Gastro Vesper 882

In the chaotic bio-fallows of Saṃsāra, where the leak of ancient “Creation Codes” meets the volatile steam-mists of the industrial islands, the Gastro-Vesper 882 haunts the upper canopies and rusted rafters alike. It is a masterpiece of specialized consumption and chemical defense.

Original Life Forms

  1. Gastropoda (Gastropods): The Cone Snail (Sophisticated venom delivery and harpoon-like tooth).
  2. Mammalia (Mammals): The Greater Bulldog Bat (Echolocation and specialized fishing claws).
  3. Amphibia (Amphibians): The Axolotl (Regenerative capabilities and external gill stalks).
  4. Diplopoda (Millipedes): The Giant African Millipede (Segmented armor and defensive chemical secretions).

Gastro-Vesper 882

Appearance: The Gastro-Vesper 882 is a haunting fusion of avian grace and slimy resilience. Its main body is elongated and segmented with the dark, matte-black chitin of a millipede, though a thick layer of translucent, regenerative mucus constantly coats the segments. It possesses the broad, leathery wings of a bat, but instead of fur, they are feathered with tiny, sensory gill-stalks that vibrate to “taste” the humidity in the air. Its head is soft and pinkish, with the fringed external gills of an axolotl that flare out like a crown. It lacks a traditional jaw; instead, it has a circular, muscular opening that fires a hollow, toxin-filled harpoon made of calcified radula.

Size: Small (4-foot wingspan, 3-foot body length). Speed: 15 ft. (Crawl), 50 ft. (Fly).

Stat Modifiers

  • STR: -2 (Lightweight skeletal structure)
  • DEX: +4 (Incredible aerial maneuverability)
  • CON: +3 (Rapid cell regeneration)
  • INT: -3 (Instinctual scavenger)
  • WIS: +3 (Advanced echolocation and chemical sensing)
  • CHA: -4 (Bizarre, wet, and alien appearance)

Skills

  • Paralytic Harpoon: The creature fires a tooth that can penetrate leather and light metal. The neurotoxin causes immediate muscle failure.
  • Sonic Mapping: Operates with perfect “vision” in total darkness, provided there is air or water to carry sound.
  • Rapid Re-growth: If the creature loses a wing or a limb, it can fully regenerate the appendage within 1D4 days.
  • Caustic Secretion: When threatened, it releases a cloud of hydrogen cyanide gas from its segments, making it lethal to touch or stand near without a respirator.

Behavior: The 882 is a “Swoop-and-Sting” predator. It hangs upside down in damp, high-altitude locations, appearing as a cluster of rotting fungus or a discarded tarp. It uses its gill-crown to detect the salt and sweat of travelers. When it identifies a target, it drops silently, fires its harpoon, and then retreats to the shadows, waiting for the neurotoxin to finish the job before it descends to feed.

Diet: Liquid-specialist. It dissolves the soft tissues of its prey using enzymes before slurping the remains. It is particularly fond of large, slow-moving amphibians and unsuspecting dockworkers.

Emotions: Driven by Vibrational Paranoia and Satiated Lethargy. It is extremely skittish; any sound louder than a whisper will cause it to flare its gills and release a defensive puff of caustic gas.

Environment: Found in the Mist-Hanging Grottoes and the Under-Struts of Vaporspire’s Main Docks, where the steam is thick and the humidity is high.

Tags: Feral, Airborne, Segmented, Regenerative, Neurotoxin, Echolocation, Chemical-Defense, Scavenger, Harpooner, Damp-Dweller, Radula-Bolt, Mucus-Slick, Wing-Gilled, Cyanide-Puff, Apex-Regenerator, Aerial-Siphon, Harpoon-Lurker, Bio-Sonar, Chitin-Segmented, Grotto-Stalker

Life Cycle

The Gastro-Vesper 882 possesses a life cycle that mirrors the hardiness of its axolotl and millipede ancestors, combined with a rapid, airborne maturation.

