Hymeno Cephalos 339

In the bio-magical pockets of Saṃsāra, where the remnants of the Old World’s genetic data-streams leak into the environment, the Hymeno-Cephalos 339 represents a terrifying intersection of collective intelligence, tactical camouflage, and chemical warfare.

Original Life Forms

  1. Insecta (Insects): The Bullet Ant (Extreme pain-inducing neurotoxin and social aggression).
  2. Cephalopoda (Mollusks): The Mimic Octopus (Adaptive camouflage and multi-limbed flexibility).
  3. Chondrichthyes (Cartilaginous Fishes): The Great White Shark (Electroreception and serrated dentition).
  4. Clitellata (Annelids): The Medicinal Leech (Elastic body and anticoagulant saliva).

Hymeno-Cephalos 339

Appearance: The Hymeno-Cephalos 339 possesses a central, segmented torso reminiscent of a massive, black-chitinous ant, but its limbs are not rigid. Instead, it has eight muscular, boneless tentacles that can mimic the texture and color of stone or foliage. The creature’s head is broad and shark-like, featuring rows of serrated, replaceable teeth, but the eyes are absent; instead, the snout is covered in “Ampullae of Lor-En,” bio-magical pores that detect the electrical impulses of living nervous systems. Its tail is a long, worm-like siphon that can extend and contract with incredible elasticity, ending in a needle-like stinger that drips with a thick, syrupy anticoagulant.

Size: Large (8 feet long, but can compress itself to fit through a 1-foot opening). Speed: 40 ft. (Land), 40 ft. (Swimming/Climbing).

Stat Modifiers

  • STR: +2 (Muscular constriction)
  • DEX: +4 (Limbless flexibility and camouflage)
  • CON: +3 (Rubbery, elastic hide)
  • INT: -3 (Cunning but feral)
  • WIS: +4 (Acute electroreception)
  • CHA: -3 (Uncanny and repulsive)

Skills

  • Neural Agony: When the stinger hits, the victim must resist a neurotoxin. On a failure, they are incapacitated by pain that is described as “being burned alive while walking on glass.”
  • Adaptive Backgrounding: Can change skin color and texture as a bonus action. Gains Advantage on Stealth checks even when not in cover.
  • Electro-Sight: The creature ignores all visual penalties, including total darkness and invisibility, as long as the target has a functioning nervous system within 60 feet.
  • Leech-Grip: Once a tentacle hits, the creature is automatically grappled. The Hymeno-Cephalos begins to drain fluids, dealing necrotic damage each turn.

Behavior: The 339 is an ambush general. It rarely roams the open world, preferring to attach itself to the ceilings of ruins or the undersides of airship docks, appearing as a harmless patch of moss or rusted iron. It is highly sensitive to the “static” of magic; when a spell is cast nearby, the creature becomes hyper-aggressive, drawn to the electrical flare of the caster’s mind.

Diet: Hematophagous and Carnivorous. It prefers to liquefy the internal organs of its prey with its anticoagulant saliva before siphoning the remains through its tail.

Emotions: Driven by Anticipatory Cruelty and Cold Hunger. It possesses a strange “Hinged-Mind” where it can coordinate with others of its kind through chemical signals, acting as a single, distributed predator.

Environment: Found in the Sunken Laboratories of Vaporspire and the Damp Shadow-Groves of the 73 islands.

Tags: Feral, Multi-Limb, Camouflage, Neurotoxin, Electroreceptor, Elastic, Siphon, Chitinous, Aquatic-Hybrid, Ambush-Predator, Neural-Stinger, Mimic-Skin, Ampullae-Sensed, Pain-Inducer, Elastic-Horror, Shadow-Siphon, Multi-Limbed-Hunter, Bio-Electrical-Tracker, Hemorrhagic-Strike, Hive-Mind-Cunning

Life Cycle

The life cycle of the Hymeno-Cephalos 339 is a gruesome display of parasitic efficiency and rapid metamorphosis, transitioning from a soft-bodied worm to a chitinous apex predator.

