The Cephalopoda-Insecta-Osteichthyes-Amphibia 442 (commonly known by Saṃsāra’s inhabitants as the “Gliding Ink-Wasp”) is a terrifying hybrid of aquatic propulsion and aerial lethality. It thrives in the humid “Sky-Mist” zones between the 73 islands, utilizing a specialized internal siphon to transition from the flooded lowlands to the high-tensile cable networks.
- Original Life Forms Combined
- Class Cephalopoda: Humboldt Squid (Dosidicus gigas)
- Class Insecta: Tarantula Hawk Wasp (Pepsis)
- Class Osteichthyes: Flying Fish (Exocoetidae)
- Class Amphibia: African Bullfrog (Pyxicephalus adspersus)
- Appearance
- The creature possesses a robust, muscular amphibian torso with the mottled, bumpy skin of a bullfrog, providing natural camouflage against rusted industrial pipes.
- Its “arms” are four elongated, wing-like pectoral fins that can stiffen into iridescent, chitinous gliders for silent flight.
- The head features a terrifying squid-like beak surrounded by eight sensory tentacles, but its eyes are the multi-faceted, compound orbs of a predatory wasp.
- A retractable, venomous stinger—nearly 8 inches long—is housed in a cephalopod-style siphon at the rear, which also serves as a jet-propulsion organ for sudden bursts of speed.
- Size
- Length: 3.5 feet (excluding tentacles).
- Wingspan: 6 feet.
- Weight: 38 lbs.
- Speed
- Land (Hop/Scuttle): 20 feet.
- Swim: 40 feet.
- Fly (Gliding/Jet-Burst): 50 feet.
- Stat Modifiers
- Strength: +2 (Powerful beak and crushing jaw).
- Dexterity: +4 (High aerial maneuverability).
- Constitution: +3 (Resilient to sudden pressure changes).
- Intelligence: -2 (Driven by primal instinct).
- Wisdom/Perception: +5 (Compound eyes detect minute movement).
- Skills
- Hydro-Jet Burst: The 442 can expel a mixture of water and ink from its siphon, propelling itself 30 feet in a straight line as a bonus action, leaving a cloud of obscuring fog.
- Paralytic Sting: Its stinger delivers a neurotoxin that specifically targets the motor cortex, mimicking the excruciating pain of a tarantula hawk.
- Gliding Ambush: It can drop from skyscraper heights, using its wing-fins to glide silently toward prey before unleashing its tentacles.
- Behavior
- A solitary, territorial hunter. It spends the “Ebb Tide” clinging to the undersides of sky-bridges.
- It is highly reactive to vibrations; if an avatar strikes a cable or pipe, the 442 will “jet” toward the source to investigate.
- Diet
- Carnivorous: It prefers soft-bodied prey but can use its parrot-like beak to crack the brass casing of utility drones to feed on the grease and biological components within.
- Emotions
- Driven by Aggressive Territorialism and Hunger. It does not feel fear; when injured, it often enters a “frenzy,” changing its skin color to a flashing, strobe-like red and white.
- Environment Where Found
- Found in Unsafe humid zones: hanging gardens, vertical aqueducts, and the misty gaps between islands.
- Tags
- Feral, Hybrid, Jet-Propelled, Gliding, Venomed, Amphibious, Compound-Vision, Tier 3, Territorial, Camouflaged, Bioluminescent-Strobe, Cephalopod-Beak, Chitinous-Glider, Compound-Eye-Oculus, Hydro-Jet-Propulsion, Mist-Zone-Stalker, Neurotoxic-Stinger, Pressure-Resistant-Hide, Siphon-Exhaust, Vertical-Aqueduct-Hunter
Life Cycle and Ecology of the Cephalopoda-Insecta-Osteichthyes-Amphibia 442
The 442 is a masterpiece of transitional biology, thriving where the heavy mists of Saṃsāra meet the vertical infrastructure of the 73 islands.
