasting, or movement for 1d4 exploration turns.
- Radula Retraction: Can shoot a harpoon-like tooth at a target within a simple distance of 20 feet. On a successful hit, the target is pulled into a face-to-face melee confrontation with its shark-like jaw.
Fate Core
Carcharoscorpio Helix 109
- High Concept: Apex Amphibious Chitin-Plated Terror
- Trouble: Instinctual Blind Spots and High Atmospheric Heat
- Aspects: Cavernous Shark Jaws; Crushing Scorpion Pincers; Heavy Conical Snail Shell
Skills
- Great (+4): Physique, Combat
- Good (+3): Notice, Stealth
- Fair (+2): Athletics, Will
- Average (+1): Provoke, Investigate
Stunts and Relic Qualities
- Heavy Shell Plating (Armor): The monster gains a +2 bonus to defend against physical attacks using its Physique skill, representing its +5 Constitution density.
- Explosive Spring: Once per conflict, the creature can move up to two zones as a free action, landing adjacent to a target and immediately making a physical attack with a +2 bonus.
- Radula Neurotoxin (Stunt): When the creature hits an opponent with its tail stinger or harpoon tooth, it can spend a Fate Point or mark a success with style to instantly attach a severe situational aspect called Paralyzed with Agony to the target, forcing them to skip their next action phase.
Numenera & Cypher System
Carcharoscorpio Helix (The Snail-Shark Hybrid)
- Level: 4 (Target Number 12)
- Health: 22
- Armor: 2 (Heavy Snail Shell Plating)
- Movement: Short (Ground/Leap), Long (Swim)
Special Trait Modifiers and Actions
- Mottled Camouflage: Tasks to notice the creature while it is completely submerged in murky swamps or riverways are hindered by two steps.
- Explosive Spring (Action): The beast leaps from a short distance away, launching a devastating ambush. Its initial attack sequence during this jump is asset-modified, easing the attack roll by one step.
- Combat Multi-Strike: The creature attacks twice per round cycle.
- Pincer Clamp (Level 4): Deals 4 points of physical damage and traps the target. Breaking free requires an unconditional Might or Speed defense roll.
- Serrated Jaw Snap (Level 4): Deals 5 points of piercing damage. If the target is pinned, it automatically inflicts an additional 2 points of damage.
- Radula Harpoon (Level 4): The creature shoots a venomous tooth at long range. On a hit, it inflicts 2 points of Intellect damage (bypassing Armor) and pulls the victim into immediate melee contact. The target is step-hindered in all actions for 1 minute due to the neurotoxin.
Pathfinder (2nd Edition)
Carcharoscorpio Helix 109 (Creature 4)
- Uncommon, N, Large, Amphibious, Beast
- Perception: +11; Low-Light Vision, Wavesense (30 feet underwater only)
- Skills: Athletics +13, Stealth +10 (+14 in water), Survival +9, Swim +15
- Str: +4, Dex: +2, Con: +5, Int: -4, Wis: +2, Cha: -3
Defenses and Hit Points
- AC: 21 (Fortified Snail Shell); Fort: +14, Ref: +10, Will: +8
- HP: 75
- Hardness: 5 (Applies only to attacks directly targeting its back shell)
Strikes and Offense
- Speed: 25 feet, swim 50 feet; Explosive Leap (25 feet horizontal, 15 feet vertical)
- Melee [one-action] Pincer +13 (Reach 10 feet), Damage: 2d6 + 4 bludgeoning plus Grab
- Melee [one-action] Serrated Jaws +13, Damage: 2d10 + 4 piercing plus 1d6 persistent bleed on a grabbed target
- Melee [one-action] Tail Stinger +11 (Reach 10 feet), Damage: 1d8 + 4 piercing plus Carcharoscorpio Venom
- Ranged [one-action] Radula Harpoon +11 (Range Increment 20 feet), Damage: 1d4 + 2 piercing plus Harpoon Reel
- Harpoon Reel: On a successful hit, a Medium or smaller target is pulled up to 15 feet directly toward the creature.