  • The Siphon-Clutch (Infancy): Females inject their eggs directly into the soft tissue of a Large living host. The larvae, resembling tiny, translucent leeches, feed on the host’s fluids while remaining hidden beneath the skin.
  • The Chitinous Burst (Juvenile): After three weeks, the larvae develop their primary chitinous segments and shark-like teeth. They exit the host violently and retreat into deep water or thick mud. At this stage, they are highly vulnerable and rely entirely on their adaptive camouflage to survive.
  • Metamorphosis (Adolescence): The juvenile develops its Ampullae of Lor-En (electroreception pores). It begins to hunt small prey, and its eight tentacles grow to their full, boneless length.
  • Apex Maturity: Once the stinger-tail develops its neurotoxin, the creature is considered mature. It establishes a “Shadow-Zone”—a territory where it mimics the environment perfectly to wait for large prey.

Mating

Mating for the 339 is a silent, chemical affair that occurs during the High-Humidity Season when the air is thick with conductive mist.

  • Chemical Pheromone Trails: Males release a syrupy, bioluminescent pheromone into the water or air. Other 339s detect this through their electroreception as a specific “hum” in the local magical field.
  • The Mimic-Dance: When a pair meets, they engage in a visual and tactile display, matching each other’s skin patterns and textures with millisecond precision. This “Synchronization” ensures they are of the same sub-species.
  • The Genetic Siphon: The male uses his tail to deliver a genetic payload into the female’s siphon-tail. Once the transfer is complete, the pair immediately separates to avoid predatory instincts taking over and causing them to consume one another.

Tactics & Actions

The Hymeno-Cephalos 339 uses its environment as a weapon, preferring to end a fight before the victim even knows it has begun.

  • Ceiling Ambush: The creature clings to overhead structures using its Leech-Grip tentacles. It drops its tail-stinger down like a fishing line, seeking the electrical “spark” of a traveler’s heart.
  • Tactical Compression: Because it lacks a skeleton (save for the skull and torso segments), it can compress its body to hide inside pipes, narrow crevices, or even inside the hollowed-out hulls of small steam-boats.
  • Neural Overload: It focuses its attacks on spellcasters or those using heavy steam-technology, as their higher electrical output makes them “brighter” and easier to target.

Key Actions:

  • Multiattack: The creature makes one Beak-Bite attack and two Tentacle-Grasp attacks. If it has a target grappled, it may use its Neural Stinger as a bonus action.
  • Beak-Bite: Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 12 (2d8 + 3) slashing damage. If the target is a living creature, it begins to bleed profusely (taking ongoing damage) due to anticoagulant saliva.
  • Neural Stinger: Melee Weapon Attack: +7 to hit, reach 15 ft. Hit: 10 (2d6 + 3) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be Incapacitated by extreme pain for 1 minute.
  • Adaptive Camouflage: As a bonus action, the creature becomes nearly invisible. Attacks against it have Disadvantage, and it has Advantage on Stealth checks until it attacks or moves.

Other Interesting Information

  • The Agony-Echo: Survivors of a 339 sting often report “phantom shocks.” When they stand near a high-pressure steam valve or a lightning-charged capacitor, their old wound site will throb with the same white-hot pain as the original strike.
  • Bio-Electrical Siphon: In the megacity of Vaporspire, illegal “Bio-Hackers” attempt to harvest the 339’s electro-reception pores. These are integrated into “Ghost-Finder” goggles, which allow the wearer to see the nervous systems of people through walls.
  • Social Signalling: While feral, they are not solitary. They use “Color-Flashes” (rapidly shifting their skin from black to bright yellow) to communicate warnings or the location of a large food source to others of their kind.
  • Vulnerability to “Static Noise”: Strong, erratic electrical fields (like a malfunctioning steam-generator) can “blind” the creature’s electroreception, forcing it to rely on its tactile hairs and making it much easier to surprise.

