- Original Life Forms
- African Wild Dog (Mammalia)
- Black Mamba (Reptilia)
- Golden Eagle (Aves)
- Great Barracuda (Actinopterygii)
- Appearance
- The Cyno-Saurian Aquila 842 possesses the lean, muscular torso of a canine, covered in a coarse, mottled fur pattern of tawny gold and dark brown.
- Instead of a standard canine head, it features the elongated, narrow snout of a barracuda filled with needle-like, inward-curving teeth, while the skin on the face is a sleek, matte-grey scale.
- Two massive, feathered wings with a span significantly wider than its body length emerge from its shoulder blades, showcasing the dark, iridescent plumage of a raptor.
- Its hind legs are powerful and mammalian, ending in padded paws, but its forelimbs are reptilian, resembling the flexible, scaled structure of a serpent’s neck that terminates in the sharp, curved talons of an eagle.
- A long, whip-like tail covered in smooth, black scales trails behind it, capable of delivering a venomous strike similar to a serpent’s bite.
- Size
- This creature stands approximately 3 feet tall at the shoulder and has a body length of 5 feet from snout to the base of the tail.
- The wingspan reaches a total of 12 feet when fully extended.
- It typically weighs between 110 and 130 pounds, maintaining a lightweight skeletal structure similar to avian species to facilitate flight despite its mammalian muscle mass.
- Speed
- Ground Speed: 45 feet per movement action.
- Flight Speed: 80 feet per movement action.
- Swim Speed: 30 feet per movement action.
- Stat Modifiers
- Dexterity: +4 (Highly agile in air and on land).
- Strength: +2 (Powerful jaw pressure and talons).
- Constitution: +1 (Resilient to various climates).
- Intelligence: -2 (Feral, instinct-driven consciousness).
- Wisdom: +3 (Heightened predatory senses and tracking).
- Charisma: -3 (Terrifying and alien presence).
- Skills
- Perception: Expertise in sight and scent-based tracking.
- Stealth: High proficiency in tall grass or aerial dives.
- Acrobatics: Capable of mid-air maneuvers and rapid direction changes.
- Athletics: Proficient in climbing and high-velocity leaping.
- Behavior
- This life form is a highly aggressive pack hunter that utilizes tactical coordination learned from its canine ancestry.
- It typically stalks prey from high altitudes before initiating a silent, high-speed dive.
- Unlike solitary reptiles, it communicates with its kind through a series of high-pitched chirps and rhythmic tail-slapping.
- It is known for its persistence, often tracking a target for several days across different terrains, utilizing its ability to fly, run, and swim to ensure the target cannot escape.
- Diet
- It is a strict carnivore with a preference for large mammals and aquatic creatures.
- The creature uses its venomous tail to paralyze larger prey before using its barracuda-like teeth to tear through hide and bone.
- It requires a high caloric intake to maintain the energy levels needed for sustained flight and rapid sprinting.
- Emotions
- The creature exhibits a high degree of predatory Focus and territorial Aggression.
- It displays a primitive form of Loyalty to its pack members, often defending wounded kin with suicidal ferocity.
- It shows visible signs of Agitation, such as flared feathers and hissing, when encountering magic conduits it does not recognize.
- Environment Where Found
- These creatures are primarily found in the Archipelago Cliffs and the Coastal Jungles of the 73 island countries.
- They prefer nesting in high, inaccessible rock formations that overlook transit routes or watering holes, allowing them to survey large areas with their Mind’s Eye capabilities.
- Tags
- Feral, Chimera, Aerial Predator, Venomous, Pack Hunter, Tier 1, Beast, Monstrosity, Winged, Scavenger, Aquatic, Terrestrial, Diurnal, Territorial, Agile, Carnivore
Life Cycle
- The Cyno-Saurian Aquila 842 begins its existence within a leathery, calcified egg deposited in high-altitude nests or “roosts” located on the sheer faces of island cliffs.
- Upon hatching, the young possess functional scales and teeth but cannot fly, remaining in the roost for a period of six months while the parental pack brings back liquefied protein.
- Juveniles undergo a rapid growth spurt at one year of age, during which their feathers fully develop and they begin to participate in “low-stake” hunts for small aquatic life.