Life Cycle
- The Aquatic Larva (Tadpole-Squid):
- Eggs are laid in the flooded, mossy interior of abandoned water-filtration pipes.
- The hatchlings are entirely aquatic, possessing the gills of a bullfrog and the multi-tentacled rear of a squid. They hunt small crustaceans in the “Sewer-Silt.”
- The Metamorphosis Pulse:
- As the 442 matures, it develops its compound eyes and internal siphon.
- In a violent biological shift, its pectoral fins harden into chitinous gliders. It then crawls out of the water and takes its first “Jet-Leap” into the mist.
- Adult Stasis:
- Adults can live for up to 12 years. They are indeterminate growers; the more “Mana-Rich” grease they consume from industrial drones, the larger and more vibrant their “Strobe-Skin” becomes.
Mating and Propagation
- The Bioluminescent Strobe:
- Mating occurs during the “High-Mist” season.
- Males gather on the underside of sky-bridges and pulse their skin in a rhythmic, blinding strobe of red and white to attract females.
- The Sting-Gift:
- To prove their fitness, a male must sting a large feral creature (like a 219 or 712) and bring the paralyzed “gift” to the female.
- The female then deposits her eggs inside the paralyzed host, ensuring the larvae have a nutrient-rich environment upon hatching.
Combat Tactics and Actions
The 442 is a “Hit-and-Run” specialist that uses the environment’s verticality to its advantage.
- Hydro-Jet Lunge (Action):
- The 442 expels a high-pressure burst from its siphon.
- It moves 30 feet in a straight line (this movement does not provoke attacks of opportunity). If it passes through a creature’s space, it makes a Beak Attack with advantage.
- Paralytic Strike (Action):
- Melee Weapon Attack: Reach 5 ft. On a hit, the target takes minor piercing damage and must succeed on a Constitution Save.
- Failure: The target is Paralyzed for 1d4 hours. Because avatars gain nothing from a short rest, this effectively removes the player from the current delve unless cured magically.
- Inky Fog (Reaction):
- When hit by a melee attack, the 442 can release a cloud of thick, black ink mixed with misty vapor.
- The area in a 10-foot radius becomes Heavily Obscured until the end of its next turn, allowing the 442 to “Jet” away safely.
- Compound Tracking (Passive):
- Its wasp-like eyes detect the slightest shift in light. It ignores the “Blurred” or “Invisible” status of any creature within 60 feet.
Other Interesting Information
- The Beak-Cracker:
- Its beak is reinforced with minerals scavenged from industrial runoff. It can exert enough pressure to snap through 1/4 inch of brass plating.
- Siphon Whistle:
- When the 442 is agitated, it forces air through its siphon to create a high-pitched, tea-kettle whistle. This sound often precedes a “Jet-Leap” and serves as a territorial warning to avatars.
- Industrial Symbiosis:
- Curiously, the 442 is attracted to the heat of active power conduits.
- Maintenance crews often find them “hugging” warm pipes. Removing them is dangerous work, as they view the technician’s tools as rival “Beaks” attempting to steal their warmth.
- The “Mist-Glider” Harvest:
- The wing-fins are highly prized by kite-shield makers.
- The chitinous material is lighter than wood but as rigid as steel, making it the perfect base for high-tier defensive gear.

The Cephalopoda-Insecta-Osteichthyes-Amphibia 442 is a creature of high tactical utility and valuable biological components. In the 73 island countries, where travel is often restricted to sky-trains and narrow bridges, the 442 is both a feared obstacle and a lucrative target.
1. Harvesting the “Chitin-Glider” Wings
The most common reason to hunt a 442 is for its wings.
- The Search: These pectoral fins are lightweight, aerodynamic, and incredibly rigid once treated.
- The Application: Armorsmiths use them to create Glider-Cloaks and Kite-Shields. Because the material is naturally buoyant and resistant to the “Mist-Zone” humidity, it is the preferred base for high-tier scout gear.
