Gulosepia 417

The Gulosepia 417 is a monstrous, feral predator created by the chaotic magical flows of Saṃsāra, merging four distinct and aggressive life forms into a single, brutally efficient hunter.

  • Original Life Forms:
    • Mammalia: Wolverine (Gulo gulo)
    • Cephalopoda: Cuttlefish (Sepiida)
    • Insecta: Rhinoceros Beetle (Dynastinae)
    • Aves: Shoebill Stork (Balaeniceps rex)

Appearance

The Gulosepia has the low-slung, powerfully muscled body of a wolverine, covered in thick, dark, oily fur. Its back and shoulders are protected by a heavy, segmented carapace of iridescent chitin, much like that of a rhinoceros beetle. The creature’s head is its most terrifying feature: it has the oversized, blocky shape and massive, hook-tipped beak of a shoebill stork. A large, curved, chitinous horn, like that of a rhino beetle, juts from the top of its head. Its eyes are the large, unnervingly intelligent eyes of a cuttlefish, with distinctive W-shaped pupils. The skin and fur are covered in chromatophores, allowing it to change color and texture in an instant, shifting from mottled swamp patterns to the appearance of wet stone or wood. Hidden within sheaths on either side of its beak are two long, retractable feeding tentacles, tipped with suckers, that can lash out with incredible speed.


Size

The Gulosepia is a Medium creature. It stands roughly 3 to 4 feet tall at the shoulder and measures 5 to 6 feet in length from beak to tail. Its dense muscle, bone, and chitinous armor give it significant weight, typically between 200 and 250 pounds.


Speed

  • Land Speed: 40 feet
  • Swim Speed: 30 feet

Stat Modifiers

  • Strength: +4
  • Dexterity: +2
  • Constitution: +5
  • Intelligence: -3
  • Wisdom: +3
  • Charisma: -4

Skills

  • Stealth: The creature is a master of camouflage, able to blend seamlessly into its surroundings.
  • Perception: Its keen eyesight and sense of smell make it an excellent tracker and sentry.
  • Athletics: Its powerful build allows it to climb, swim, and charge with surprising force.
  • Survival: It is an apex predator, perfectly adapted to hunting and surviving in its chosen environment.

Behavior

The Gulosepia is a solitary and fiercely territorial ambush predator. It uses its camouflage to lie perfectly still for hours, often partially submerged in water or mud, resembling a moss-covered log or rock. When prey comes within range, it erupts into motion, using its tentacles to snatch smaller victims or its powerful charge to gore larger ones with its horn. It is relentlessly aggressive and will attack any creature that enters its territory, regardless of size.


Diet

As an opportunistic hypercarnivore, the Gulosepia has a varied diet. It consumes fish, large amphibians, birds, and any mammals unfortunate enough to wander near its lair. It uses its tentacles to grab aquatic prey, its massive beak to crush shells and bone, and its horn to disable and bleed out larger animals.


Emotions

This creature is feral and driven by instinct. Its emotional range is limited to primal states such as hunger, territorial aggression, suspicion, and surges of predatory rage. It is incapable of complex emotions like affection or loyalty.


Environment Where Found

The Gulosepia thrives in wetlands, swamps, murky river deltas, and dense, humid jungles. Its adaptations make it a perfect predator in environments where land and water meet, allowing it to exploit both ecosystems for hunting grounds.


Tags: Beast, Monstrosity, Feral, Amphibious, Ambusher, Chitinous Armor, Camouflage, Carnivore, Solitary, Territorial, Tentacled, Beaked, Horned, Chimeric, Chromatophore, Swamp-dweller, Magical Beast

Life Cycle

The life cycle of a Gulosepia is a harsh and transformative process, reflecting its chaotic origins.