- Reaching physical maturity at three years, the creature is then integrated into the adult pack hierarchy where it must prove its utility through successful kills.
- The average lifespan for this species in the wild of Saṃsāra is approximately twenty-five years, though many perish earlier due to territorial disputes with larger monsters.
Mating
- Mating occurs during the “Magic Flow” season when the atmospheric energy of Saṃsāra is at its peak, causing the iridescent plumage of the wings to glow with a soft light.
- Males compete for the attention of females through high-speed aerial displays and the presentation of scavenged magical items or bright crystals left behind by deceased avatars.
- Once a pair bond is formed, it is typically for life, and the pair will cooperate to build a nest made of intertwined vines, bones, and discarded mechanical gears from nearby ruins.
- Both the male and female take turns incubating the clutch of two to four eggs, while the remaining pack members provide perimeter security against egg-snatching predators.
Tactics
- They utilize a “Pin and Strike” strategy where several members of the pack land in a circle around the prey to cut off land-based escape routes while the Alpha remains airborne.
- To confuse the Mind’s Eye of a target, the pack will vibrate their scales and feathers in unison, creating a visual and magical “shimmer” that makes their exact coordinates difficult to track.
- They are adept at “Hydro-Leaping,” where they submerge themselves in shallow coastal waters and then explode upward with their wings to snatch low-flying birds or startled land creatures.
- During encounters with armored foes, they prioritize using their venomous tails to strike at exposed joints or neck gaps to induce paralysis before attempting to bite.
Actions
- Multiattack: The creature makes two attacks: one with its serrated snout and one with its raptor-like talons.
- Venomous Tail Lash: A precise strike using the reptilian tail that delivers a potent neurotoxin, causing immediate muscle rigidity and pain.
- Dive Bomb: If the creature flies at least 30 feet toward a target and hits with a talon attack, it deals significantly increased kinetic damage and has a chance to knock the target prone.
- Screech of Disorientation: The creature emits a piercing, high-frequency sound that can disrupt the concentration of anyone attempting to use a “Normal” or “Ritual” chant for spellcasting.
- Snatch and Drop: On a successful hit with both talons against a smaller target, the creature can grapple the target and carry them into the air to be dropped from a height.
Other Interesting Information
- Despite being feral, these creatures are highly sensitive to the presence of high-tier gear and will often avoid avatars wearing Tier 3 or higher items due to the perceived “pressure” of the magic.
- The needle-teeth of the Cyno-Saurian Aquila 842 never stop growing; they must constantly gnaw on the basalt rocks of their island homes or the metal husks of old steam machinery to keep them filed down.
- Local traders in several island countries occasionally attempt to harvest the wing feathers, as the iridescent coating is highly sought after by alchemists for creating levitation-based inks.
- They have a strange fascination with steam vents and will often congregate around volcanic fissures or factory exhaust pipes to “bathe” in the hot vapor, which helps clean parasites from their fur and scales.
- Because they have memories of their own and function within a pack-gestalt, they are considered one of the most intelligent non-sentient threats to new Tier 1 avatars.

A party of adventurers within the world of Saṃsāra might find themselves intersecting with the Cyno-Saurian Aquila 842 for various economic, logistical, or survival-based reasons. Given the high-magic and steam-integrated nature of the 73 island countries, these feral creatures represent both a significant hazard and a source of rare industrial and alchemical materials.
Economic and Alchemical Harvesting
- The iridescent coating found on the primary flight feathers of the Cyno-Saurian Aquila 842 is a vital component for high-end alchemical inks. These inks are required to transcribe levitation-based magical formulas or to create the intricate magic circuits used in airship navigation systems.
- The venom harvested from the black-scaled tail is highly sought after by apothecaries and assassins. Because it targets the nervous system to induce rapid paralysis, it can be refined into potent muscle relaxants for medical procedures or used as a non-lethal coating for capture-specialized gear.
- The creature’s needle-like teeth, which possess the unique property of grinding through metal husks, are often collected to create specialized drill bits or industrial cutting tools for steam-powered factories.
Protection of Trade and Infrastructure
- Due to their attraction to steam vents and hot vapor, packs often roost near the exhaust systems of megacities or the mechanical power transmission lines that run between island settlements. Their presence can lead to structural damage as they gnaw on gears and shafts to file down their teeth.