2. Extraction of “Neuro-Sting” Venom
The stinger of a 442 contains a potent paralytic agent that is highly stable even after extraction.
- The Search: Assassins and “Rule Breakers” hunt these creatures to coat their bolts and daggers.
- The Application: In a world where avatars gain nothing from a short rest, a weapon coated in 442 venom is a terrifying psychological tool. Even a minor scratch can remove a combatant from the field for hours, forcing their allies to carry their dead weight through dangerous territory.
3. Clearing “Mist-Bridge” Blockages
The 442 is intensely territorial and often builds its nests directly underneath critical transit cables.
- The Encounter: When a sky-train slows down to pass through a high-humidity zone, a swarm of 442s may perceive the vibrations as a threat.
- The Objective: Adventurers are hired as “Transit Security” to clear the under-bridge nests. This is high-risk work; the 442s will use their Hydro-Jet Burst to knock adventurers off the bridges and into the abyss.
4. Acquiring the “Strobe-Skin” Camouflage
The chromatophores of the 442 are remarkably complex, capable of shifting from perfect camouflage to a blinding strobe in milliseconds.
- The Search: Specialized hunters seek out “Alpha” 442s with particularly vibrant skin.
- The Application: Scientists use the harvested skin cells to develop Strobe-Grenades and Reactive Camouflage Suits. These items are essential for navigating the “Deathly” zones where visibility is the only difference between life and a fall.
5. Beak-Steel Component Retrieval
The beak of a 442 is reinforced by the heavy metals it consumes from industrial runoff.
- The Search: The parrot-like beak is hard enough to pierce brass and light iron.
- The Application: “Scrap-Hunters” use the beaks to craft high-durability crowbars and lock-breaking tools that can bypass the heavy mechanical security of ancient metropolitan vaults without the need for noisy explosives.
6. Navigational Hazard: The “Inky Cloud”
Adventurers often encounter these creatures by mistake while navigating the lower, mist-heavy levels of the islands.
- The Reality: A party might be rowing a skiff through a vertical aqueduct when a 442 jets from the water, releases an Inky Fog, and stings the navigator.
- The Danger: Losing a navigator to paralysis while surrounded by a cloud of ink in a narrow, misty canyon is a common “Tale of Woe” shared in the island taverns.
Harvesting a Cephalopoda-Insecta-Osteichthyes-Amphibia 442 is a messy, high-humidity task that requires a steady hand and a chemical-neutralizing kit. Because the creature’s biology is a pressurized system of ink, venom, and water, a poor harvest often results in the “Inky Fog” bursting prematurely, ruining the more delicate internal organs.
Harvestable Items & Ingredients
- Chitinous Glider-Fins
- Description: The four iridescent, wing-like pectoral fins that provide the 442 its silent gliding ability.
- Usage: Used by master crafters to create Scout-Gliders or Buoyant Kite-Shields.
- Market Value: High (especially in island nations with high-altitude transit).
- Neuro-Sting Gland (Intact)
- Description: A specialized sac at the base of the rear siphon that houses the paralytic venom.
- Usage: Refined into “Statue-Oil” for coating blades or arrows. It is also a key ingredient in medical antispasmodics used to treat “Mana-Shakes.”
- Market Value: Moderate to High (Sellers’ Market favorite for “Rule Breakers”).
- Chromatophoric Hide
- Description: The mottled, rubbery skin of the frog-like torso, capable of rapid color shifts.
- Usage: Processed into Reactive Camouflage Wraps for equipment or “Flash-Cloaks” that can strobe to disorient attackers.
- Market Value: High (requires “Cold-Storage” transport to keep the cells alive).
- Serrated Parrot-Beak
- Description: The mineral-hardened beak located at the center of the tentacle cluster.
- Usage: Used as a primary component in Industrial Breaching Tools or as a “Beak-Dagger” that can punch through light brass armor.
- Market Value: Moderate (prized by scrap-hunters).