  • Spawning: A female Gulosepia lays a clutch of 10-20 leathery, grapefruit-sized eggs in a hidden underwater nest woven from river weeds and mud. The eggs are coated in a mucus that mimics the texture and color of the surrounding riverbed, making them nearly impossible to find. Once the clutch is laid, the female abandons it entirely.
  • Larval Stage: After an incubation period of roughly 49 days (one of Saṃsāra’s “months”), the eggs hatch into soft-bodied, purely aquatic larvae. These “gulo-grubs” are voracious, legless predators with powerful mandibles and underdeveloped tentacles. They spend several months at the bottom of the waterway, consuming fish, crustaceans, and each other until only one or two of the strongest from the clutch remain.
  • Metamorphosis: Upon reaching a sufficient size, the surviving larva crawls onto a secluded mud bank or islet. It sheds its larval skin in a painful, week-long process, during which it is incredibly vulnerable. From the husk emerges a juvenile Gulosepia, a miniature version of the adult with soft chitin and a disproportionately large beak.
  • Maturity and Lifespan: The juvenile hunts small prey, growing rapidly and hardening its carapace over two years. Once it reaches full size, it stakes out a large territory and will live a solitary life for up to 25 years, growing ever more cunning and scarred.

Mating

Mating is the only time Gulosepia intentionally seek each other out and is a rare, perilous event. Once every few years, during a period of intense magical flux in their environment, males are driven by instinct to find a female’s territory. To avoid being immediately attacked and eaten, the male must perform an elaborate courtship display. Using the chromatophores in its skin and fur, it creates a dazzling, hypnotic series of shifting patterns and colors. This display placates the female’s aggression long enough for mating to occur. The union is brief and violent, after which the female’s territorial rage returns, forcing the male to flee for his life.

Tactics

The Gulosepia is a cunning and patient predator that relies on surprise and overwhelming force.

  • The Still Hunt: Its primary tactic is ambush. It will submerge itself in murky water or nestle into dense undergrowth, engaging its Chameleonic Hide to perfectly match its surroundings. It can remain completely motionless for days, an ability locals call the “Shoebill Stillness,” waiting for suitable prey to wander into its kill zone.
  • Sudden Eruption: The attack is brutally swift. For smaller or unsuspecting targets, it lashes out with its 15-foot-long tentacles to grapple and drag the victim toward its crushing beak. For larger, more dangerous prey, it erupts from hiding in a Gore Charge, using its immense strength and sharp horn to impale and incapacitate its foe in a single, devastating strike.
  • Environmental Control: It is intelligent enough to use its environment to its advantage, often trying to drag land-based creatures into the water where they are clumsy and the Gulosepia is a fast, agile swimmer. Its armored carapace is often used to deflect blows while it repositions for another strike.

Actions

  • Multiattack: The Gulosepia makes two attacks: one with its Bone-Shattering Beak and one with its Gore Charge.
  • Bone-Shattering Beak: A vicious melee attack that crushes bone and armor. Creatures hit by this attack may have their movement speed reduced as their bones are fractured.
  • Gore Charge: The Gulosepia charges forward in a straight line, impaling a target with its horn. This attack deals massive piercing damage and may knock the target prone.
  • Tentacle Lash: As a special action, the Gulosepia can lash out with its two tentacles at a distance. On a successful hit, the target is grappled and pulled closer to the creature.
  • Chameleonic Hide: As a bonus action, if the Gulosepia is in suitable terrain (murky water, dense foliage, etc.), it can attempt to hide, gaining near-invisibility until it moves or attacks.

Other Interesting Information

  • Aura Sight: The creature’s unique W-shaped pupils are not just for show; they can perceive the flow of magical and vital energies. This allows them to “see” the life force of hidden or obscured creatures, making them exceptionally difficult to hide from.
  • Role in the Ecosystem: As an apex predator, the Gulosepia is a keystone species for its wetland environment. Its presence is an indicator of a wild, magically-potent area. Their extreme territoriality ensures their population remains sparse, preventing them from overhunting their domain.
  • Alchemical & Crafting Components: The body of a Gulosepia is highly prized by alchemists, enchanters, and armorers.
    • Iridescent Carapace: The chitinous plates can be masterfully crafted into shields or armor that grant the wearer a natural camouflage ability.
    • Beak and Horn: These can be fashioned into terrifyingly effective piercing weapons that retain some of the creature’s bone-crushing power.
    • Chromatophore Glands: The glands that control its color-shifting can be rendered into potent potions of invisibility or used as a pigment for illusionary magic.

