This creature is a magically-fused predator, an unnatural synthesis of ferocity, patience, and deadly venom that has perfectly adapted to ambush hunting in the dense woodlands of Saṃsāra.
Original Life Forms — The Guloactinia is a magical amalgam of four distinct creatures:
- Mammalia: Wolverine (Gulo gulo)
- Arachnida: Trapdoor Spider (Ctenizidae family)
- Gastropoda: Cone Snail (Conus genus)
- Anthozoa: Sea Anemone (Actiniaria order)
Appearance
The creature possesses the dense, muscular body of a wolverine, covered in thick, shaggy, dark fur. Protruding from its torso are twelve multi-jointed, spider-like legs ending in sharp claws, allowing it to scuttle with unsettling speed. Its face is a nightmarish blend, with the powerful jaws and teeth of a wolverine, but also featuring two large, venom-dripping chelicerae (fangs) below them. Growing from its back is a beautiful but deadly conical shell, patterned with vibrant, complex geometric shapes. The most bizarre feature is the “mane” of brightly colored, flower-like tentacles that fringe its neck and shoulders, pulsing gently like a sea anemone.
Details and Traits
- Size: It stands about 3 feet (90 cm) tall and weighs between 100 and 170 pounds (45-77 kg), making it low to the ground but incredibly dense and powerful.
- Speed: It is deceptively fast, capable of short, explosive bursts of speed on its twelve legs. It is also an excellent climber on rocky or wooden surfaces.
- Stat Modifiers:
- Strength: Very High (+4)
- Dexterity: High (+3)
- Constitution: Very High (+4)
- Intelligence: Low (-4)
- Wisdom: Average (+1)
- Charisma: Low (-3)
- Skills: It is a master of Stealth when preparing an ambush and has keen senses for high Perception. Its multi-limbed form gives it proficiency in Athletics for climbing and scrambling over difficult terrain.
- Behavior: The Guloactinia is the ultimate patient predator. It digs a shallow burrow, covers the entrance with a camouflaged “trapdoor” of silk, dirt, and leaves, and waits. It often allows its anemone-like mane to poke through the covering, where it sways gently, mimicking a rare, exotic flower to lure curious prey. Once a target is within range, it erupts from the ground with explosive speed. For distant or fast-moving prey, it will fire its venomous harpoon; for closer targets, it attacks with its powerful jaws and fangs.
- Diet: Hypercarnivore. It exclusively eats the meat of any creature it can kill, from large herbivores to unwary travelers.
- Emotions: It displays only the most primal emotions: a deep, instinctual patience when hunting, followed by explosive, unrestrained aggression.
- Environment Where Found: It prefers temperate and cool forests with deep soil or leaf litter, especially rocky hillsides. It is most commonly encountered in the vast forests of nations like Maglemosian, where it can easily construct its ambush sites.
- Tags: Feral, Magical Beast, Ambush Predator, Venomous, Trapdoor Hunter, Armored Shell, Carnivore, Stinging, Multi-limbed, Neurotoxic, Harpoon-Tipped, Floral Lure, Arachnoid, Hypercarnivore, Patient Hunter, Magical Amalgam
Life Cycle
The life cycle of the Guloactinia is a grim testament to its survival-of-the-fittest nature, combining traits from its varied ancestry into a uniquely efficient and brutal process.
- The Egg Sac: After a period of successful hunting where it has gorged itself, the functionally hermaphroditic creature produces a single, large, leathery egg sac. It attaches this sac to the ceiling of its burrow, camouflaging it with a mixture of silk and dirt.
- The Larval Bloom: When the sac hatches, it releases not one offspring, but a swarm of dozens of small, anemone-like larvae. These larvae are sessile, attaching themselves to the burrow walls where they are fed regurgitated food by the parent. They exist in this state for several weeks, growing slowly.
- The Great Devouring: As the larvae develop, a fierce, cannibalistic struggle begins. The stronger and more aggressive larvae consume their weaker siblings, absorbing their biomass to fuel their own growth. This brutal competition continues until only a single, hyper-nourished larva remains.
- The Final Molt: This sole survivor undergoes a final, rapid metamorphosis, molting its larval skin to emerge as a small but fully-formed juvenile Guloactinia. Shortly after this, the parent drives the juvenile out of its territory, forcing it to fend for itself. The creature reaches its full size in about three years and can live up to 40 years.