- Compound Ommatidia (Eyes)
- Description: The two large, multi-faceted wasp eyes.
- Usage: Ground down into “Glitter-Dust” (a tracking powder that glows under specific mana-frequencies) or used to craft specialized goggles that grant Motion-Sensitivity.
- Market Value: Low to Moderate (fragile and difficult to remove without damage).
- Pressurized Ink-Sack
- Description: The internal organ used for the “Hydro-Jet” and fog defense.
- Usage: The ink is a high-grade permanent pigment used by map-makers. When mixed with volatile salts, it creates Obscuring Smoke Bombs.
- Market Value: Low (common, but consistently in demand).
- High-Elasticity Tentacle Sinew
- Description: The underlying muscle fibers of the eight sensory tentacles.
- Usage: Braided into “Siphon-Cord”—a rope that remains flexible in freezing temperatures and high humidity where hemp or nylon might rot or snap.
- Market Value: Moderate (useful for mountain and sky-bridge climbing).
Alchemical Synthesis: “The Glider’s Grace”
By combining the Chromatophoric Hide with a solution derived from the Neuro-Sting Gland, alchemists can produce a rare potion known as Glider’s Grace. When consumed, the avatar’s skin becomes semi-translucent, and their movements become silent for 1 hour. However, because avatars gain nothing from a short rest, the “crash” from this potion results in a temporary -2 penalty to Dexterity as the nervous system resets.
Sky-Jumping Ink-Father and Great Drying of Bridges
In the turnings of the world before the seventy-three islands were unbound from the Great Root, when the air was yet thick with the “Sweet-Drip” and the iron-trees breathed with the pulse of the deep-mana, there was a humid valley of glass-reeds known as Pepsis-Gigas. This place was built within the hollows of a giant, sleeping pipe, and its people lived by the breathing of the wet-light, which gave the softness of the moss to the heavy bones of the builders. Because the magic flow in Pepsis-Gigas was as thick as the honey of the mountain-bee, the avatars who dwelled there were gifted with the skin that heals before the blade strikes and the foot that walks upon the air.
Among these people was a scraper of the first tier named Dos-Idicus, whose soul carried the heavy memories of a cleaner of vats from a land where the rain was made of warm oil. Dos-Idicus was tasked with the scrubbing of the primary mana-drain, a drain of great width that carried the sour-breath of the island’s core into the sump of the world. One evening, as the shadows were lengthened by the sinking of the red-sun, Dos-Idicus saw a flicker that did not come from the glow-moss. It was a rhythmic pulse, like the heart of a child seen through a thin leaf.
Dos-Idicus looked into the wet-dark of the drainage-grate, where the industrial silt gathers into mounds of fermenting rot. He saw there a sprawling shape, a thing that had the wide, smiling face of a water-lizard but the many-pointed body of a fallen star. It was the Cephalopoda-Insecta-Osteichthyes-Amphibia 442, known in the ancient, unreadable scrolls as the Ruffled Dancer of the Stagnant Breath. The creature had no song, but its head was crowned with feathery gills of violet silk that tasted the magic flow of the sour-water.
The 442 had been drawn by the warmth of the mana-drain, for it mistook the leaking of the power for the embrace of a mother-slug. As it sat there, it reached out with its many-tentacled rear, which were lined with thousands of tiny, hydraulic tube-fingers. It began to “lock” itself to the drainage-gate, seeking to drink the toxic runoff for its own infinite growing. Dos-Idicus, sensing the “Unsafe” nature of the blockage through his Mind’s Eye, reached for his scraper of polished lead.
But the 442 was as slippery as the oil and as patient as the tide. It sensed the vibration of Dos-Idicus’s scraper through its sensitive compound-eyes, which see the world in a thousand-thousand squares. In a moment of extreme curiosity, the creature performed the “Siphon-Scream.” It forced the air of the pipes through its rear-organ, creating a whistle that shattered the glass-reeds of the valley. It then performed the “Hydro-Jet Burst,” propelling itself through the air like a bolt of lightning thrown by a god of the sump.