Adventurers might encounter or search for a Gulosepia 417 for several reasons, ranging from accidental intrusion to deliberate, high-stakes quests. These encounters are driven by the creature’s aggressive nature, its dangerous habitat, and the rare, valuable components that can be harvested from its body.


Accidental Encounters

Most often, adventurers will stumble upon a Gulosepia by mistake, leading to a fight for survival.

  • Territorial Intrusion: The most common reason for an encounter is simply bad luck. A party traveling through a swamp or jungle may unknowingly trespass into the creature’s hunting grounds. Given its fiercely territorial and aggressive nature, the Gulosepia would view the adventurers as a threat and initiate an ambush.
  • Investigating Disappearances: A local village or trading post might hire the party to solve a mystery of missing livestock or people. The investigation could lead them deep into the wetlands, where they discover the Gulosepia is the predator responsible.
  • Escort Mission Gone Wrong: The adventurers might be escorting a merchant, researcher, or noble through the wilderness. A planned route could be flooded or blocked, forcing them into a detour through the swamps, leading to an unexpected and violent confrontation with the beast.

Deliberate Hunts

Parties may also intentionally seek out a Gulosepia, fully aware of the danger, because the potential rewards are worth the immense risk.

  • The Thrill of the Hunt: A powerful warrior’s guild, a big-game hunter, or a noble seeking to prove their valor may post a lucrative bounty for killing such a rare and deadly beast. Adventurers seeking fame and fortune would be drawn to this challenge.
  • Rare Alchemical and Crafting Components: The Gulosepia’s unique physiology makes its body parts highly valuable. A master armorer might pay a king’s ransom for its iridescent carapace to forge a suit of camouflaging armor. An alchemist might require its chromatophore glands for a legendary potion of invisibility. The adventurers would be hired as specialized hunters to procure these potent magical reagents.
  • A Cure for a Curse: In a world suffused with magic, a rare disease or potent curse might only be cured by an equally rare component. The Gulosepia’s heart or liver, teeming with transformative energy, could be the key ingredient. This would launch a party on a desperate quest to slay the beast to save a life.
  • Restoring Ecological Balance: A particularly ancient and powerful Gulosepia might become over-aggressive, expanding its territory to threaten local wildlife or block a vital river trade route. A druid circle or a local governor might hire the adventurers as ecological problem-solvers to remove the specific creature and restore balance to the region.

Beyond the more obvious hide, horn, and carapace, a skilled adventurer with the right tools can harvest several other rare and powerful ingredients from the corpse of a Gulosepia 417.

The Eyes of Aura Sight

The large, W-shaped pupils of the Gulosepia are the source of its ability to perceive magical and vital energies. If carefully extracted and preserved, these eyes are potent magical reagents.

  • Use: A skilled alchemist can grind a preserved eye into a fine dust to create a Potion of Aura Sight, allowing the user to see the life force of living creatures and the glow of magical auras for a short time. An enchanter can also embed a whole eye into a lens, helmet, or amulet to create a permanent magic item that grants the wearer the ability to see invisible creatures.

Grasping Tentacle Suckers

The suckers that line the creature’s two feeding tentacles possess an unnatural gripping strength. They can be harvested individually and retain their adhesive properties if properly treated with a mixture of salt and alcohol.

  • Use: When affixed to gloves, they create Gloves of Tenacious Grip, which provide a significant advantage when climbing or attempting to prevent being disarmed. Crafters can also use them to create reusable climbing bolts that can adhere to nearly any surface without needing a crack or fissure.

Hyper-Adrenal Gland

Inherited from its wolverine ancestry and amplified by its magical nature, the Gulosepia’s adrenal glands are sacs of pure, distilled ferocity. These glands are roughly the size of a human fist and are located near the kidneys.