  • The Mucus-Cyst (Egg Stage): Eggs are encased in a thick, semi-translucent sphere of caustic mucus, usually adhered to the underside of damp stone arches or rusted steam pipes. The mucus protects the embryos from both predators and dehydration.
  • The Crawler (Larval Stage): Upon hatching, the 882 lacks wings. It resembles a pale, multi-legged worm with a soft axolotl head. It spends this stage scavenging organic matter from dock floors or grotto walls, relying on its Caustic Secretion for defense.
  • The Gill-Bloom (Metamorphosis): After six months of feeding, the creature enters a pupal state. During this time, it grows its leathery wings and its external gill-stalks migrate from the neck to the wing-edges.
  • Prime Maturity: Once it takes its first flight, the 882 is a fully realized predator. It can live for up to fifteen years, provided it stays in high-humidity environments. Its regenerative powers mean it rarely dies of physical injury, only succumbing to extreme desiccation or internal parasites.

Mating

Mating is a delicate, high-altitude ritual that takes place during the Heavy-Steam Floods when the visibility for other predators is lowest.

  • Echolocation Singing: Males hang from high rafters and emit a series of ultrasonic “clicks” that create a complex sonic pattern in the mist. To a human, it sounds like distant, metallic ticking; to a female 882, it is a map of the male’s health and territory.
  • The Gill-Flare: When a female approaches, both creatures flare their external gill-crowns. They exchange chemical signals through the vibrating stalks, “tasting” the genetic fitness of the partner.
  • The Mutual Harpoon: In a bizarre and risky exchange, the pair fires low-potency, pheromone-tipped radula harpoons into each other’s soft shoulder tissue. This “Sting of Union” locks them together momentarily for the transfer of genetic material.

Tactics & Actions

The Gastro-Vesper 882 is an expert in gravity-assisted combat. It prefers to use its flight to maintain distance, only closing in once the prey is neutralized.

  • Swoop-and-Sting: The creature drops from a height of at least 20 feet, fires its harpoon mid-fall, and uses the momentum to flare its wings and pull back upward before the prey can react.
  • The Cyanide Cloud: If cornered on the ground, the 882 curls into a tight ball, overlapping its millipede-like segments to expose the gas-emitting pores. It creates a 10-foot radius of lethal air, buying time to crawl toward a vertical surface.
  • Regenerative Stall: If it takes a heavy hit to a wing, it will intentionally “drop” the limb to distract the predator (the limb continues to twitch) while the 882 glides to safety on its remaining membrane.

Key Actions:

  • Radula Harpoon: Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the save at the end of each of its turns.
  • Caustic Puff (Recharge 5–6): The creature releases a cloud of gas. Each creature within 10 feet must make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one.
  • Slime-Crawl: The 882 moves across a surface, leaving a trail of acidic mucus. Any creature that moves into the 882’s space before its next turn takes 1d6 acid damage.

Other Interesting Information

  • The Axolotl Echo: Because of its extreme regenerative properties, some Vaporspire Alchemists believe that consuming the “Brain-Mucus” of an 882 can grant temporary healing powers. This has led to a dangerous black market trade in “Vesper-Slurry.”
  • The Humidity Trap: If an 882 is brought into a dry environment (like a desert or a heated forge room), its gill-stalks will shrivel within minutes. It loses its Echolocation and becomes Blinded and Frantic.
  • Industrial Pest: In the lower docks, they are known as “Rafter-Snails.” They frequently clog steam-vents with their mucus clutches, leading to localized pressure explosions.
  • Harpoon Collection: The calcified “teeth” fired by the 882 are highly prized as sewing needles or small lockpicks because they are incredibly hard and naturally resistant to rust.

In the industrial-fantasy ecosystem of Saṃsāra, the Gastro-Vesper 882 is rarely hunted for sport. Instead, it is sought after for its unique biological properties that sit at the intersection of extreme regenerative medicine and chemical warfare.


1. The Alchemy of Regeneration

The most compelling reason for a party to seek an 882 is for its Axolotl-derived regenerative fluid.