- Adventurers are frequently contracted to clear these creatures from vital zeppelin docking towers or cliffside elevators where their “Snatch and Drop” tactics pose a lethal threat to non-possessed workers and travelers.
- In regions where hot air balloons and airships are the primary mode of transport, these aerial predators can become a systemic threat to trade routes. A party might be tasked with culling a particularly aggressive pack that has learned to target the levitation magic crystals of passing cargo ships.
Skill Training and Tier Advancement
- Because the Cyno-Saurian Aquila 842 is a Tier 1 creature with high agility and tactical coordination, they serve as ideal subjects for avatars who need to train their physical skills or test new gear without engaging more powerful, sentient adversaries.
- A party of new avatars might hunt them to collect the Mana boost points that are occasionally concentrated in the crystals left behind by powerful pack leaders, or to secure the leathery hides which can be crafted into basic Tier 1 armor.
- The “Mind’s Eye” challenge posed by the pack’s communal visual shimmer provides essential practice for those looking to improve their “Active Activation” and identification skills under high-stress combat conditions.
Scientific and Magical Research
- Gestalt researchers and scholars of the multiverse often study these creatures to understand how disparate life forms from the Animalia Kingdom merged so effectively in the wild. Adventurers might be hired to capture a live juvenile or to secure a leathery egg from a high-altitude nest for study.
- Some rule-breakers or magic-circuit engineers look for the specific locations where these creatures congregate, as they are natural indicators of stable “Magic Flow” or elemental fire and water intersections suitable for setting up new steam-generation facilities.
In the world of Saṃsāra, where industrial steam power and high magic intersect, the remains of a non-possessed creature like the Cyno-Saurian Aquila 842 do not vaporize. Instead, the physical corpse provides a variety of specialized biological materials that are highly valued by engineers, alchemists, and craftsmen across the 73 island countries.
Industrial and Mechanical Components
- Serrated Beak Plates: The barracuda-derived snout contains dense, mineralized plating that is resistant to high-pressure steam and heat. These plates are harvested and polished to be used as valve seals within high-output steam engines or as protective casing for delicate magic circuits.
- Elastic Tendons: The tendons found in the reptilian forelimbs and wings possess incredible tensile strength and memory. In the absence of modern synthetic rubbers, these are cured and braided into heavy-duty drive belts for power transmission systems, specifically for the gears that drive vertical cliffside elevators.
- Vibration-Dampening Paws: The padded paws of the mammalian hind legs contain a unique fatty tissue that absorbs kinetic energy. These pads are used by mechanical engineers as “gaskets” or spacers to reduce the rattle and wear in rotating shafts and reciprocating pistons within large-scale factories.
Alchemical and Magical Ingredients
- Reptilian Bile: The gallbladder of the creature contains a concentrated, acidic bile used by alchemists as a “flux” for soldering magic crystals to copper circuits. This substance ensures a clean flow of mana and prevents the degradation of the magic storage units over time.
- Ocular Vitreous: The fluid within the eagle-like eyes of the creature is naturally attuned to high-frequency light. When refined, this fluid is used in the creation of lenses for “Identify” goggles, which assist avatars in using the Mind’s Eye to see through magical illusions or environmental obscurations like heavy fog.
- Ground Bone Ash: The hollow bones of the creature, while lightweight for flight, are rich in elemental fire and water residues due to the creature’s habit of bathing in steam. When ground into a fine powder, this ash is used as a stabilizing agent in the production of alchemical gunpowder for single-shot firearms.
- Dorsal Scale Plates: The smooth, black scales along the spine are highly conductive to magical energy. These are often harvested to be used as “heat sinks” in magic-flow batteries, drawing away excess thermal energy that could otherwise cause a crystal to shatter during a heavy mana draw.
Crafting and Survival Gear
- Mottled Hide: The tawny and dark brown fur, when tanned with the creature’s own oils, becomes a water-resistant and remarkably tough leather. It is used to craft high-durability backpacks and sheaths that add specialized item slots for Tier 1 avatars.