Mating
The Guloactinia Conida 41 is a solitary and highly territorial creature that does not seek out partners. It is functionally asexual, capable of producing an egg sac on its own after it has consumed enough biomass to fuel the process. This reproductive event is rare, happening only a few times in the creature’s entire life, which accounts for why these monsters haven’t completely overrun the forests they inhabit.
Tactics
As a patient ambush predator, the Guloactinia’s tactics revolve around its trapdoor burrow and its unique biological weapons.
- The Floral Lure: Its primary tactic is deception. It conceals itself within a shallow, camouflaged burrow, allowing only its anemone-like mane to show. It can subtly alter the color and pulsation of these tendrils to perfectly mimic rare magical flora, luring curious herbivores and treasure-seekers into striking range.
- The Harpoon Snipe: From its hiding place, its preferred opening attack is to fire the venomous, harpoon-like proboscis from its mouth. This ranged attack is silent and incredibly potent, designed to paralyze or kill a target from a safe distance before a struggle can begin.
- Erupting Ambush: If the harpoon fails or prey wanders too close, it explodes from its burrow in a shower of earth and silk. This shocking eruption is designed to cause panic and disorient its target, giving it a crucial advantage in the first moments of melee.
- Shred and Sting: In close combat, it is a whirlwind of violence. It uses its twelve arachnoid legs for stability and leverage while attacking with its powerful wolverine-like jaws and fangs. Its anemone mane acts as a defensive aura, stinging anything that gets too close.
Actions
In a combat scenario, a Guloactinia Conida 41 can perform the following actions:
- Multiattack: The Guloactinia makes three attacks: one with its Bite and two with its Claws.
- Bite (Chelicerae): Melee Weapon Attack. A vicious bite that deals heavy piercing damage. On a hit, the target must also make a Constitution saving throw against its potent venom.
- Claw: Melee Weapon Attack. A swift slash with its sharp, spider-like legs.
- Venomous Harpoon (Recharge 5-6): Ranged Weapon Attack. The Guloactinia fires its proboscis at a target up to 60 feet away. On a hit, the target takes piercing damage and must make a high-difficulty Constitution saving throw or be paralyzed for up to one minute by a powerful neurotoxin.
- Stinging Mane (Aura): Any creature that ends its turn within 5 feet of the Guloactinia takes a small amount of poison damage from its constantly twitching, anemone-like tendrils.
- Trapdoor Eruption: If the Guloactinia attacks on the same turn it emerges from a hidden burrow, its first attack roll is made with advantage.
Other Interesting Information
- Biographical Shell: The beautiful, conical shell on the creature’s back is more than just armor. The intricate patterns are unique to each individual and subtly shift in color and complexity over its lifetime. Some scholars believe these patterns are an involuntary biological record of the creature’s life, with new spirals or color bands appearing after significant events, though no one has yet deciphered their meaning.
- Diet-Specific Venom: The neurotoxin delivered by its harpoon is alchemically complex. Its properties can change based on the creature’s recent diet. For example, a Guloactinia that has recently consumed a magically-resistant creature may produce a venom that is more effective at bypassing magical protections, making venom sacs from different regions highly sought after by discerning alchemists.
- Symbiotic Moss: A rare, faintly glowing moss is often found growing only on the camouflaged “trapdoor” of a Guloactinia’s burrow. It is believed this moss has a symbiotic relationship with the creature, feeding on its waste and further enhancing the camouflage of the lair. This “Trapdoor Moss” is itself a valuable alchemical ingredient for potions of stealth and invisibility.

A party of adventurers would most likely encounter or hunt a Guloactinia Conida 41 for reasons of profit, protection, or pure accident. This creature’s unique biology and aggressive nature make it both a dangerous threat and a valuable resource.
For Coin and Craft
The most common reason to search for a Guloactinia is because its body parts are incredibly valuable to a wide range of clients. A party might be hired for:
- Alchemical Harvesting: An alchemist’s guild or a shadowy organization might pay a fortune for the creature’s potent neurotoxin, harvested from its harpoon-like proboscis, to create powerful paralytic agents. Others might seek the rare, symbiotic Trapdoor Moss that grows only on its lair, a key ingredient in potent stealth potions.