- Carcharoscorpio Venom (Poison); Saving Throw: DC 21 Fortitude; Maximum Duration: 6 rounds; Stage 1: 1d6 poison damage and flat-footed (1 round); Stage 2: 2d6 poison damage and slowed 1 (1 round); Stage 3: Paralyzed (1 round).
Savage Worlds (Adventure Edition)
Carcharoscorpio Helix 109
- Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor d12
- Skills: Athletics d8, Fighting d8, Notice d8, Shooting d6, Stealth d8 (+2 in water)
- Pace: 5; Parry: 6; Toughness: 13 (5)
- Size: 3 (Large)
Edges and Special Abilities
- Amphibious: Can breathe underwater, cannot drown, and possesses a Pace of 8 when navigating liquid environments.
- Armor +5: The massive, patterned conical shell provides +5 Heavy Armor along its upper torso and back quadrants.
- Bite/Pincers: Str + d6 damage. On a successful Fighting roll with its pincers, the creature automatically initiates a Grapple.
- Tail Stinger: Str + d4 damage. Any target shaken or wounded by the stinger must pass a Vigor roll at -2 or become completely Stunned from the neurotoxin.
- Radula Harpoon: Range 3/6/12, Damage Str + d4. If it hits with a Raise, the victim is pulled off their feet and dragged up to 3 inches directly toward the creature’s gaping maw.
- Explosive Spring: The creature can execute a leaping maneuver as part of its movement, jumping up to 4 inches horizontally. It gains a +2 to its Fighting roll if it strikes an opponent immediately upon landing.
Shadowrun (6th World Edition)
Carcharoscorpio Helix (Critter / Awakened Hybrid)
- B: 9
- A: 4
- R: 3
- S: 8
- W: 3
- L: 1
- I: 4
- C: 2
- M: 4
- Essence: 6
- Initiative: 7 + 1D6
- Defense Rating: 13 (Armor +5 included)
Critter Powers and Combat Rules
- Amphibious: The creature can breathe both water and air perfectly, and it suffers no environmental movement or combat dice pool penalties while fully submerged.
- Natural Armor (+5): The heavy, spiraled conical shell acts as hardened crust armor. Increase the creature’s Defense Rating by +5 against physical ballistic and melee attacks.
- Vibration Sense: The creature can locate targets up to 15 meters away using sensory perception of sub-aquatic or mud vibrations, bypassing any visual penalties from darkness or murky water.
- Explosive Spring (Major Action): The critter leaps up to 8 meters horizontally out of water or mud. When combined with an attack, it grants a +2 Attack Rating advantage for that combat phase.
- Melee Attack (Pincer/Bite): Close Combat skill 8, Damage 5P. A successful pincer strike automatically initiates a Grapple state.
- Tail Stinger (Major Action): Close Combat skill 7, Damage 4P + Poison (Carcharoscorpio Neurotoxin). Target must resist with a Body + Willpower test against a threshold of 4, or suffer the Dazed status effect and a -2 dice pool penalty to all physical actions for 1d6 minutes.
- Radula Harpoon (Major Action): Exotic Ranged Weapon skill 6, Damage 3P. Range 0–6 meters. On a successful hit, the target is snagged and pulled into immediate melee range.
Starfinder (2nd Edition / Playtest Core)
Carcharoscorpio Helix 109 (Creature 4)
- Traits: Uncommon, N, Large, Amphibious, Beast
- Perception: +11; Low-Light Vision, Wavesense (30 feet underwater only)
- Skills: Athletics +13, Stealth +10 (+14 in water), Survival +9, Swim +15
- Str: +4, Dex: +2, Con: +5, Int: -4, Wis: +2, Cha: -3
Defenses and Hit Points
- Armor Class: EAC 16, KAC 21 (Fortified Snail Shell natural armor)
- Fortitude Save: +14, Reflex Save: +10, Will Save: +8
- Hit Points: 75
- Hardness: 5 (Applies only to damage directly targeting its back shell quadrant)
Actions and Strikes
- Speed: 25 feet, swim 50 feet; Explosive Leap (25 feet horizontal, 15 feet vertical)
- Melee [one-action] Pincer +13 (Reach 10 feet), Damage: 2d6 + 4 bludgeoning plus Grab
- Melee [one-action] Serrated Jaws +13, Damage: 2d10 + 4 piercing plus 1d6 persistent bleed damage on a grabbed target
- Melee [one-action] Tail Stinger +11 (Reach 10 feet), Damage: 1d8 + 4 piercing plus Carcharoscorpio Neurotoxin
- Ranged [one-action] Radula Harpoon +11 (Range Increment 20 feet), Damage: 1d4 + 2 piercing plus Harpoon Reel
- Harpoon Reel: On a successful hit with the harpoon, a Medium or smaller target is pulled up to 15 feet directly toward the creature.