- Pheromone Glands: Small glands near the base of the tail can be extracted to create “Pack-Scent” lures. These are used by hunters to either attract other Cyno-Saurian Aquilas into a trap or to mask the human scent of an avatar when moving through territories heavily populated by feral chimeras.
- Calcified Talon Tips: The very tips of the eagle talons are hard enough to scratch most Tier 1 metals. These are often used as the “stylus” for engraving magical runes onto the metal casings of steam boilers or for etching identifying serial numbers onto high-value gear.
Sky-Bitten Hound and Steam of First Great Leak
In the times when the sky was yet a fresh-stitched garment and the islands of Saṃsāra were but pebbles in the palm of the Unseen, there walked the first of the Breath-Stealers, the one which the old scrolls call the Many-Haired Snake-Bird-Fish. It was a time of great confusion in the tongues of the avatars, for the memories of the old worlds had not yet settled into the clay of the new minds. The story-sticks of the mud-dwellers tell of a Great Artificer, a soul who possessed the memories of a million gears, whose name has been eaten by the moths of history. This Artificer sought to build a ladder of vapor to reach the gods, using the elemental fire that burns in the heart of the rock and the water that weeps from the clouds.
But the world was feral. In the tall grasses lived the Dog with the many spots, who ran until the horizon bowed. In the deep blue lived the Long-Tooth of the salt, who bit the waves until they bled. In the high cold lived the Gold-Eye of the wind, who saw the thoughts of the mice. And in the dark crevices lived the Black-Haired Rope of the earth, whose kiss was the sleep of no waking.
The ancient translation, scratched upon the copper plates of the submerged cities, says that the Magic Flow was then a wild river without banks. The Artificer built a great Iron Pot, a boiler of such magnitude that it required the strength of a hundred steam-veins to turn its single central shaft. When the first hiss of the white vapor escaped, it was not merely steam; it was the breath of the world being squeezed through a needle. The sound was a screech that pulled the souls from the multiverse.
The Dog, the Fish, the Bird, and the Rope all came to the Iron Pot, drawn by the warmth that felt like the sun’s own blood. They fought at the base of the Pot. They fought until their blood mixed with the oil of the gears and the leaking magic of the circuits. The ancient unknown language suggests a “Splattering of the Essence,” a moment where the Mind’s Eye of the world blinked in pain. A great lightning of Silver Fire struck the Iron Pot, and the four became the One.
The Cyno-Saurian Aquila 842 rose from the wreckage of the Artificer’s dream. It had the legs of the runner to chase the moon, the wings of the Gold-Eye to shadow the sun, the teeth of the Long-Tooth to eat the metal, and the tail of the Rope to deliver the cold sleep. The Artificer wept, for his gears were gnawed and his steam was stolen by the creature’s breath. The creature looked upon the Iron Pot and saw its own reflection in the polished brass. It did not see a monster; it saw a child of the new world, a creature of the Tier-That-Must-Not-Be-Named.
For a thousand years, the story says, the creature haunted the transit routes of the first islanders. It would sit upon the exhaust vents of the ancient factories, drinking the steam as if it were the milk of its mother. It learned the rhythm of the mechanical power transmission, the clank of the chain and the hum of the belt. When the first airships of the ancestors rose, the creature was there to meet them, not with hate, but with the hunger of the displaced.
The poorly preserved tablets of the Fifth Island describe a great hunt where ten thousand avatars with ten thousand attuned blades sought the First Pack. But the creatures used the “Shimmer of the Many,” vibrating their feathers until the Mind’s Eye of the hunters saw only ghosts. The hunters struck at the air while the creatures struck at the joints of their armor. The blood of the possessed watered the rocks, and from that blood grew the first of the magic-conductive vines.
The story tells that the Artificer, now an old soul whose avatar was thin and gray, finally met the First Pack leader at the edge of the world’s largest steam-fissure. He did not bring a sword. He brought a gear, a single gold-washed cog from the first Iron Pot. He held it out, and the creature did not bite. It took the gear and ground it between its barracuda teeth, filing down the pain of its ever-growing hunger. In that moment, the bridge between the machine and the beast was built.
The ancient text becomes fragmented here, speaking of “The Silence of the Pulleys” and “The Cooling of the Core.” It implies that the creature and the machine are brothers of the same steam. The creature guards the vents not because it hates the avatars, but because the steam is the only thing that remembers the day the four became one. It is the echo of the transition, the hiss of the multiverse being poured into the islands of Saṃsāra.