- The Floral Deception: A wealthy botanist or collector could hire the party to retrieve a specimen of the “rare” and beautiful Wolverine Bloom. The catch, of course, is that this “flower” is actually the creature’s anemone-like lure, and harvesting it means dealing with the monster it’s attached to.
- The Ultimate Trophy: A vain noble or a big-game hunter might want the creature’s unique, ornate conical shell as a centerpiece for their collection. They would pay a handsome sum for a party to hunt a Guloactinia and bring back its shell completely intact.
For Safety and Security
Sometimes, the quest isn’t about profit, but survival. A Guloactinia is a hyper-carnivore that can terrorize any area where it makes its lair.
- The Eradication Bounty: A local village, a logging camp, or a group of merchants might pool their resources to place a bounty on a Guloactinia’s head. The creature’s trapdoor ambushes could be making a vital trade road unsafe, or it may have started preying on livestock and settlers.
- The Rescue Mission: This is a time-sensitive emergency. An important NPC, a loved one, or even a fellow adventurer was struck by the beast’s paralytic harpoon. They weren’t killed, but dragged back to the creature’s burrow to be eaten later. The party must venture into the lair to rescue the victim before it is too late.
By Accident and Misfortune
Often, adventurers do not find the Guloactinia; it finds them. Its nature as a patient, camouflaged ambush predator makes accidental encounters highly likely.
- The Unwitting Trespasser: The party is exploring a forest or delving into some ruins on a completely different quest. One of them spots the beautiful “Wolverine Bloom” or the glowing “Trapdoor Moss” and approaches, only for the ground to erupt as the Guloactinia ambushes them.
- An Obstacle in the Path: The adventurers might need to retrieve an artifact from an ancient cave system, only to discover that the entrance has become the main chamber of a Guloactinia’s lair. The creature is not their target, but it is directly between them and their goal.
Beyond the famous shell and deadly neurotoxin, a skilled adventurer with the right tools can harvest several other valuable and unique ingredients from the corpse of a Guloactinia Conida 41. These components are highly sought after by master crafters and alchemists for their potent magical properties.
Frost-Rime Pelt
The creature’s thick, shaggy fur is inherited from its wolverine ancestry but is imbued with magical resilience. It’s incredibly dense and naturally resistant to extreme cold.
- Use: A skilled tanner can treat this pelt to create magical cold-weather gear. Cloaks or armor linings made from this fur don’t just provide warmth; they grant the wearer resistance to cold-based magical damage, making them invaluable for expeditions into frozen wastelands or against frost mages.
Venom-Grooved Fangs
The two large, sharp chelicerae from its spider heritage are more than just natural weapons; they are permeated with latent venom. They are made of a tough, chitinous material that holds a razor-sharp edge.
- Use: A master weaponsmith can mount these fangs on hilts to create a perfectly matched pair of daggers or shortswords. Due to the grooves within the fangs that once channeled venom, these weapons are exceptionally good at holding applied poisons and have a natural affinity for enchantments that deal extra poison or acid damage.
Silken Spinnerets
Hidden near the creature’s abdomen are the silk-producing glands from its trapdoor spider lineage. The silk produced is not ordinary; it’s incredibly strong, lightweight, and has a powerful natural adhesion.
- Use: The glands can be carefully harvested to produce a limited amount of alchemical adhesive, a sticky substance far superior to any mundane glue, capable of bonding stone or metal. If the silk itself is spun out before the gland expires, it can be woven into an impossibly strong and thin cord, perfect for high-quality rope, tripwires, or even the strings of magical instruments.
Nematocyst Clusters
The beautiful, flower-like anemone mane is covered in microscopic stinging cells called nematocysts. A harvester with delicate tools and knowledge of alchemy can scrape these cells into special containment vials.
- Use: These clusters are the key ingredient in creating Oils of Warding. This alchemical oil can be applied to a surface like a doorknob, treasure chest, or weapon hilt. The first person to touch the coated object without knowing the proper neutralizing agent receives a powerful, paralytic jolt, making it an excellent magical trap.
Calcified Harpoon
The creature’s cone snail ancestry provides it with a hollow, needle-sharp proboscis it fires to inject its venom. This “harpoon” is made of a unique, calcified material that is both rigid and flexible.