  • Use: When carefully processed by an alchemist, a single gland is the primary component for a powerful Potion of Feral Rage. Anyone who drinks this concoction gains a temporary, tremendous boost in strength and resistance to pain, but they suffer from mental clouding and debilitating exhaustion when the effect wears off.

Chaotic Blood

The blood of the Gulosepia is an alchemical nightmare and a miracle. As a magical chimera, its blood is a roiling, unstable mixture of four different life forms. It never truly becomes inert, even after being drained from the corpse.

  • Use: The blood is a universal alchemical catalyst. Adding a small amount to another potion can double its duration or potency. However, this comes with a risk. The chaotic nature of the blood can corrupt the original potion, causing a completely random and often detrimental side effect.

Swamp Bezoar

Due to its hyper-carnivorous diet, the Gulosepia’s stomach often contains a bezoar—a hard, stone-like mass of indigestible materials like bones, scales, claws, and fur, all cemented together by neutralized toxins and magical residue.

  • Use: A Gulosepia Bezoar is a powerful, all-purpose antitoxin. When ground into a powder and ingested, it can neutralize almost any mundane or magical poison. Wearing it as a charm is also believed to grant the wearer a baseline resistance to venom and disease.

Tale of Four Gluttons

Hear now the telling of the Still-Water Devil, as it was carved on the swamp-stones ere they sank. The translation is a thing of difficulty, for the glyphs are of a more ancient time, from a tongue that knew the world when it was newer, and wetter.

It is said that in the beginning of the Great Murk, which was the name for all the swamps and deltas of the world, there were four great and ancient spirits. They were not gods, but they were older than the peoples of the land, and each was a king in its own right. Each of these spirits was ruled by a great hunger, a gluttony for a single, perfect thing.

The first was the Spirit of Unending Rage, who took the form of a great wolverine. His hunger was for strength. He wished for muscle that would never tire and a fury that could overcome any foe. He was strong, but he knew his hide could be pierced.

The second was the Spirit of Chitinous Pride, who appeared as a beetle of immense size. His hunger was for perfect defense and a perfect weapon. He desired a shield that could not be broken and a horn that could break anything. He was armored, but he knew his movements were slow.

The third was the Spirit of Hidden Thoughts, who swam in the deeps as a cuttlefish larger than a man. His hunger was for sight and secrecy. He longed for eyes that could see what is real and what is not, and a cloak that could make him one with the water and the stone. He was unseen, but he knew he was soft and vulnerable.

The fourth was the Spirit of Patient Stone, who stood in the reeds as a shoebill of terrible size. His hunger was for the perfect moment. He yearned for the patience to outlast mountains and a beak that could deliver a single, inescapable end to any hunt. He was patient, but he knew his single strike, if it missed, left him open.

For ages, these four gluttons ruled their parts of the Great Murk, each coveting the gifts of the others. Then came a time that is named the Maelstrom of Potential, when the magic of the world flowed like a river in flood, and the rules of what a thing could be were made soft, like wet clay.

The four spirits, in their greed, saw their chance. They met in the heart of the swamp where the magic was strongest. They did not seek to share their gifts, for their hunger was not for sharing. They sought to take. A pact was made, a terrible pact sealed not with words, but with teeth and horn and beak and tentacle. Each believed that by consuming the others during the maelstrom, they could steal the desired perfection for themselves.

As the magic reached its peak, the four gluttons fell upon one another in a chaotic frenzy. The Spirit of Unending Rage tore at the Chitinous Pride. The Spirit of Patient Stone struck at the Spirit of Hidden Thoughts. The battle was not of one against three, but of each against all, a maelstrom of greed within the Maelstrom of Potential.

But the magic of that time was not a simple thing. It did not grant victory. It only sought to merge. As the four spirits tore each other apart, the magic took their warring essences, their four great hungers, and wove them into a single, horrifying vessel.