In the world of Saṃsāra, a party of adventurers typically interacts with the Hymeno-Cephalos 339 due to its unique biological “hardware” or because its presence has turned a vital infrastructure point into a death trap.


1. Professional Retrieval for “Ghost-Sight” Technology

The most common reason to seek this creature is for its Ampullae of Lor-En. These bio-magical electroreception pores are the key component in advanced “Ghost-Sight” goggles.

  • The Bounty: Vaporspire Technocrats pay handsomely for intact sensory snouts. These are used to create optics that allow security forces to see through non-magical smoke, darkness, and even thin walls by tracking the bio-electrical signatures of living beings.
  • Neural Stinger Harvesting: The neurotoxin in the tail is a primary ingredient in “White-Out” sedatives used by elite physicians to perform surgery on patients who have become resistant to standard steam-alchemical numbing agents.

2. Infrastructure Clearance and “Silent” Infestations

Because the 339 can compress its body and mimic rusted metal or mossy stone, it is notorious for infesting the “veins” of Saṃsāra’s cities.

  • Steam-Pipe Sabotage: A 339 may crawl into a city’s main steam-conduit to feed on the ambient magical static. Its presence causes “Neural-Bleed” in the city’s power grid, where citizens begin to feel phantom pains whenever they turn on their lights.
  • Docks and Air-Harbors: These creatures often cling to the undersides of airship landing pads. A party might be hired to perform a “Sweep and Clear” after several dockworkers go missing, leaving behind only desiccated husks.

3. Scientific Research into “Hive-Mind” Chemistry

The Scholarchs of the 73 nations are deeply interested in how a feral creature can coordinate with others of its kind through chemical signals without a centralized brain.

  • Live Capture: Adventurers may be tasked with capturing a specimen alive. This is an extremely dangerous mission that requires Non-Conductive Nets and Sonic Dampeners to “blind” the creature’s electroreception during transport.
  • Mapping the Shadow-Zones: Researchers may hire a party to escort them into a known “Shadow-Zone” to observe the 339’s mating dance or synchronization rituals, which are believed to hold the secret to long-distance, non-magical communication.

4. Accidental Encounter (The “Ceiling-Trap”)

Often, the party is not the hunter, but the hunted.

  • Ruins and Reliquaries: Adventurers exploring ancient laboratories or sunken libraries often overlook the “rusted pipe” or “damp patch of moss” on the ceiling. The first sign of trouble is usually a Neural Stinger dropping silently from above to paralyze a party member.
  • Magic Attraction: Because the 339 is drawn to the “flare” of a functioning nervous system, a party with a high-level Spellcaster or a member using Augmented Steam-Prosthetics acts as a glowing beacon to every 339 within a half-mile radius.

The “Agony-Echo” Hazard

Even if the party kills the creature, the encounter leaves a mark. Survivors must often seek specialized Alchemical Grounding to remove the “Agony-Echo.” Without it, they risk suffering debilitating cramps and neural feedback whenever they encounter high-voltage steam-magic in the future.

In the bio-industrial markets of Saṃsāra, the Hymeno-Cephalos 339 is considered a “high-risk, high-reward” harvest. Because the creature lacks a traditional skeleton, its value lies entirely in its specialized soft tissues and the unique alchemical compounds produced by its complex chemical glands.


Harvestable Components and Industrial Applications

Ampullae of Lor-En (Electroreceptive Pores)

  • The Material: The jelly-filled sensory pores harvested from the shark-like snout.
  • The Use: These are the core component for Bio-Electrical Sensors. When integrated into steam-powered optics, they allow for the detection of life through solid objects by tracking the electrical “hum” of a heartbeat.
  • Harvesting: Requires a DC 20 Medicine or Alchemy check to remove the pores without rupturing the delicate jelly canals.

Neural-Pain Glands

  • The Material: Two small, yellow sacs located at the base of the tail stinger.
  • The Use: The raw neurotoxin is refined into White-Out Sedatives. In controlled doses, it is used by surgeons to block neural pathways during high-risk procedures; in its raw form, it is used to coat “Agony-Bolts” for law enforcement in Vaporspire.
  • Harvesting: Requires a DC 18 Alchemy check.