- Use: The harvested harpoon is a perfect natural needle. Alchemists prize them for creating masterwork injection tools. When used as the tip for a specially crafted dart or arrow, it allows for the clean delivery of a single dose of poison or a potion directly into a target’s bloodstream, often making the substance much harder to resist.
Hunter and the Starlight Petal
It is said, though the ones who first said it are now dust and their words are wind, that this story is a truth to be heeded. The telling is crooked, for it was bent by the passing of many years, and the translation from the Old Tongue was done by a man who was not wise.
In a village that sat at the edge of the great forest, there lived two who were as one, a woman named Lina and a man named Roric. Lina’s heart was quiet and her eyes saw the patterns of the moss on the stone. Roric’s heart was loud, and his eyes saw the glint of coin and the shape of glory.
And it was that a merchant, wrapped in silks from a far-off land, came to their village. He spoke of a wonder, a flower called the Starlight Petal, which bloomed only in the deepest, most secret parts of the wood. He said its petals held the very light of the stars, and that from it, a potion of long life could be made. For a perfect bloom, he promised a weight of gold that would make a poor man a king.
Roric’s heart was filled with the fire of wanting. He saw the gold. He saw the glory of being the one who found the legendary flower. Lina, his heart-kin, she was troubled. She said, “The elders tell us the deep woods hold two things: danger and deception. A flower of such worth would not sit unguarded.”
But Roric’s ears were closed to her words. He said, “Your wisdom is but fear. I will have this flower, and you will share in the gold.” He needed her skill as a tracker, for her eyes were sharp where his were only eager. And so, because her heart was bound to his, she agreed to walk the path with him, though she carried a great weight of dread.
Into the great forest they went. The journey was long. For days they traveled, and the trees grew thick and tall, and their canopy stole the sun, leaving the world in a green twilight. The air grew still. The songs of birds ceased. The only sound was the crunch of their own boots on the damp earth. This was the sign of a great predator’s territory. Lina knew this. Roric, in his haste, did not heed it.
Then, after a week of walking, they saw it. In a small, unnaturally clear glade, a single flower bloomed. It was more beautiful than the merchant’s telling. Its petals, which were like soft tentacles, pulsed with an inner light of blue and rose. It swayed gently, though there was no wind. It was a jewel given life.
“Behold!” Roric whispered, his voice full of triumph. “The Starlight Petal! Our fortune is made!”
But Lina held him back. Her hand was tight on his arm. “Wait,” she whispered. “Something is wrong. Look at the ground. There are no other flowers, no weeds, not even a fallen leaf near it. The earth is too clean. This is a hunter’s den, not a garden.”
Roric pulled his arm away. “You see shadows where there is only light,” he scoffed. He drew a special silver knife, for the merchant had said the flower must be cut with a pure blade. He stepped forward, his eyes fixed on the prize. He stepped onto the clean earth.
The earth was not earth. It was a door of silk and leaves.
With a sound like the tearing of giant cloth, the ground erupted. The beautiful flower was lifted into the air, and Lina saw that it was not a flower at all. It was a mane of living tentacles, and beneath it was a nightmare of fur and claw and chittering fangs. The Guloactinia, whose patience was as deep as the forest, had ended its wait.
Roric had no time even to scream. The beast, in its explosive fury, spat something from its mouth. It was a thing like a spear of bone, and it flew faster than an arrow. It struck Roric in the shoulder, and he fell like a puppet whose strings had been cut, his body frozen by a venom swift and terrible.
The beast lowered its head to claim its prey. But Lina, whose heart was a shattered stone, did not run. She remembered a different elder-story, a whisper from a grandmother long gone: A false thing cannot stand a true light, and a hunter who uses a lure can be lost by one.
She did not draw a weapon. She reached into her pouch and took out not a stone, but a handful of crushed river-mica, a glittering powder she used to mark trails. With a great cry that was half sorrow and half rage, she threw the shimmering dust into the air, directly into the single beam of light that pierced the forest canopy.
The air filled with a thousand tiny, swirling, dancing stars. A web of chaotic, brilliant, and shifting light.
The Guloactinia, whose mind was a knot of predatory instinct, looked at this impossible, beautiful storm of light. And it was confused. Its many legs paused. Its fangs, dripping with venom, were still. Its hunter’s focus was broken by a thing of pure, meaningless beauty. It was only for a moment, a single heartbeat, but it was enough.