  • The Healing Slurry: Alchemists and high-tier medics in the 73 nations use the creature’s brain-mucus and stem-cell-rich blood to create “Regrow Tinctures.” These are essential for treating veterans who have lost limbs in the Steam-Wars or victims of industrial accidents.
  • Cellular Blueprint: Scholarchs often hire adventurers to capture a live specimen. They wish to study how the 882 manages to regrow complex organs like wings and eyes without the scarring or “Mana-Burn” typically associated with magical healing.

2. Industrial Pest Control

Because these creatures thrive in high-humidity, high-altitude environments, they are the bane of Saṃsāra’s infrastructure.

  • Steam-Gate Infestations: A cluster of 882s (known as a “Clog”) can settle inside the massive exhaust vents of a city’s main boiler. Their acidic mucus and thick egg-cysts can cause pressure build-ups leading to catastrophic explosions.
  • Dockside Bounties: Port authorities frequently offer bounties to clear “Rafter-Snails” from the undersides of landing pads. The creatures’ Caustic Secretions can eat through the mooring lines of expensive airships, causing them to drift away or crash.

3. Harvesting Specialized Weaponry

The 882’s unique hunting tools are highly prized by the Vaporspire Engineers and survivalists.

  • The Harpoon Trade: The calcified radula “teeth” that the creature fires are incredibly sharp and resistant to corrosion. They are harvested and repurposed into high-end surgical needles, lockpicks, or “Silent-Kill” darts for blowguns.
  • Cyanide Pores: The segments of the 882’s hide contain glands that produce lethal gas. Assassins and alchemists harvest these glands to create potent smoke bombs or “Cloud-Kill” canisters for use in warfare.

4. Accidental Encounter: The “Drop-Zone”

Often, adventurers don’t search for the 882—they simply stumble into its territory.

  • Mist-Grotto Exploration: When parties explore ancient ruins or sunken laboratories where the humidity is high, they often overlook the “rotting tarps” hanging from the ceiling.
  • Echolocation Sensitivity: Adventurers using high-frequency magical tools or metallic equipment that “ticks” or “hums” can inadvertently trigger the 882’s hunting instinct. The creature perceives these sounds as the movement of large, slow prey and will drop from the darkness to fire its paralytic harpoon.

Adventure Hook: “The Boiler-Room Blues”

A vital steam-hub for a floating island has gone silent, and the local air-pressure is dropping. The party is hired to descend into the “Sweat-Pipes”—a series of vertical maintenance shafts. They must navigate the pitch-black, humid tunnels, avoid the Cyanide Clouds of an 882 infestation, and clear the “Clogs” before the island loses altitude and falls into the mists below.

In the bio-industrial markets of Saṃsāra, the Gastro-Vesper 882 is a treasure trove of biological components, provided the harvester can navigate the lingering toxic gases and the creature’s slippery, acidic hide.


Harvestable Components and Industrial Applications

Regenerative Stem-Mucus

  • The Material: A thick, pinkish gel extracted from the head and wing-joints.
  • The Use: Used as a base for Regrow Tinctures. This fluid is rich in pluripotent cells that, when processed by an alchemist, can stimulate the regrowth of lost cartilage and skin in humanoids without the scarring common to magical healing.
  • Harvesting: Requires a DC 18 Medicine or Alchemy check. The fluid must be kept in a pressurized, humidified vial or it loses potency.

Calcified Radula Harpoons

  • The Material: The serrated, needle-like teeth stored in the creature’s proboscis.
  • The Use: Because they are organic but harder than tempered steel, they are used as Surgical Needles for delicate internal operations or as Non-Metallic Lockpicks that can bypass magnetic security sensors.
  • Harvesting: Requires a DC 14 Survival check. Each creature typically contains 1D6 ready-to-fire harpoons.

Cyanide-Gas Glands

  • The Material: Small, dark sacs located beneath the millipede-like segments.
  • The Use: These are the primary ingredient in Vaporspire Smoke-Bombs. When ruptured, they release a concentrated puff of lethal gas. Elite assassins also use the refined toxin to coat “Silent-Kill” darts.
  • Harvesting: Requires a DC 20 Sleight of Hand or Alchemy check. A failure of 5 or more causes the gland to rupture, exposing the harvester to the gas.