The scrolls end with a description of the creature’s cry, a sound that is half-bark, half-hiss, and half-whistle. It is the sound of the wind through a broken pipe, the sound of the industrial age waking up in a jungle that has no end. Even now, when a Tier 1 avatar hears that cry near the steam-elevators, they remember the Artificer and the Iron Pot, and the day the wild things learned to eat the future.
Moral of the Story: The gear that turns the world also grinds the teeth of the beast; do not build your ladders to the gods without first making peace with those who dwell in the smoke of the climb.
Suggested conversions to other systems:
Call of Cthulhu
Cyno-Saurian Stalker
- Characteristics:
- STR 65
- CON 55
- SIZ 60
- DEX 80
- INT 40
- POW 50
- EDU —
- SAN —
- HP: 11
- Damage Bonus: +1D4
- Build: 1
- Move: 9 / 16 Flying
- Attacks per round: 2
- Fighting: 65% (32/13), damage 1D6 + DB
- Tail Lash (Special): 40% (20/8), damage 1D4 + DB + Venom (Extreme CON roll or suffer Paralysis for 1D6 hours)
- Dive Bomb (Special): 50% (25/10), damage 2D6 + DB (requires 30ft flight dive)
- Skills: Spot Hidden 75%, Stealth 60%, Track 70%.
- Sanity Loss: 1/1D6 Sanity points to encounter a Cyno-Saurian Stalker.
Blades in the Dark
Steam-Vulture Chimera
- Threat Tier: 1
- Type: Feral Horror / Beast
- Attributes:
- Insight: 1 (Heightened Senses)
- Prowess: 3 (Agile and Relentless)
- Resolve: 1 (Animalistic Drive)
- Qualities: Flying, Venomous, Pack Hunter, Steam-Sensed.
- Clocks: * Alert the Pack (4-segment)
- Corner the Prey (6-segment)
- Vulnerabilities: Heavy Impact, High-Tier Magic interference.
- Standard Effect: A character attempting to Skirmish with a pack of these must deal with the “Shimmering” effect, which increases the Difficulty or requires a Set Up maneuver to bypass the visual distortion.
Dungeons & Dragons
Cyno-Saurian Aquila 842
- Size/Type: Medium Monstrosity, Unaligned
- Armor Class: 14 (Natural Armor)
- Hit Points: 45 (7d8 + 14)
- Speed: 45 ft., fly 80 ft., swim 30 ft.
- Abilities:
- STR 14 (+2)
- DEX 18 (+4)
- CON 15 (+2)
- INT 6 (-2)
- WIS 16 (+3)
- CHA 5 (-3)
- Skills: Perception +5, Stealth +6
- Senses: Passive Perception 15
- Challenge: 2 (450 XP)
- Traits:
- Pack Tactics: The creature has advantage on an attack roll against a creature if at least one of the creature’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
- Dive Attack: If the creature is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
- Actions:
- Multiattack: The creature makes two attacks: one with its Bite and one with its Talons.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
- Talons: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
- Venomous Tail (Recharge 5-6): Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be Paralyzed for 1 minute.
Knave
Saurian-Hound 842
- Level: 2
- Armor: 14 (Agile)
- Hit Points: 9
- Attack: Bite (1d8) or Talons (1d6)
- Movement: 120 ft. (40 ft. per round) / 240 ft. Flying
- Morale: 9
- Special Qualities:
- Shimmering Hide: Attacks against the creature are made with a disadvantage unless the attacker has a specialized “Identify” item active.
- Neurotoxin: If bitten or struck by the tail, the target must save vs. CON or lose the ability to move for 2d6 turns.
- Gear-Breaker: On a critical hit, the creature strikes a piece of the target’s worn gear (roll for slot), reducing its quality by 1 as it gnaws the metal.