Lina ran, and she did not run away. She ran to Roric, and with all her strength, she dragged his frozen body back into the dark and tangled safety of the trees. The beast, its trance broken, shrieked in fury, but its prey was gone.
They returned to the village, but Roric never walked again. The neurotoxin had left his legs as dead things, and his glory was turned to ash. He was a living lesson. And the people knew, then, the truth of the Starlight Petal.
The Moral of the Story: Beware the beautiful thing that grows alone, for the hunter who sets a lure is the most dangerous of all.
Suggested conversions to other systems:
Dungeons & Dragons (5th Edition)
Floral Lure Terror Medium monstrosity, unaligned
Armor Class 17 (natural armor, shell) Hit Points 136 (16d8 + 64) Speed 40 ft., climb 30 ft.
STR 18 (+4), DEX 16 (+3), CON 19 (+4), INT 3 (-4), WIS 13 (+1), CHA 5 (-3)
Skills Perception +5, Stealth +7 Damage Resistances poison Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 8 (3,900 XP)
False Appearance (Floral Lure). While the terror remains motionless within its burrow with only its anemone-like mane visible, it is indistinguishable from a rare exotic flower. A creature must succeed on a DC 18 Intelligence (Nature) check to discern its true nature.
Stinging Mane. A creature that starts its turn within 5 feet of the terror takes 7 (2d6) poison damage.
Trapdoor Ambusher. On the first round of combat, if the terror emerged from a hidden burrow, it has advantage on attack rolls against any creature that has not yet acted.
Actions
Multiattack. The terror makes three attacks: one with its Bite and two with its Claws.
Bite (Chelicerae). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Paralytic Harpoon (Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Call of Cthulhu (7th Edition)
The Sylvan Lure-Beast A patient, deadly predator that mimics beauty to conceal its monstrous nature.
Characteristics STR 85, CON 95, SIZ 70, DEX 75, INT 15, POW 50
HP: 16 Move: 10 / 8 climbing Av. Damage Bonus: +1d6 Build: 2 Armor: 6-point shell on its back and tough, furry hide. A successful Called Shot to an unprotected area (like its legs or face) ignores this armor.
Attacks Fighting (Bite/Fangs) 65% (32/13), damage 1d8 + DB plus Venom. Fighting (Claws) 55% (27/11), damage 1d6 + DB. Paralytic Harpoon 40% (20/8), a ranged attack that if successful forces the target to make a Hard CON roll. Failure results in paralysis for 1d10 minutes, leaving the victim helpless.
Skills: Stealth 70% (35/14), Listen 45% (22/9).
Abilities
- Floral Lure: The creature’s primary hunting method is deception. Its anemone-like mane is indistinguishable from a rare flower without a successful Hard Natural World or Idea roll. Investigators lured into melee range are subject to a surprise attack.
- Stinging Mane: At the beginning of each combat round, any investigator in melee range with the Lure-Beast takes 1d3 automatic damage.
- Venom (Bite): Anyone bitten must make a CON roll or take an additional 1d8 damage and suffer a penalty die on all physical actions for 1d6 hours.
Sanity Loss: 0/1d6 Sanity points for seeing the beautiful “flower.” 1/1d8 Sanity points when the flower reveals itself to be a monstrous, multi-limbed horror bursting from the earth.
Blades in the Dark
The Bloom of Death A Tier III Threat. A patient and terrifying predator of the wilds beyond the city. It creates a camouflaged burrow and presents itself as a beautiful, glowing blossom, a lure for the unwary and the greedy.
Drives:
- To patiently lure prey with its false beauty.
- To erupt from hiding with sudden, overwhelming violence.
- To paralyze and drag victims into its lightless burrow for later consumption.
Moves:
- Erupt from the earth in a shower of dirt and roots.
- Fire a bone-tipped harpoon that paralyzes on contact.
- Reveal its true, horrifying form beneath the beautiful lure.
- Lash out with a multitude of skittering, spider-like legs.
- Tear with massive, venom-dripping fangs.
Mechanics: The Bloom of Death is an ambush predator. Its true nature is concealed and requires a Survey or Study action to overcome its deception. A failure may mean the character approaches the “flower” willingly. When it attacks, it acts with surprise and ferocity. Its Paralytic Harpoon can be modeled with a 6-tick clock, “Immobilized by Neurotoxin.” Its Hardened Shell provides it with armor, meaning a PC might need to make a Setup action to target a weak point before a Wreck or Skirmish action can be effective.