Dos-Idicus, though a scraper of the first tier, knew that he could not win by the strength of the scraper alone, for an avatar gains nothing from a short rest in the fumes of the ink. He struck one of the chitin-wings, hoping to pry the creature from the gate. But the 442 performed the “Neuro-Sting of the Hawk.” It drove its 8-inch needle into the scraper’s thigh, delivering the “Statue-Oil” that freezes the motor-nerves. Dos-Idicus felt his blood turn to cold stone, his limbs becoming the weight of the iron-trees.
Yet, the soul of the vat-cleaner was wise in the ways of the rot. In his mind, he remembered how to soothe a thing that is too curious. He did not pull away. Instead, he channeled the magic flow of the drain into a single, concentrated pulse of “Flash-Light.” The 442, whose compound eyes were tuned to the faintest photon of the void, was struck by the “Strobe-Pain.” It shrieked in a frequency that shattered the nearby brass and released its grip, jetting away into the misty-void like a ribbon in the wind.
Dos-Idicus escaped the “Statue-Oil,” but his vision remained clouded by the black-ink for many cycles. He harvested the single, discarded chitin-wing that remained on the gate, using its rigidity to create the first “Glider-Shield” so that others might fly across the Great Abyss without the fear of the fall. The city of Pepsis-Gigas eventually dissolved into the humidity, but the story of the 442 remains in the sewers, whispered by those who travel the “Mist-Bridges” between the islands.
The Moral of the Story: The one who seeks to clean the drain must first learn to dance with the ink; for the sting that freezes the leg is the same sting that teaches the soul how to glide.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Translucent Sky-Horror
- Description: A bloated, frog-like entity that glides on iridescent, chitinous wings. Its head is a mass of tentacles surrounding a sharp beak, and its compound eyes track prey with unsettling mechanical precision.
- Characteristics:
- STR: 65
- CON: 75
- SIZ: 50
- DEX: 85
- INT: 20
- POW: 50
- HP: 12
- Build: 0
- Move: 6 / 10 Flying / 8 Swimming
- Attacks per Round: 1 (Hydro-Jet Lunge or Paralytic Sting)
- Hydro-Jet Lunge: 50% (25/10), damage 1D6 + DB. The 442 jets through the air, hitting the target with its beak. If successful, the 442 may immediately move up to 10 yards away without provoking an attack.
- Paralytic Sting: 40% (20/8), damage 1D4 + Venom. Target must succeed on a Hard CON roll or be paralyzed for 1D4 hours.
- Armor: 1-point rubbery skin.
- Special (Inky Fog): If the 442 is damaged, it may spend 1 MP to release an ink cloud. All investigators in melee range must pass a DEX roll or be blinded for 1 round.
- Sanity Loss: 1/1D6 Sanity points to witness its alien, jet-propelled flight.
- Syntax: Independent Race; Hydro-Jet Propulsion; Neurotoxic Sting.
Blades in the Dark
Unique Name: The Mist-Wasp
- Description: A territorial predator of the canals and sky-bridges. It uses its internal siphon to launch itself from the water, stinging and dragging prey into the deep mist.
- Tier: III (Highly mobile and chemically dangerous).
- Threat Level: Serious (Approaching its nest on a narrow bridge is a Desperate position).
- Attributes:
- Quality: Tier III.
- Scale: Small (Individual or mated pairs).
- Abilities:
- Jet-Propulsion: The Mist-Wasp can move between any two points in a district near water or heavy mist as a single swift action.
- Neuro-Sting: If a scoundrel is hit, they take Level 3 Harm (Paralyzed). This can only be resisted with Prowess.
- Chitinous Glider: The 442 has Potency when maneuvering in high winds or misty environments.
- Clock (Escape): Disappear into the Fog (4-segment clock). The 442 ticks this clock every time it uses its Inky Fog. When full, the creature has successfully fled the encounter.