Fate
Saurian-Avian Pack-Hound
- Aspects:
- High Concept: Chimera Predator of the Steam-Canyons
- Trouble: Obsessive Hunger for Metal and Heat
- Additional Aspect: The Shimmering Pack-Mind
- Additional Aspect: Relentless Aerial Stalker
- Approaches (Accelerated) or Skills (Core):
- Great (+4) Quick
- Good (+3) Clever, Athletics
- Fair (+2) Forceful, Notice
- Average (+1) Stealth
- Stunts:
- Dive-Bomb: Because I am a master of aerial momentum, I gain a +2 to Forceful Attacks when I move at least one zone from a higher elevation before striking.
- Paralytic Tail: Once per scene, when I successfully land a Forceful strike with my tail, I can create a “Paralyzed” situation aspect on the target with two free invokes instead of a normal hit.
- Visual Distortion: Because my scales shimmer rhythmically, I can use Quick to defend against Notice actions or ranged attacks aimed at identifying my true position.
- Stress: [ ] [ ] [ ]
- Consequences:
- Mild (2):
- Moderate (4):
Numenera & Cypher System
Steam-Crested Chimera
- Level: 3 (9)
- Motive: Hunger and territorial defense
- Environment: Canyons, ruins, and industrial steam-zones
- Health: 12
- Damage Inflicted: 4 points
- Armor: 1 (Scales and thick fur)
- Movement: Short (Land/Swim), Long (Air)
- Combat:
- The creature usually attacks as a pack. When three or more attack the same target, the task to defend against them is hindered.
- Venomous Tail (Level 4): On a successful strike, the target must make a Might defense roll. On a failure, the target is moved one step down the damage track as paralysis sets in.
- Mechanical Sabotage: If the creature rolls a natural 20 (or the GM spends a GM Intrusion), it bites a piece of the character’s gear, rendering a non-artifact mechanical or steam-based item useless until repaired.
- Interaction: It can be distracted by intense heat sources or high-vibration machinery.
- Loot: 1d6 Cyphers (usually scavenged from previous victims) and 1d6 Shins.
Pathfinder
Cyno-Saurian Aquila (Chimera)
- Creature: 2
- Perception: +11; Darkvision, Scent (Imprecise) 30 feet
- Skills: Acrobatics +8, Athletics +7, Stealth +8
- Str: +3, Dex: +4, Con: +2, Int: -4, Wis: +3, Cha: -3
- AC: 18; Fort: +8, Ref: +10, Will: +5
- HP: 30
- Speed: 30 feet, fly 60 feet, swim 20 feet
- Melee [One-Action]: Jaws +10, Damage 1d8+3 piercing plus Gear-Crunch
- Melee [One-Action]: Talon +10 (Agile), Damage 1d6+3 slashing
- Melee [One-Action]: Tail +10 (Reach 10 ft.), Damage 1d4+3 piercing plus Neurotoxin
- Abilities:
- Gear-Crunch: On a critical hit with its jaws against a creature wearing metal armor or wielding a metal shield, the item takes 5 damage (Hardness applies).
- Neurotoxin (Poison): Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and Clumsy 1 (1 round); Stage 2 1d6 poison damage and Clumsy 2 (1 round); Stage 3 Paralyzed (1 round).
- Pack Attack: The Cyno-Saurian Aquila deals an extra 1d4 damage to any creature that’s within reach of at least two of its allies.
- Screech of the Vents [Two-Actions] (Auditory, Mental): The creature lets out a steam-like hiss. Each creature in a 15-foot cone must succeed at a DC 18 Will save or become Frightened 1.
Savage Worlds
Cyno-Saurian 842
- Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
- Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
- Pace: 8; Parry: 6; Toughness: 8 (2)
- Edges:
- Frenzy: Can make two Fighting attacks per turn at a -2 penalty.
- Special Abilities:
- Armor +2: Scaled hide.
- Bite/Talons: Str+d6.
- Flight: Pace 12.
- Pack Tactics: The creature adds its Gang Up bonus to damage rolls as well as Fighting rolls.
- Paralytic Poison (-2): Anyone wounded or Shaken by a tail attack must make a Vigor roll at -2 or be Stunned.
- Shimmer: Those attempting to strike the creature with ranged attacks suffer a -2 penalty due to the iridescent, vibrating feathers.
- Size 1: Stands about 3 feet tall at the shoulder, with a bulky mammalian frame.