Leathery Wing Membranes

  • The Material: The flexible, gilled skin of the wings.
  • The Use: Once cured, the skin is used to create High-Altitude Respirator Bellows. The external gill-stalks embedded in the skin act as a natural filter, allowing pilots to breathe in thin or smoke-filled air.
  • Harvesting: Requires a DC 12 Skinning check.

Axolotl Gill-Frills

  • The Material: The fringed, feather-like stalks from the head.
  • The Use: These are sensitive to minute changes in air pressure and humidity. They are used by Weather-Wrights to construct Hygrometers and early-warning systems for incoming steam-storms.
  • Harvesting: Requires a DC 15 Nature check.

Economic Value and Trade

  • Fresh Regenerative Mucus: 400 Trade Shells per ounce.
  • Intact Gas Glands: 150 Shells per pair.
  • Harpoon Needles: 50 Shells per set.
  • Complete Wing Set: 300 Shells to a Master Tanner.

Wet-Sky-Worm and Breath-That-Stings 882

In the before-time, when the islands were yet small-seeds in the Great Steam, and the iron-birds did not yet scratch the clouds, there lived a sky-reaper named Zul-of-the-Many-Pipes. This Zul was a seeker of the Endless-Mending, the secret of the flesh that does not know the rot.

The clay-skins speak of the Gastro-Vesper 882, which the old-mouths called the Snail-That-Steals-the-Wind. It was a thing of the Many-Segments and the Pink-Face-of-Gills. It did not have the eyes-of-glass, for it saw with the Sound-Bounce—the clicking-voice that draws a map of the dark.

Zul went into the Heavy-Mist Grottoes, where the stone weeps and the air is thick like the soup. He carried a jar of Crystal-Oil to catch the Mending-Water that drips from the creature’s skin. The 882 was hanging from the roof-struts, looking like a piece of the Old-Wet-Leather. Its wings were the color of the bruised-plum, and its gill-stalks were the fingers of the ghost.

When Zul reached for the Mending-Water, the 882 did the Swoop-of-Gravity. It did not use the jaw, for it had the Tooth-of-the-Hollow-Spear. THIP! The harpoon found the arm of Zul, and the Paralytic-Sleep entered his bone. Zul fell to the mud-floor, his limbs becoming like the stone-that-cannot-move, while the beast began the Caustic-Sigh from its belly-pores.

The air became the Yellow-Death. It was the Cyanide-Cloud that eats the breath. But Zul was a master of the Pressure-Valve. With his last finger-twitch, he opened his Steam-Pack and released the Great-Vent. The hot-wind pushed the yellow-smoke away and dried the Gill-Stalks of the beast. The 882, which lives by the wet-air, became Blinded-by-the-Dry and fled into the high-dark, leaving its wing-skin behind.

Zul lived, and with the wing-skin, he built the first Mask-of-Filters. But he was marked by the spear-wound. Every time the rain-falls, his arm becomes soft like the Pink-Face-of-Gills, a reminder of the Harpooner-in-the-Rafters. He carved this on the Drip-Stones so that the seekers of the future would always smell the air before they reached for the prize.

The Moral: The water that heals may be guarded by the breath that kills. He who seeks the secret of the long-life in the dark-places must bring the wind to sweep the smoke, for the gift of the spear is a sleep that has no waking.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Name: The Mending Harpooner 882 Classification: Lesser Independent Race / Bio-Industrial Scavenger Description: A segmented, bat-winged horror that “sees” with sound and breathes through its wings. It is often mistaken for a mass of industrial waste until it drops from the ceiling to inject its paralytic toxin.