Knave (2nd Edition)
Trapdoor Horror HD 8 | Armor 17 | Morale 11 Attack Bite (d10, poison) or 2 x Claw (d8)
- Trapdoor Ambush: When attacking from its hidden burrow, the horror’s first attack during the first round of combat is made with advantage and deals double damage.
- Floral Lure: Characters who see the horror’s lure from a distance must save vs. Intelligence. If they fail, they perceive it only as a beautiful and valuable flower and will not treat it as a threat unless it attacks.
- Paralytic Harpoon: Once per combat, the horror can make a ranged attack (+8 to hit, range 60ft). On a hit, the target takes 1d6 piercing damage and must save vs. Poison or be paralyzed for 1d6 rounds.
- Stinging Mane: Any character ending their turn in melee range of the horror takes 1d4 poison damage.
- Poisonous Bite: A character damaged by the horror’s bite attack must save vs. Poison or take an additional 1d8 damage.
Fate Core System
The Ancient Bloom of Sorrow Grove This is an ancient and powerful version of the species, a legendary threat that has survived for decades.
High Concept: Legendary Amalgam of Patient Fury
Trouble: Fascinated and Enraged by Mocking Lights
Other Aspects: My Lair is My Fortress; Its Shell is a Living History; A Thousand Generations of Venom
Skills
- Superb (+5): Physique
- Great (+4): Fight, Athletics
- Good (+3): Stealth, Provoke
- Fair (+2): Notice, Will
- Average (+1): Shoot
Stunts
- Chitinous Shell: The amalgam has Armor: 2 against physical attacks.
- Grasping Tentacles: When it Succeeds with Style on a Fight attack, it can attach the Grappled situation aspect with a free invoke to the target instead of taking a boost.
- Paralytic Harpoon: When using Shoot to fire its harpoon, on a hit it can spend a Fate point to attach the Paralyzed by Neurotoxin situation aspect to the target.
- Erupt from the Earth: It can spend a Fate point to appear anywhere in a zone with soft earth or mud, surprising opponents and taking the first action.
Stress & Consequences
- Stress: ◇◇◇◇ (4 Physical Stress boxes)
- Consequences: One Mild and one Moderate Consequence slot.
Numenera & Cypher System
Apex Glaive-Horn Level 7 (21)
An alpha specimen that has grown to immense size and power, its venom becoming frighteningly potent.
- Health: 30
- Damage: Inflicts 7 points of damage.
- Armor: 3
- Movement: Moves a short distance per round. Can burrow a short distance per round.
- Modifications: Stealth as level 8 due to its mastery of camouflage. Perception as level 6. Resists poison as level 9.
- Combat:
- The Apex Glaive-Horn’s horn and tentacle attacks are level 8 and inflict 9 points of damage due to its size and strength.
- Its tentacle attack can, instead of damage, hinder a target’s actions by two steps on a successful hit.
- Venom Spray: As its action, it can choose not to fire its harpoon but instead spray its neurotoxin at all targets within immediate range. Targets must make a level 7 Speed defense roll or be paralyzed, unable to act for one round.
- Poisonous Hide: Anyone touching the Glaive-Horn takes 4 points of ambient poison damage.
- GM Intrusion (Weakness): The GM can intrude by introducing a source of complex, strobing lights. The Glaive-Horn becomes mesmerized and enraged. Its level is treated as 4 for all defensive purposes for one round, but its next attack will inflict double damage.
- Interaction: Feral and supremely confident in its territory.
- Loot: Its corpse may yield Apex Carapace Plates (can be crafted into armor with +2 Armor), an Apex Horn (heavy piercing weapon), and glands sufficient for four doses of a level 7 paralytic poison.
Pathfinder (2nd Edition)
Elder Fenland Chitin-Terror Creature 8 N, Large, Amphibious, Beast
Perception +17; low-light vision, tremorsense (imprecise) 60 feet Skills Athletics +19, Intimidation +16, Stealth +17, Survival +15 Str +7, Dex +3, Con +5, Int -4, Wis +3, Cha +0
AC 27; Fort +19, Ref +15, Will +17 HP 150 Resistances poison 15 Weaknesses Light Hypnosis
- Light Hypnosis The chitin-terror is fascinated by complex, shifting light patterns. When targeted by an illusion spell or effect with the visual trait, it takes a –2 circumstance penalty to its Will save. On a critical failure against such an effect, it is stunned 2.