- Carcharoscorpio Neurotoxin (Poison); Saving Throw: DC 21 Fortitude; Maximum Duration: 6 rounds; Stage 1: 1d6 poison damage and off-guard (1 round); Stage 2: 2d6 poison damage and slowed 1 (1 round); Stage 3: Paralyzed (1 round).
Traveller (Mongoose 2nd Edition)
Carcharoscorpio Helix (Wetland Apex Stalker)
- Characteristics: STR 14 (+2), DEX 7 (+0), END 15 (+2), INT 1 (-2), EDU 0 (—), SOC 0 (—)
- Traits: Amphibious, Armor (+5), Large (+1), Vibration Sense, Weapons (Pincers, Bite, Stinger, Harpoon)
- Skills: Athletics (Swimming) 2, Athletics (Leaping) 1, Melee (Unarmed) 2, Recon 2, Stealth 2 (+3 submerged)
- Armor: 5 points of heavy chitin shell (Reduces all incoming kinetic damage by 5)
Attacks and Weapon Systems
- Pincer Clamp: Melee, Skill DM+2, Damage 2D+2. A successful hit automatically grapples any target of equivalent or smaller size, requiring an opposed STR check to break free.
- Serrated Jaw Bite: Melee, Skill DM+2, Damage 3D. Can only be used on targets in close combat range, dealing automatic maximum damage if the target is already grappled.
- Tail Stinger: Melee, Skill DM+0, Damage 1D+3 + Poison. Any human or alien target suffering a wound from the stinger must pass an END check (10+) or suffer a total loss of motor control (Paralyzed) for 1d4 hours.
- Radula Harpoon: Ranged, Skill DM+0, Range 6 meters, Damage 1D. If the attack hits, the target is pinned by a skeletal tooth line and reeled into close combat range by the creature.
Warhammer Fantasy Roleplay (4th Edition)
Carcharoscorpio Helix (The Delta Abomination)
- M: 3 (Ground) / 5 (Swim)
- WS: 45
- BS: 30
- S: 55 (+5)
- T: 60 (+6)
- I: 25
- Agi: 35
- Dex: —
- Int: 10
- WP: 30
- Fel: —
- Wounds: 28
Traits, Talents, and Actions
- Traits: Amphibious, Armour 3 (Shell Plating on body), Bite +8, Claw +7 (Pincer), Cold-Blooded, Dark Vision, Size (Large), Sub-aquatic Vibration Tracker, Tail +6 (Stinger), Venom (Hard)
- Explosive Jump: The beast can perform a special movement action to hop up to 8 yards horizontally. If it lands adjacent to a target, it gains the Charge+1 condition, adding bonus damage to its immediate melee attack.
- Pincer Grapple: When the creature scores a successful hit with its Claw trait, the target suffers +7 damage and gains the Entangled condition. The victim cannot move or use physical items until they pass an opposed Strength test.
- Venomous Tail Stinger: If an attack with the Tail trait successfully inflicts at least 1 Wound, the target must make a Hard (-20%) Endurance test. Failing the test inflicts the Stunned condition for 1d10 rounds as the paralytic fluid freezes their nervous system.
- Radula Harpoon: Ranged attack using Ballistic Skill (30). Range 4 yards. Inflicts +4 damage and gives the target the Entangled condition, allowing the beast to immediately pull the target into its front arc for a follow-up Bite attack.