Stats:

  • STR: 35
  • CON: 65
  • SIZ: 40
  • DEX: 85
  • INT: 45
  • POW: 50
  • HP: 10
  • Damage Bonus: -1
  • Build: -1
  • Move: 3 / 10 Flying

Combat:

  • Attacks per round: 1 (Radula Harpoon)
  • Radula Harpoon: 55% (27/11), damage 1D4 + Neurotoxin. The target must succeed on a Hard CON roll or be Paralyzed for 1D10 minutes.
  • Caustic Cloud (Passive): If the creature is physically struck, it releases a puff of gas. Anyone within 5 feet must pass a CON roll or take 1D6 damage and suffer a penalty to all rolls for 1D4 rounds due to choking.
  • Echolocation: The creature suffers no penalties for total darkness or being blinded, provided it can emit sound.

Skills: Stealth 75%, Listen 90%. Armor: 2-point chitinous segments; Rapid Regeneration: Heals 1 HP per round unless killed or dried out. Sanity Loss: 0/1D6 Sanity points to see the axolotl-faced creature flare its gills while flying.


Blades in the Dark

Name: The Gilled Rafter-Snail Tier: II Type: Monstrosity / Beast

Attributes:

  • Insight: 3
  • Prowess: 3
  • Resolve: 1

Abilities:

  • Ceiling Lurker: The creature always has Potency when attacking from above or in the dark.
  • Cyanide Bloom: When the creature takes Level 2 Harm or higher, it releases a gas cloud. Everyone in the immediate area takes a consequence: “Choking/Poisoned” (Level 2 Harm) or “Limited Vision.”
  • Sonic Sight: The creature is unaffected by darkness or smoke-based obstacles.
  • Regenerative: If the creature isn’t killed outright, it recovers from “Impaired” or “Reduced Effect” consequences between scenes automatically.

Clock: “Vent Clog” (4 segments). In industrial settings, the presence of these creatures creates a clock; when full, a steam explosion occurs due to their mucus-filled nests.


Dungeons & Dragons (2024 / 5th Edition)

Name: Gastro-Vesper 882 Small Monstrosity, Unaligned

  • Armor Class: 15 (Natural Armor)
  • Hit Points: 45 (10d6 + 10)
  • Speed: 15 ft., fly 50 ft.

Stats:

  • STR: 7 (-2)
  • DEX: 19 (+4)
  • CON: 13 (+1)
  • INT: 4 (-3)
  • WIS: 16 (+3)
  • CHA: 3 (-4)

Skills: Stealth +6, Perception +5 Senses: Blindsight 60 ft. (Echolocation), Passive Perception 15 Languages:

Traits:

  • Rapid Regeneration: The Gastro-Vesper regains 5 hit points at the start of its turn if it has at least 1 hit point. If it takes fire or acid damage, this trait doesn’t function at the start of its next turn.
  • Echolocation: The Gastro-Vesper can’t use its blindsight while deafened.

Actions:

  • Radula Harpoon: Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The target must succeed on a DC 13 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
  • Caustic Puff (Recharge 5–6): The Gastro-Vesper releases gas in a 10-foot-radius sphere centered on itself. Each creature in that area must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one.

Knave (2nd Edition)

Name: Gastro-Vesper 882 Level: 3 Armor: 14 (Segmented Chitin) Hit Dice: 3 (13 HP) Attack: +3 (Harpoon 1d4 + Paralysis) Move: 15ft (Fly 50ft) Morale: 6

Abilities:

  • Neurotoxin: Constitution save or be paralyzed for 1d6 rounds.
  • Regeneration: Heals 1d4 HP every round unless it took fire damage.
  • Caustic Cloud: If attacked, it may release a 10ft cloud of gas as a reaction. Save or take 1d8 poison damage.
  • Blindsight: Can see perfectly in the dark via sound.