Speed 30 feet, climb 30 feet
Melee [one-action] Horn +20 (Deadly d12), Damage 2d12+10 piercing Melee [one-action] Tentacle +20 (Reach 10 feet), Damage 2d8+10 bludgeoning plus Grab Ranged [one-action] Paralytic Harpoon +18 (Range Increment 60 feet), Damage 2d8+7 piercing plus Paralytic Venom
Devastating Lunge [two-actions] The chitin-terror Strides up to twice its Speed and makes a Horn Strike at the end of its movement. If it hits, the target is pushed back 10 feet and must succeed at a DC 27 Fortitude save or be knocked prone.
Paralytic Venom (Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 flat-footed and clumsy 1 (1 round); Stage 2 flat-footed and clumsy 2 (1 round); Stage 3 paralyzed (1 round).
Constrict [one-action] 1d10+7 bludgeoning, DC 27 basic Fortitude save. Requires a creature to be grabbed by a tentacle.
Savage Worlds Adventure Edition
Alpha Glaive-Horned Fen Horror (Wild Card) A massive, alpha specimen of its species. It is faster, stronger, and far more cunning than its lesser kin.
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12, Vigor d12 Skills: Athletics d10, Fighting d10, Notice d8, Stealth d10 Pace: 7; Parry: 7; Toughness: 13 (4)
Edges: Frenzy (Imp), Hardy Hindrances: Territorial (Major), Quirk (Obsessively collects strange flora)
Special Abilities:
- Armor +4: Hardened, ancient carapace.
- Aquatic: Can move at its full Pace while swimming.
- Burrower (6″): Can move through earth at Pace 6″.
- Camouflage: +2 to Stealth rolls in native fen and forest terrain.
- Glaive-Horn: Str+d8, AP 3.
- Poison (Paralytic): Delivered by its harpoon (see below). A target hit must make a Vigor roll at -2. Success means they are Shaken. A failure means they are Stunned. A critical failure means they are paralyzed and unable to act for 1d4 rounds.
- Reach 1”: Its tentacles give it an extended reach.
- Size 3 (Large): Increases Toughness by 3.
- Tentacles: Str+d6. A raise on the Fighting roll Entangles the target.
- Weakness (Hypnotic Lights): If confronted with a significant source of complex, shifting light, the horror must make a Spirit roll or become Distracted and Vulnerable.
Shadowrun, Sixth World
Elder Fenland Chimeran This is a legendary paracritter, an alpha specimen that has survived for decades, growing huge and cunning. Its magical nature has deeply saturated its being, making it unnaturally resilient.
Attributes
- Body: 9
- Agility: 5
- Reaction: 5
- Strength: 8
- Willpower: 5
- Logic: 2
- Intuition: 4
- Charisma: 1
- Magic: 5
- Edge: 3
Derived Stats
- Initiative: 9 + 2d6
- Defense Rating: 9
- Condition Monitor (P/S): 13 / 11
- Armor: 15 (Hardened Natural Armor)
Skills: Unarmed Combat 5, Perception 4, Stealth 5, Running 3
Powers
- Burrowing (3): The chimeran can move through soil or mud at a rate equal to its normal speed.
- Camouflage: When in its native fen or forest terrain, the chimeran gains 4 bonus dice on its Stealth tests.
- Enhanced Senses: Olfactory, Tremor Sense.
- Natural Weapon (Horn): DV (STR/2) + 3P, AP -3.
- Natural Weapon (Tentacles): DV (STR/2)P. A successful attack also initiates a grapple.
- Regeneration: At the start of its Action Phase, the chimeran automatically heals 2 boxes of Physical damage.
- Toxin (Harpoon): A ranged attack (Agility + Athletics), Injection vector with a Speed of 1 Combat Turn and a Power of 10. The effect is Paralysis.
- Allergy (Complex Light Patterns, Severe): When exposed to significant, rapidly shifting light patterns (like strobes or certain illusion spells), the chimeran suffers a -4 dice pool penalty to all actions.