- Syntax: Feral Threat; Tier III; Neuro-Sting (Level 3 Harm).
Dungeons & Dragons (5th Edition)
Unique Name: Cephalopoda-Insecta-Osteichthyes-Amphibia 442
- Description: Small monstrosity, unaligned. A master of aquatic and aerial transitions.
- Armor Class: 15 (Natural Armor).
- Hit Points: 52 (8d6 + 24).
- Speed: 20 ft., swim 40 ft., fly 50 ft. (glide).
- Stats: STR 14 (+2), DEX 18 (+4), CON 16 (+3), INT 3 (-4), WIS 14 (+2), CHA 7 (-2).
- Senses: Darkvision 60 ft., Passive Perception 12.
- Abilities:
- Compound Sight: The 442 has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded.
- Amphibious: The 442 can breathe air and water.
- Actions:
- Multiattack: The 442 makes two attacks: one with its tentacles and one with its beak.
- Beak: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
- Paralytic Sting (Recharge 5–6): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns.
- Bonus Actions:
- Hydro-Jet: The 442 moves up to 30 feet in a straight line. This movement does not provoke opportunity attacks.
- Syntax: Small monstrosity; AC 15; Hydro-Jet (Bonus Action); Paralytic Sting (DC 14).
Knave (2nd Edition)
Unique Name: Jet-Frog
- Description: A winged toad with a squid’s face and a wasp’s sting.
- Level: 3 (HD 3, HP 13).
- Armor: 14 (Chitinous Wings).
- Movement: Fast (Fly/Swim).
- Attacks: 1 (Beak +3).
- Abilities:
- Ink-Burst: When attacked, it can spray ink. All nearby must make a DEX Save or be blinded for 1 round while the Jet-Frog moves to a new location.
- Deadly Sting: On a hit, the target must make a CON Save. Failure results in total paralysis for 1 hour.
- Morale: 8 (Jets away if the “Ink-Burst” fails to confuse the enemy).
- Treasure: 1 Gear Slot of “Chitin-Wing” (can be used as a shield) or “Ink-Sack.”
- Syntax: HD 3; AC 14; Ink-Burst (Reaction); Deadly Sting (CON Save).
Fate Core
Unique Name: The Jet-Propelled Sky-Wasp
- Description: A mottled, amphibious horror that transitions from water to air in a heartbeat. It pulses with bioluminescent light before striking with a massive, needle-like stinger.
- Aspects:
- High Concept: Jet-Propelled Aerial Cephalopod
- Trouble: Single-Minded Territorial Aggression
- Physiology Aspect: Iridescent Chitinous Glider-Wings
- Tactical Aspect: Blinding Inky Fog Defense
- Skills:
- Great (+4): Athletics (Flying/Swimming), Notice
- Good (+3): Fight, Stealth
- Fair (+2): Physique, Will
- Average (+1): Provoke
- Stunts:
- Hydro-Jet Burst: Once per scene, the 442 can move up to two zones as a free action, provided there is a water source or high humidity.
- Neurotoxic Sting: When the 442 succeeds on a Fight attack with its stinger, it can forgo dealing stress to apply the Total Motor Paralysis situation aspect with two free invokes.
- Compound Vision: The 442 gains +2 to Notice rolls when detecting hidden or invisible targets.
- Stress: Physical [ ][ ][ ], Mental [ ][ ]
- Syntax: NPC; Skills (Athletics +4); Stunts (Neurotoxic Sting); Stress 3/2.
Numenera & Cypher System
Unique Name: Cephalopoda-Insecta-Osteichthyes-Amphibia 442
- Description: A level 3 (target number 9) predator that thrives in the misty gaps between islands. It is often mistaken for a large, colorful bird until it opens its beak and fires its siphon.
- Level: 3 (9)
- Health: 12
- Damage Inflicted: 3 points
- Armor: 1
- Movement: Long (Flying/Swimming), Short (Land)
- Modifications: Speed defense as Level 4 due to its erratic jet-propulsion.