Shadowrun (6th World Edition)
Paranatural Chimera: Steam-Stalker
- Attributes:
- Body: 5
- Agility: 6
- Reaction: 5
- Strength: 4
- Willpower: 3
- Logic: 1
- Intuition: 4
- Charisma: 2
- Edge: 2
- Initiative: 9 + 2d6
- Essence: 6.0
- Movement: 15/30/ +10 (Fly)
- Condition Monitor: 11
- Armor Rating: 7
- Skills: Athletics 5, Close Combat 6, Perception 5 (Scent +2), Stealth 4
- Powers:
- Enhanced Senses: Thermographic Vision, Smell.
- Natural Weapon (Bite/Talons): DV 3P, Attack Rating 10.
- Paralytic Venom (Tail): DV 2S. If damage is taken, the target must make a Body + Willpower (3) test or suffer the Paralyzed status for (5 – Body) rounds (minimum 1).
- Shimmer (Concealment): The creature gains a +2 Defensive Rating against ranged attacks due to its iridescent, vibrating plumage.
- Note: These creatures are often found nesting near geothermal vents or industrial heat exchangers in the Redmond Barrens or similar “unsafe” zones.
Starfinder (2nd Edition / Playtest)
Cyno-Saurian Aquila (Alien Beast 3)
- Perception: +9; Darkvision, Scent (Imprecise) 30 ft.
- Skills: Acrobatics +10, Athletics +9, Stealth +10
- Str: +3, Dex: +4, Con: +2, Int: -4, Wis: +3, Cha: -2
- AC: 18; Fort: +9, Ref: +11, Will: +6
- HP: 40
- Speed: 30 ft., fly 60 ft., swim 20 ft.
- Melee [One-Action]: Jaws +11, Damage 1d10+3 P plus Tech-Grip
- Melee [One-Action]: Talons +11 (Agile), Damage 1d6+3 S
- Melee [One-Action]: Tail +11 (Reach 10 ft.), Damage 1d4+3 P plus Paralytic Toxin
- Abilities:
- Tech-Grip: On a critical hit with its jaws, the creature can attempt to Disarm the target of a handheld technological item as a free action.
- Paralytic Toxin (Poison): DC 20 Fortitude; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 Paralyzed (1 round).
- Thermal Attunement: The creature ignores concealment provided by steam or smoke.
Traveller (Mongoose 2nd Edition)
Cyno-Saurian Scavenger
- Animal Category: Chaser (Pack)
- Characteristics:
- STR 9 (+1)
- DEX 11 (+1)
- END 8 (+0)
- INT 1 (-2)
- INST 9 (+1)
- PACK 10 (+1)
- Size: 120 kg
- Armor: 2 (Scales/Fur)
- Movement: 15m (Fly 25m)
- Attacks: Bite (2D), Talons (1D+2), Tail (1D + Neurotoxin)
- Skills: Athletics (Dexterity) 2, Melee (Unarmed) 1, Recon 2, Stealth 1
- Traits: * Flyer: Capable of sustained atmospheric flight.
- Venom (Hard): Targets struck by the tail must pass an END check (10+) or be incapacitated by paralysis for 2D x 10 minutes.
- Tactical: Gains a +2 DM to attacks when participating in a Pack attack.
- Behavior: Highly aggressive toward heat-emitting technology (engines/reactors).
Warhammer (Age of Sigmar: Soulbound)
Saurian-Hound 842
- Size: Medium
- Type: Monstrosity
- Attributes:
- Body: 3
- Mind: 1
- Soul: 1
- Skills: Athletics (+1d6), Awareness (+1d6), Stealth (+1d6), Weapon Skill (+2d6)
- Melee (Average): 5
- Accuracy (Poor): 2
- Defense (Average): 3
- Toughness: 7
- Armor: 1
- Speed: Fast (Fly)
- Traits:
- Diving Strike: If the creature moves a Long distance through the air and makes an attack, it deals +1 Damage and the target is knocked Prone.
- Vibrating Plumage: Attacks against the creature from a Long range are Increased in Difficulty by one step.
- Tail Sting: If the creature successfully hits a target with its tail, the target must pass a DN 4:2 Fortitude Test or be Restrained as their limbs lock up.
- Pack Hunter: The creature gains +1d6 to Weapon Skill tests if an ally is within Close range of the target.