From the bloody, churning water, a new creature pulled itself onto the mud. It had the furious, muscled body of the wolverine. Upon its back grew the unbreakable chitin of the beetle, and from its head, the beetle’s piercing horn. Its head was the patient, stony head of the shoebill, with the beak that meant the end of all things. And its eyes were the deep, knowing eyes of the cuttlefish, seeing all, while its new skin rippled with the cuttlefish’s secret patterns. From sheaths beside its beak, tentacles lashed out, grasping for prey.

The creature, the first Gulosepia, was born. It possessed all the gifts the spirits had craved. But it did not have their minds, for their minds had been devoured in the pact. It had only their hunger, all four hungers, raging within a single body. It was a creature whose fury was armored, whose patient ambush saw all, and whose perfect strike was hidden from sight. It was a masterpiece of predation, and a prison of eternal, conflicting desire. It was forever strong, yet forever vulnerable; forever patient, yet forever raging.

Moral of the story: When four hungers devour each other, they create a single, greater hunger that can never be satisfied.

Suggested conversions to other systems:

Dungeons & Dragons 5th Edition

Gulosepia

Large monstrosity, unaligned

Armor Class 16 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft., swim 30 ft.

STR 18 (+4), DEX 14 (+2), CON 18 (+4), INT 4 (-3), WIS 16 (+3), CHA 3 (-4)

Skills Perception +6, Stealth +8, Athletics +7 Damage Resistances poison Senses darkvision 60 ft., passive Perception 16 LanguagesChallenge 6 (2,300 XP) Proficiency Bonus +3

Amphibious. The gulosepia can breathe air and water.

Aura Sight. The gulosepia can see invisible creatures and objects within 60 feet of it as if they were visible, and it can see the original form of a shapechanger or a creature that is transformed by magic.

Chameleonic Carapace. The gulosepia has advantage on Dexterity (Stealth) checks. As a bonus action, it can take the Hide action.

Shoebill Stillness. If the gulosepia has not moved during its turn, it is indistinguishable from a mossy log or rock while in its swampy environment.

Actions

Multiattack. The gulosepia makes two attacks: one with its Bone-Crushing Beak and one with its Gore.

Bone-Crushing Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or have its speed halved for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the gulosepia moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Tentacle Lash (Recharge 5–6). The gulosepia lashes out with its tentacles at one creature within 15 feet of it. The target must make a DC 15 Dexterity saving throw. On a failed save, the target takes 10 (3d6) bludgeoning damage and is pulled up to 15 feet straight toward the gulosepia.


Call of Cthulhu 7th Edition

The Murk-Lurker

Amalgam of the Swamp, Feral Hunter

STR 90, CON 95, SIZ 80, DEX 60, INT 25, POW 70

HP: 18 Damage Bonus: +1d6 Build: 2 Move: 9 / Swim 10

Armor: 4 points of chitinous plating and thick hide.

Attacks Fighting (Brawl) 70%, damage 1d3+DB or by attack type

  • Crushing Beak: Deals 1d8+DB piercing damage.
  • Impaling Horn: Deals 1d10+DB piercing damage. If the Murk-Lurker moves at least half its movement before this attack, the target must succeed on a Hard STR roll or be impaled. An impaled victim is grappled and automatically takes damage each subsequent round until they succeed on an Extreme STR roll to escape.
  • Tentacle Snare: Can be used on a target up to 5 yards away. On a success, the target is grappled and may be pulled toward the creature on subsequent rounds.

Skills: Dodge 35%, Stealth 80%, Spot Hidden (Aura Sight) 75%.

Spells: None.

Sanity Loss: 1/1d6 Sanity points to see the Murk-Lurker.


Blades in the Dark

The Sump-Gnasher

A territorial horror lurking in the ink-black canals and forgotten waterways of Duskvol. A fusion of impossible creatures, it is a living embodiment of feral hunger and aggression.

Threat: Tier III Demonic, Solitary

Drives: To defend its territory, to devour intruders, to drag flesh into the cold dark.