Anticoagulant Saliva

  • The Material: A thick, syrupy fluid extracted from the creature’s sublingual glands.
  • The Use: This is used to create Blood-Thinning Agents for treating “Steam-Clog” (embolisms caused by inhaling pressurized vapors). It is also highly sought after by assassins to ensure wounds inflicted on a target do not close naturally.
  • Harvesting: Requires a DC 14 Survival check.

Chromatophore-Elastic Hide

  • The Material: The rubbery, color-changing skin harvested from the tentacles.
  • The Use: Once preserved, the skin is used to create Adaptive Scabbards and Concealment Pouches. These items subtly shift their texture and color to match the wearer’s clothing, making hidden weapons nearly impossible to spot with the naked eye.
  • Harvesting: Requires a DC 16 Skinning check.

Serrated Dentition (Shark-Teeth)

  • The Material: Rows of razor-sharp, replaceable teeth.
  • The Use: Because they are cartilaginous but exceptionally hard, they are used as Industrial Cutting Tips for steam-drills. They can grind through stone without generating the heat-friction that typically melts iron bits.
  • Harvesting: Requires a DC 12 Strength check.

The “Sour-Blood” Hazard

If the 339’s corpse is not harvested within two hours, the anticoagulant saliva begins to leak into the rest of the body. This causes the internal structures to “self-liquefy,” turning the valuable organs into a useless, foul-smelling slurry.

Many-Handed-Shadow and Pain-That-Remembers 339

In the old-long-ago, when the islands were yet floating like the bubbles on the boiling-pot, and the Great Machine had not yet been broken into the 73 pieces, there lived a master-builder called Kael-the-Ear-to-Stone. This Kael was a seeker of the Hidden-Wires, the lines of the spirit-spark that move through the air.

The scroll-skins tell of the Hymeno-Cephalos 339, which the ancient-mouths called the Mimic-of-the-Hollows. It was a beast of the Eight-Soft-Arms and the Sharp-Toothed-Snout. It did not have the eyes-of-light, for it saw the Heart-Hum—the little thunder that lives inside the chest of all who breathe.

Kael went into the Sunken-Halls of Vaporspire, where the water is thick like the oil and the shadows have the teeth. He carried a lamp of Crystal-Steam, but the 339 does not fear the light. The beast was clinging to the ceiling-ribs, looking like a piece of the Old-Iron-Pipe. Its skin was the color of the rust, and its texture was the skin of the rock.

When Kael walked beneath the Shadow, the 339 dropped its Tail-of-the-Needle. The stinger found the neck of Kael, and the Neural-Agony entered his blood. It was a pain that was not a cut; it was a pain that was the Scream-of-the-Star. Kael fell to the wet-floor, his limbs becoming like the cooked-noodle, while the beast began the Leech-Grip with its many-hands.

But Kael was a master of the Bio-Static. With his last strength-spark, he touched his Steam-Caster to the wet-ground and released the Great-Jolt. The air became white with the Short-Circuit. The 339, which lives by the feeling of the spark, was blinded by the Loud-Light-of-the-Nerves. Its many-hands let go, and it fled into the pipes, changing its color to the black-of-the-void.

Kael lived, but his mind was marked. Every time he stood near the Great-Engine, the old-pain would return to his neck, a ghost-bite that whispered of the Ceiling-Hunter. He wrote this on the Ever-Skins so that the builders of the future would always look up before they looked down at their tools.

The Moral: The stone that looks like iron may be the hunger that waits. Trust not the silence of the hollow-places, for the predator who sees the spark of your life does not need the sun to find your throat. He who ignores the ceiling shall surely feed the floor.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Name: The Agony-Siphon 339 Classification: Greater Independent Race / Bio-Industrial Horror Description: A nightmare of evolutionary theft. It senses the bio-electrical field of investigators, turning their own nervous systems into beacons for its stinging tail.