- Combat:
- Paralytic Sting: If the 442 hits with its stinger, the target must make a Might defense roll. On a failure, the target is stunned for one round and then hindered (all tasks are one step more difficult) for one hour.
- Inky Fog (Action): The 442 releases a cloud of ink and vapor. All tasks for creatures within immediate range of the 442 are hindered by two steps for one round while the 442 uses its move action to relocate.
- Syntax: Creature (Level 3); Health 12; Armor 1; Paralytic Sting (Might Defense).
Pathfinder (2nd Edition)
Unique Name: Cephalopoda-Insecta-Osteichthyes-Amphibia 442
- Description: Creature 3, N, Small, Amphibious, Monstrosity. A terrifying aerial predator that uses momentum and ink to baffle its prey.
- Perception: +11; Darkvision, Motion Sense (Vibration) 30 ft.
- Skills: Athletics +10, Acrobatics +12, Stealth +10.
- Str +2, Dex +4, Con +3, Int -4, Wis +2, Cha -2.
- AC: 19; Fort +10, Ref +11, Will +7.
- HP: 45.
- Speed: 20 feet, swim 40 feet, fly 50 feet (glide).
- Melee [one-action]: Beak +11 (Finesse), Damage 1d8+4 piercing.
- Melee [one-action]: Stinger +11 (Agile, Finesse), Damage 1d4+2 piercing plus 442 Neurotoxin.
- Abilities:
- 442 Neurotoxin (Poison): DC 20 Fortitude. Stage 1: Clumsy 1 (1 round). Stage 2: Clumsy 2 and Enfeebled 1 (1 round). Stage 3: Paralyzed (1 round).
- Inky Fog [reaction]: Trigger The 442 is hit by a melee attack. Effect The 442 releases ink. All creatures in a 10-foot emanation are Dazzled for 1 round. The 442 can then Stride or Fly up to half its speed.
- Syntax: Creature 3; N Small; AC 19; HP 45; Inky Fog (Reaction).
Savage Worlds (Adventure Edition)
Unique Name: Ink-Wasp Glider
- Description: A mottled green and red predator with compound eyes and iridescent wings that snaps its beak with metallic force.
- Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8.
- Skills: Athletics d10, Fighting d8, Notice d10, Stealth d8.
- Pace: 4; Parry: 6; Toughness: 7 (1).
- Edges: Extraction, First Strike.
- Special Abilities:
- Armor +1: Rubbery, bullfrog-like hide.
- Flight: Pace 10. The 442 must move at least 4″ each round or it begins to lose altitude (Glide).
- Hydro-Jet: The 442 may increase its Pace to 20 for one round. It cannot change direction during this movement.
- Neurotoxic Sting: Str+d4. Anyone wounded by a stinger must make a Vigor roll (-2) or be Stunned.
- Inky Fog: As an action, the 442 can create a Small Burst Template of smoke/ink. All within are Distracted.
- Syntax: Wild Card; Toughness 7 (1); Flight (Pace 10); Neurotoxic Sting.
Shadowrun (6th World Edition)
Unique Name: Awakened Jet-Siphon
- Description: A dual-natured amphibious predator often found in the flooded lower levels of Neo-Tokyo or the Everglades Sprawl. It is a nightmare for deckers and mages alike, as it can “Jet” from a canal to a high-rise balcony in seconds.
- Attributes:
- BOD: 5, AGI: 6, REA: 5, STR: 3, WIL: 3, LOG: 1, INT: 4, CHA: 2, EDG: 1, ESS: 6, MAG: 3
- Initiative: 9 + 2D6
- Defense Rating: 9
- Condition Monitor: 11
- Armor: 2 (Rubbery Hide)
- Skills: Athletics 5 (Swimming +2), Close Combat 4, Perception 5 (Visual +2), Stealth 4.