Qualities:

  • Terrifying Amalgam: A monstrous fusion of creatures, causing panic and fear.
  • Amphibious Horror: Equally at home on a slick stone embankment or in the lightless depths.
  • Chitin-Plated: Its thick hide and carapace can turn aside blades and buckshot. (Armor)
  • Sudden Ambusher: Strikes from hiding with unnatural speed and ferocity.
  • Unseen Hunter: Its skin shifts to match the grime-slicked stones and shadows of the canals.

GM Actions (Moves):

  • Lash out with ensnaring tentacles from the water’s surface.
  • Erupt from the depths, horn-first.
  • Disappear beneath the murky water in an instant.
  • Shatter a limb or weapon with its massive beak.
  • Reveal its full, horrific form (inflict Harm: Terrified).

GM may start a 6-segment clock labeled “Dragged Beneath the Surface” when a PC is grappled by its tentacles.


Knave 2nd Edition

Carapace Wolverine

HD: 6 Armor: As Plate (16) Morale: 10 Attack: Beak/Horn (d10 piercing damage, +6 to hit)

Description: A low-slung, furry beast with a hard, chitinous shell. Its massive, beaked head sports a large horn and unnerving, intelligent eyes.

  • Amphibious: Breathes and moves in water without penalty. Its speed is halved when swimming.
  • Camouflage: Has advantage on all Dexterity (Stealth) checks when in its native swamp environment.
  • Ambusher: If it attacks a creature that is surprised, its first attack deals double damage.
  • Gore Charge: If it moves its full speed in a straight line before attacking with its horn, it adds +2 to its attack roll.
  • Tentacle Snare: As an action, it can attempt to grapple a target within 15ft. The target must save vs. Strength or be grappled. While grappled, the wolverine has advantage on attacks against the target with its Beak.

Fate Core System

Glutton of the Swamp

A monstrous predator born of chaos, the Glutton of the Swamp is a territorial hunter that fuses the most aggressive aspects of several creatures into one brutally efficient form.

High Concept: Territorial Amalgam Predator

Trouble: Four Hungers in One Body

Other Aspects: Chitinous Walking Fortress, Now You See Me, Now You’re Dead, Patient Hunter of the Wetlands

Skills +5 Fight +4 Physique, Stealth +3 Athletics +2 Notice +1 Will

Stress and Consequences Physical Stress: ☐☐☐☐ Mental Stress: ☐☐ Consequences: Mild, Moderate, Severe

Stunts Chitinous Armor. The Glutton has Armor: 2 against physical attacks.

Ambush Predator. When the Glutton attacks from hiding, it gets a +2 to its first Fight roll.

Tentacle Snare. The Glutton can use its Fight skill to make physical attacks against targets in an adjacent zone. If successful, it can choose to pull the target into its zone instead of inflicting stress.

Gore Charge. When the Glutton successfully Overcomes an obstacle to charge an opponent, it places a free invocation on a Gored or Knocked Prone situation aspect.


Numenera & Cypher System

Chitinous Stalker

This feral predator is a chaotic fusion of multiple organisms, perfectly adapted to ambush prey in swampland environments. Its alien eyes see more than just the physical world, and its hide shifts to match the light and shadow of the murk.

Level: 6 Health: 24 Damage: 6 points Armor: 3 Movement: Short; Immediate when swimming.

Modifications: Stealth as level 8; Perception as level 7.

Combat: The Chitinous Stalker is an aggressive ambusher. It lies in wait, perfectly still and camouflaged, before erupting into violence. Its Gore Charge is a level 7 attack that inflicts 8 points of damage. Its tentacles have a reach of immediate range; a target struck by a tentacle must make a level 6 Speed defense roll or be grappled and pulled adjacent to the stalker. As an action, it can use its chameleonic carapace to blend into the surrounding environment. The difficulty of all tasks to perceive the stalker is increased by two steps until it moves or attacks.

Interaction: The Chitinous Stalker is a feral beast that attacks any creature it perceives as a threat or prey within its territory.