Fate (Core / Condensed)

Name: Gastro-Vesper 882 Tier: 1 (Small Skittish Predator)

Aspects:

  • High Concept: Regenerative Aerial Harpooner
  • Trouble: Paranoid of Dry Heat
  • Aspect: “I Hear the Map of the Room”
  • Aspect: Translucent Mucus-Coated Segments

Approaches / Skills:

  • Great (+4): Stealth, Notice
  • Good (+3): Athletics, Physique
  • Fair (+2): Fight
  • Average (+1): Will

Stunts:

  • Paralytic Harpoon: Because you fire a neurotoxin-tipped radula, once per scene when you hit with a Fight attack from range, you may spend a Fate Point to force the target to be Paralyzed (a situational aspect with two free invokes) instead of taking stress.
  • Rapid Re-growth: Because of your axolotl-heritage, you may spend a Fate Point to immediately clear a Mild Physical Consequence or reduce a Moderate Physical Consequence to a Mild one.
  • Caustic Escape: You gain a +2 to Athletics when creating an advantage or overcoming a situation related to escaping a zone by releasing a cloud of gas.

Stress: [ ] [ ] [ ] Consequences: Mild (2), Moderate (4)


Numenera & Cypher System

Name: Gastro-Vesper 882 Level: 3 (9)

Motive: Scavenging and liquid-tissue consumption. Environment: Humid grottoes, under-docks, and steam-vents. Health: 12 Damage Inflicted: 3 points Armor: 1

Modifications: Stealth as Level 5; Flying maneuvers as Level 5.

Combat:

  • Radula Harpoon: The creature fires a tooth at a target within short range. If it hits, the target must make a Might defense roll. On a failure, they are paralyzed for 1d6 rounds.
  • Regeneration: The creature heals 2 points of health at the start of every round it is alive.
  • Cyanide Puff (Action): The 882 releases a cloud. All within immediate range must make a Might defense roll or take 3 points of damage and be hindered in all actions for one hour.

Interaction: It is easily frightened by loud noises or dry heat. Using a device that generates intense sonic frequencies or significant heat eases all tasks to drive the creature away by two steps.


Pathfinder (2nd Edition Remaster)

Name: Gastro-Vesper 882 Creature 3 [Unique] [Small] [Amphibious] [Beast] [Poison]

Perception: +12; Blindsight (Echolocation) 60 ft. Skills: Athletics +7, Stealth +11 (+14 in mist), Acrobatics +11, Survival +9 Str -2, Dex +4, Con +3, Int -3, Wis +3, Cha -4

AC: 19; Fort +10, Ref +12, Will +8 HP: 45; Fast Healing 5 Echolocation: The Gastro-Vesper 882 cannot use its blindsight while deafened.

Actions:

  • Melee [one-action] Segmented Slam +11, Damage 1d6+4 bludgeoning.
  • Ranged [one-action] Radula Harpoon +11 (Range 30 ft.), Damage 1d4 piercing plus Gastro-Neurotoxin.
  • Gastro-Neurotoxin (Poison); Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and flat-footed (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round); Stage 3 paralyzed (1 round).
  • Caustic Secretion [two-actions] (Poison): The 882 curls and vents gas. 10-foot emanation. 3d6 poison damage (DC 20 Fortitude save for half).

Savage Worlds (Adventure Edition)

Name: Gastro-Vesper 882 Rank: Seasoned

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d4, Vigor d8 Skills: Athletics d10, Fighting d6, Notice d10, Shooting d10, Stealth d10 Pace: 3; Parry: 5; Toughness: 8 (2)

Edges: Acrobat, Quick.

Special Abilities:

  • Armor +2: Segmented chitin hide.
  • Flight: Pace 10.
  • Radula Harpoon: Range 3/6/12, Damage Str+d4. A target wounded by this must make a Vigor roll (-2) or be Paralyzed for 1d4 rounds.
  • Regeneration (Fast): The creature may make a Vigor roll every round to heal a Wound, even if Incapacitated.
  • Echolocation: Ignores penalties for Dim or No Light and Invisibility.
  • Caustic Secretion: As an action, the 882 can release a Small Blast Template of gas. Anyone inside must make a Vigor roll or take a level of Fatigue.
  • Weakness (Dryness): In areas of low humidity, the creature loses its Regeneration and its Pace is halved.