- Powers:
- Hydro-Jet (Movement): The 442 may increase its movement multiplier by 5 for a single Combat Round. This movement must be in a straight line.
- Neurotoxic Sting: Successful attacks with the stinger inflict a -2 dice pool penalty to all Physical actions. The target must succeed on a BOD + WIL (3) test or become Paralyzed for (10 – BOD) minutes.
- Compound Eyes: The 442 ignores penalties for “Blurred” or “Invisibility” spells/tech if the target is within 20 meters and moving.
- Syntax: Awakened Critter; Hydro-Jet (Straight-line); Neurotoxic Sting (BOD+WIL test).
Starfinder (2nd Edition)
Unique Name: Mist-Zone Siphon-Wing
- Description: This Level 3 mutation is a common hazard on moisture-heavy moons or within the terraformed “Cloud Forests” of the Pact Worlds. It utilizes its internal siphon to maneuver in zero-G or high-humidity hangars.
- Perception: +12; Greater Darkvision, Motion Sense 30 ft.
- AC: 19; Fort: +10, Ref: +11, Will: +7
- HP: 45
- Speed: 20 ft., swim 40 ft., fly 50 ft. (glide)
- Melee [one-action]: Beak +11 (Finesse), Damage 1d8+5 P
- Melee [one-action]: Stinger +11 (Agile, Finesse), Damage 1d4+3 P plus 442 Neurotoxin (Fort DC 20)
- Abilities:
- Inky Fog [reaction]: When damaged, the 442 releases an ink cloud. All creatures in a 10-foot emanation are Dazzled for 1 round. The 442 may immediately Fly half its speed.
- Glider-Chitin: While flying at least 20 feet in a round, the 442 gains a +1 circumstance bonus to AC against ranged attacks.
- Syntax: Level 3 Creature; N Small; AC 19; HP 45; Inky Fog (Reaction).
Traveller (Mongoose 2nd Edition)
Unique Name: Cloud-Jet Scavenger
- Description: A nuisance on high-atmosphere gas giants and swamp worlds. It is known to clog air-intakes with its “Inky Fog” before striking the crew.
- Characteristics:
- STR: 6 (+0), DEX: 10 (+1), END: 9 (+1), INT: 1 (-2), INS: 11 (+1), PAK: 4 (-1)
- Armor: 1 (Rubbery Hide)
- Skills: Athletics (Dexterity) 2, Melee (Unarmed) 1, Recon 2, Stealth 2
- Attacks:
- Beak: 1D6+2 damage.
- Paralytic Sting: 1D6-2 damage. The target must make an END check (9+) or be paralyzed for 1D6 x 10 minutes.
- Special: Hydro-Jet: The 442 can double its movement speed for one round by expelling water/air. Compound Sight: It ignores DM penalties for dim light or smoke.
- Syntax: Animal (Chaser/Amphibious); 1D6+2 Beak; Hydro-Jet (Double Speed).
Warhammer (Fantasy 4th Edition / Age of Sigmar: Soulbound)
Unique Name: The Strobe-Skin Glider
- Description: A monstrosity of the damp-dark, often found near coastal caves or the humid jungles of Lustria. It is highly territorial and attacks anything that disrupts the “Mist.”
- Characteristics:
- M: 4 / 10 (Flying), WS: 35, BS: 15, S: 30, T: 45, I: 45, Agi: 55, Dex: 25, Int: 10, WP: 30, Fel: 05
- Wounds: 12
- Traits:
- Amphibious: Can breathe and move without penalty in water.
- Flight (Glide): The 442 can fly, but must descend at least 2 yards for every 10 yards traveled unless using its Siphon.
- Venom (Difficult -10): Anyone wounded by the stinger must pass an Endurance Test or gain the Paralyzed condition for 1D10 minutes.
- Inky Cloud: The 442 can spend an Action to create a cloud. All targets in melee range gain 2 Blinded conditions.
- Syntax: Scavenger; Flight (Glide); Venom (Endurance Test); Inky Cloud.

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