Loot: A successful scavenger might find 2d6 shins, a chameleonic carapace that could be used to craft stealthy armor (level 7), and a 1 in 10 chance of a random cypher lodged in its gut.


Pathfinder 2nd Edition

Gulosépia – Creature 6

N, Large, Amphibious, Animal, Beast

Perception +15; darkvision, Aura Sense (imprecise) 60 feet Skills Athletics +16, Stealth +14, Survival +13 Str +6, Dex +2, Con +5, Int -4, Wis +3, Cha -2

AC 24; Fort +17, Ref +12, Will +13 HP 110 Resistances poison 10

Speed 30 feet, swim 30 feet

Melee [one-action] Beak +16 (deadly d10), Damage 2d8+8 piercing plus Grab Melee [one-action] Horn +16, Damage 2d10+8 piercing Melee [one-action] Tentacle +16 (agile, reach 15 feet), Damage 2d6+6 bludgeoning

Offensive Abilities Ambush Strike [one-action] (Attack) If the gulosépia is hidden from a creature and its first Strike this turn hits, the creature is flat-footed to the gulosépia for the rest of the gulosépia’s turn.

Impaling Charge [two-actions] The gulosépia Strides twice and then makes a Horn Strike. If the Strike hits, it deals an extra 2d10 damage.

Snatching Tentacles A creature hit by the gulosépia’s tentacle is pulled up to 10 feet toward it.

Constrict [one-action] 2d8+6 bludgeoning, DC 24 basic Fortitude save. Requires a creature to be grabbed by the gulosépia.


Savage Worlds Adventure Edition (SWADE)

The Gulo-Beast

A monstrous swamp predator, the Gulo-Beast is a terrifying fusion of wolverine, beetle, and things even stranger. It hunts from the shadows of the swamp, using its unnatural camouflage to get the drop on its prey before goring them with its horn or crushing them with its beak.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12, Vigor d10 Skills: Athletics d10, Fighting d10, Notice d8, Stealth d10, Survival d8 Pace: 7; Parry: 7; Toughness: 10 (3)

Edges: Brute

Special Abilities:

  • Armor +3: Heavy chitinous carapace.
  • Amphibious: Pace 6 in water; can breathe underwater.
  • Bite/Horn: Str+d8. The Horn has AP 2.
  • Camouflage: In its native swamp, the Gulo-Beast is effectively invisible. It gains a +4 bonus to Stealth rolls and attackers must make a Notice roll at -4 to target it.
  • Fear (-1): The sight of the Gulo-Beast is terrifying.
  • Size 1: Larger than a standard human.
  • Tentacles: Can make two tentacle attacks at Str+d6 with no multi-action penalty. Tentacles have Reach 2″. A raise on a tentacle attack makes the target Entangled.

Shadowrun, Sixth World

EVO Swamp Stalker

A bio-engineered monstrosity rumored to have been designed by Evo as a territorial guard critter for its more remote, swampland facilities. Sightings of these creatures have increased in the polluted wetlands of the world, suggesting more than a few have escaped containment. They are brutally efficient predators, combining strength, armor, and an unnatural ability to blend in with their surroundings.

ATTRIBUTES Body: 8 Agility: 5 Reaction: 5 Strength: 7 Willpower: 5 Logic: 2 Intuition: 4 Charisma: 2 Edge: 2

DERIVED STATS Initiative: 9 + 1d6 Physical Condition Monitor: 12 Stun Condition Monitor: 11 Defense Rating: 18 (10 from Hardened Armor)

SKILLS Unarmed Combat 7, Stealth 6, Perception 5, Running 4, Swimming 4

CRITTER POWERS Armor (10): The Swamp Stalker’s carapace provides 10 points of Hardened Armor. Chameleonic Hide: The creature gains 2 Edge on any Stealth test when in a natural or polluted wetland environment. Enhanced Senses: Low-Light Vision, Thermographic Vision. Natural Weapon (Beak/Horn): Damage Value 6P, AP -2. Reach (2m): Its prehensile tentacles allow it to make Unarmed Combat attacks at a greater distance. Aquatic: The creature can breathe underwater and suffers no movement penalties for swimming.