Shadowrun (6th World Edition)

Name: Toxic-Vesper 882 Category: Awakened Critter (Paranormal Chimera)

Stats:

  • Body: 3
  • Agility: 6
  • Reaction: 5
  • Strength: 2
  • Willpower: 4
  • Logic: 2
  • Intuition: 5
  • Charisma: 1
  • Essence: 6
  • Initiative: 10 + 3D6

Powers:

  • Enhanced Senses (Sonar): The creature ignores all visibility penalties (Darkness, Smoke, Invisibility) provided it can emit ultrasonic clicks.
  • Natural Weapon (Radula Harpoon): DV 2P, AR 12/8/—/—/—. On a successful hit, the target must resist a Toxin (Speed: Immediate, Penetration: 0, Power: 8). Failure results in the Paralyzed condition for (Power – Hits) rounds.
  • Regeneration: Every Combat Round, the 882 heals 1 box of Physical damage. This does not function against Fire or Acid damage.
  • Chemical Release: As a Major Action, it releases a cloud (3m radius). Targets must resist a Toxin (Power 6, Speed: Immediate). Failure causes 4S damage and the Nauseated status.
  • Movement (Flight): Increased Agility for flight maneuvers.

Starfinder (2nd Edition / Playtest)

Name: Gastro-Vesper 882 Level: 3 Creature: Small Monstrosity

Stats:

  • Perception: +12 (Blindsight [Sound] 60 ft.)
  • Skills: Stealth +11, Acrobatics +11, Athletics +7
  • Str -2, Dex +4, Con +3, Int -3, Wis +3, Cha -4

Defense:

  • AC: 19; Fort +10, Ref +12, Will +8
  • HP: 45
  • Fast Healing: 5

Offense:

  • Speed: 15 ft., Fly 50 ft.
  • Ranged [one-action]: Radula Harpoon +11 (Range 30 ft.), Damage 1d4+4 Piercing plus Neurotoxin.
  • Neurotoxin: DC 20 Fortitude save. Failure: Paralyzed (1 round).
  • Caustic Puff [two-actions]: 10-foot emanation. 3d6 Poison damage (DC 20 Basic Fortitude save).
  • Echolocation: The creature is blinded if it is in a zone of magical silence or is deafened.

Traveller (Mongoose 2nd Edition)

Name: Gastro-Vesper 882 Animal Class: Flyer (Chaser)

Stats:

  • STR: 4 (-1)
  • DEX: 12 (+2)
  • END: 8 (+0)
  • INT: 1 (-2)
  • INS: 11 (+1)
  • PAC: 10 (+1)

Skills:

  • Athletics (Dexterity): 2
  • Flyer (Wing): 3
  • Melee (Natural): 1
  • Stealth: 2

Traits:

  • Armor: 2 (Segmented chitin).
  • Bio-Sonar: Ignores all DM penalties for darkness or smoke.
  • Harpoon Attack: 2D damage. On a hit of 8+, the target must make an END check (10+) or be incapacitated for 1D6 minutes.
  • Regenerative: Recovers 2 Characteristic points or 2 Damage points per hour.
  • Gas Pores: If attacked in melee, the attacker must make an END check (8+) or suffer 1D damage from toxic fumes.

Warhammer Fantasy Roleplay (4th Edition)

Name: Gastro-Vesper 882 Class: Monster

Stats:

  • M: 3 (Fly 10) | WS: 35 | BS: 45 | S: 25 | T: 35 | I: 55 | Agi: 50 | Dex: — | Int: 15 | WP: 30 | Fel:
  • Wounds: 12

Traits:

  • Regenerate: At the start of its turn, it recovers 1d10 Wounds unless it was hit by Fire in the previous round.
  • Flight (10): Can hover and move vertically with ease.
  • Ranged +7 (Harpoon): Range 10. Includes the Venom (Hard) trait. Targets failing an Endurance Test are Paralysed for 1d10 Rounds.
  • Disturbing: Causes Fear 1 in those not used to its alien, axolotl-faced appearance.
  • Echo-Location: Ignores penalties for darkness; however, it is effectively Blind if Deafened.
  • Toxic (Bely): If wounded in melee, it releases a small cloud of gas. Anyone in base contact takes 1 Poisoned condition.