Starfinder Roleplaying Game
Ancient Vexian Glaive-Maw CR 9, XP 6,400 N Huge magical beast
Init +4; Senses low-light vision, tremorsense 120 ft.; Perception +17
Defense
- EAC 22; KAC 24
- HP 155
- Fort +13; Ref +13; Will +9
- Defensive Abilities Poisonous Hide; Immunities poison
Offense
- Speed 40 ft., burrow 20 ft., climb 30 ft.
- Melee horn +21 (2d10+15 P) or tentacle +21 (2d8+15 B plus Grab)
- Space 15 ft.; Reach 10 ft. (15 ft. with tentacle)
- Offensive Abilities Erupting Pounce, Paralytic Harpoon
Statistics
- Str +6, Dex +4, Con +7, Int -4, Wis +2, Cha -2
- Skills Athletics +22, Stealth +17
- Other Abilities camouflage, trapdoor lure
Special Abilities
- Camouflage: In forests or fens, a Glaive-Maw gains a +4 bonus to Stealth checks.
- Erupting Pounce (Ex): If the Glaive-Maw begins its turn hidden in its burrow, it can move up to its speed and make a full attack at the end of its movement.
- Paralytic Harpoon (Ex): As a standard action, the Glaive-Maw can fire a harpoon at a target within 60 feet. On a hit (+18 to hit), the target takes 3d8+9 piercing damage and must succeed at a DC 18 Fortitude save or be paralyzed for 1d4 minutes.
- Poisonous Hide (Ex): A creature that strikes the Glaive-Maw with a natural weapon or unarmed strike takes 2d6 poison damage (DC 18 Fortitude save negates).
- Trapdoor Lure (Ex): While motionless in its burrow with only its anemone-like mane visible, it is indistinguishable from a rare exotic flower (DC 22 Nature check to identify).
Warhammer Fantasy Roleplay, 4th Edition
Ancient Mire-Fiend A legendary beast spoken of only in whispers by the Fen-folk—a creature of immense size and cunning that has claimed a vast swath of the deep marshes as its personal domain.
Ancient Mire-Fiend Profile
| WS | BS | S | T | I | Ag | Dex | Int | Fel | WP |
| 65 | – | 60 | 70 | 45 | 35 | 25 | 15 | – | 55 |
Traits: Armour (4), Amphibious, Burrow (8), Camouflaged (Woods & Marshes), Fear (2), Horn (Impale, Vicious), Poison (Contact, Potent), Size (Large), Tentacles (2, Entangle), Terror (2), Weapon (Horn) +10, Weakness (Flickering Lights)
- Paralytic Harpoon: Once per combat, the Mire-Fiend can make a ranged attack with a range of 8 yards. A target hit must make a Very Hard (–30) Endurance Test or gain the Stunned Condition for 1 round and the Paralysed Condition for 1d10 rounds.
- Weakness (Flickering Lights): If confronted with complex, shifting light patterns, it must pass a Difficult (–10) Willpower Test or gain the Stunned Condition for 1 round as it stares blankly at the source. Talents: Relentless, Tenacious, Furious Assault.
Traveller, Mongoose 2nd Edition
Alpha Maglemosian Ground-Squid (Wild Card) An alpha specimen of its species, a legendary predator that has grown massive and powerful over decades of successful hunting. It is considered the apex predator of its ecosystem.
UPP: ABBA44 Hits: 35 Speed: 14m (6m burrowing, 14m swimming) Skills: Athletics (digging) 2, Melee (natural) 2, Recon 2, Stealth 2 Attacks:
- Goring Horn – 10; 3d6+3
- Claws (Frenzy) – 10; 2d6+3
- Tentacles – 10; Grapple
Traits:
- Armor: Ancient Carapace (Armor 6).
- Amphibious: Breathes air and water.
- Burrower: Moves 6m per round through soft earth.
- Camouflage: Gains DM+2 to Stealth checks in fen or forest terrain.
- Frenzy (2): May make two Claw attacks per round, but suffers DM-2 to all attacks.
- Poison (Paralytic Harpoon): As an attack, can fire its harpoon up to 20m. A target hit must make a Very Difficult (12+) END check or be paralyzed for 1d6 minutes.
- Weakness (Strobe Effect): A confusing, strobing light source forces a Difficult (10+) END check. Failure renders the creature inactive for one round as it stares at the light. Behavior: Territorial Apex Predator, Solitary.