Starfinder

Verexian Mire-Beast – CR 6

XP 2,400 N Large magical beast (aquatic) Init +2; Senses darkvision 60 ft., blindsense (life) 30 ft.; Perception +13

DEFENSE HP 95; RP 4 EAC 17; KAC 19 Fort +10; Ref +10; Will +7 Defensive Abilities Chitinous Plating (DR 5/—); Immunities poison

OFFENSE Speed 40 ft., swim 40 ft. Melee Beak +16 (1d8+10 P; critical wound) or Horn +16 (1d10+10 P; critical knockdown) or Tentacle +14 (1d6+10 B plus grab) Multiattack Beak +10, Horn +10, 2 Tentacles +8

STATISTICS Str +4, Dex +2, Con +5, Int -3, Wis +3, Cha -1 Skills Athletics +18, Stealth +13, Survival +13

ECOLOGY Environment warm swamps, jungles, and marshes Organization solitary

SPECIAL ABILITIES Ambush Predator (Ex) In a surprise round, the Verexian Mire-Beast may take a full round of actions. Chameleonic Hide (Ex) As a move action, the Mire-Beast can alter the color and texture of its hide to blend in with its surroundings, gaining the effects of concealment (20% miss chance) for 1 minute. Blindsense (Life) (Ex) The Mire-Beast can sense the vital signs of living creatures within 30 feet, allowing it to perceive them without sight.


Mongoose Traveller 2nd Edition

Swamp Grappler

89A470-A Skills: Stealth-2, Athletics-3, Recon-2

Traits: Armour (Carapace), Natural Weapon (Beak, Horn, Tentacles), Amphibious, Enhanced Senses (Recon), Camouflage

Behavior: Territorial Predator, Carnivore

Description: A large, low-slung predator found in the dense wetlands of high-bio-density worlds. Its thick carapace provides exceptional protection, making it a difficult foe for any expeditionary team. It is a patient ambush hunter, using its natural camouflage to lie in wait for days at a time. Its primary attacks include a goring charge with its large horn, a powerful crushing beak, and two long, grappling tentacles used to drag prey into the water. Its hide is prized for its adaptive camouflage properties, but harvesting it is a significant challenge.

Attacks: Beak: 2D damage Horn: 2D+2 damage Tentacles: Grapple (STR 8 vs target’s STR or DEX)


Warhammer Fantasy Roleplay 4th Edition

The Gulo-Beak

A foul beast of the deep swamp and murky river delta, the Gulo-Beak is a nightmarish fusion of fur, chitin, and insatiable hunger. Scholars who have survived encounters describe it as a creature born from the raw, untamed energies of the wilderness—a symbol of nature’s capacity for brutal, unthinking violence. It is solitary and fiercely territorial, and many a river barge has gone missing after straying too close to the reed beds where one of these monsters lairs.

CHARACTERISTIC PROFILE M 6, WS 55, BS 0, S 50, T 60, I 50, Ag 45, Dex 30, Int 15, WP 50, Fel 5

Skills: Athletics 65, Perception 70, Stealth (Swampland) 75, Survival 60 Talents: Ambidextrous, Menacing 3, Relentless Traits: Amphibious, Armour (3), Fear (2), Natural Weapons (Beak, Horn), Size (Large), Swamp-dweller, Tentacles (2), Tenacious Wounds: 36 (Toughness Bonus x 2 + Willpower Bonus)

ACTIONS Vicious Beak: WS 55, Damage: SB+4 = 9 Goring Horn: WS 55, Damage: SB+6 = 11. If used with a Charge action, this attack gains the Impale Quality. Lashing Tentacles (2): WS 55, Damage: SB+2 = 7. These attacks may be used to make Grapple attempts.

SPECIAL RULES Camouflage: When in a swamp or wetland environment, the Gulo-Beak may spend a Manoeuvre to blend into its surroundings. Its next attack against an unaware target is considered an Ambush.