Stats:

  • STR: 60
  • CON: 65
  • SIZ: 80
  • DEX: 90
  • INT: 45
  • POW: 65
  • HP: 14
  • Damage Bonus: +1D4
  • Build: 1
  • Move: 8 / 10 Climbing or Swimming

Combat:

  • Attacks per round: 1 (Tentacle-Grip) or 1 (Neural Stinger)
  • Tentacle-Grip (Maneuver): 65% (32/13), damage 1D4 + DB. Target is Grappled.
  • Neural Stinger: 50% (25/10), damage 1D6 + Neurotoxin. The target must succeed on an Extreme CON roll or be incapacitated by white-hot agony for 1D10 minutes.
  • Electro-Detection: This creature ignores all penalties for darkness or invisibility against targets with a heartbeat or nervous system.

Skills: Stealth 85%, Track (via Bio-Electric) 70%. Armor: 3-point rubbery, segmented hide. Sanity Loss: 1/1D8 Sanity points to witness the 339 compress its shark-head through a narrow pipe.


Blades in the Dark

Name: The Pipe-Lurking Shadow Tier: III Type: Arcane Horror / Beast

Attributes:

  • Insight: 3
  • Prowess: 4
  • Resolve: 2

Abilities:

  • Perfect Mimicry: The creature always has Potency when hiding in industrial or subterranean environments.
  • Neural feedback: If an adventurer uses a Spark-craft item or Arcane ability near the creature, it gains a +1 Scale for its next attack against that person.
  • Elastic Anatomy: The creature can move through any space large enough for its shark-like skull. It may “Teleport” between connected pipes or vents as a maneuver.
  • Hemorrhagic Bite: Consequences from its bite always include “Bleeding” (Level 2 Harm).

Clock: “Agony-Echo” (6 segments). Each time a player is stung, the clock ticks. When full, the party suffers a global penalty to Resolve rolls near steam-machinery until they find a specialist.


Dungeons & Dragons (2024 / 5th Edition)

Name: Hymeno-Cephalos 339 Large Monstrosity, Unaligned

  • Armor Class: 16 (Natural Armor)
  • Hit Points: 90 (12d10 + 24)
  • Speed: 40 ft., climb 40 ft., swim 40 ft.

Stats:

  • STR: 15 (+2)
  • DEX: 19 (+4)
  • CON: 15 (+2)
  • INT: 5 (-3)
  • WIS: 18 (+4)
  • CHA: 5 (-3)

Skills: Stealth +10, Perception +7 Senses: Blindsight 60 ft. (Electroreception), Passive Perception 17

Traits:

  • Amorphous Segmenting: The creature can move through a space as narrow as 1 foot wide without squeezing.
  • Bio-Electric Sensitivity: The creature has Advantage on attack rolls against any target that has cast a spell of 1st level or higher in the last minute or is wearing “Augmented” steam-gear.

Actions:

  • Multiattack: The creature makes one Beak-Bite attack and two Tentacle attacks.
  • Beak-Bite: Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 13 (2d8 + 4) slashing damage and the target takes 2 (1d4) necrotic damage at the start of its next turn.
  • Tentacle: Melee Weapon Attack: +7 to hit, reach 10 ft. Hit: 8 (1d8 + 4) bludgeoning damage and the target is Grappled (escape DC 14).
  • Neural Stinger (Recharge 5-6): One creature the 339 is grappling must make a DC 15 Constitution saving throw. On failure, it takes 21 (6d6) poison damage and is Incapacitated until the end of its next turn.

Knave (2nd Edition)

Name: Hymeno-Cephalos 339 Level: 6 Armor: 15 (Tough Chitin/Elastic) Hit Dice: 6 (27 HP) Attack: +6 (2 Tentacles 1d6, 1 Beak 1d8 + Anticoagulant) Move: 40ft (Climb/Swim) Morale: 8

Abilities:

  • Anticoagulant: Any damage from the beak causes an additional 1d4 damage the following round as the wound fails to close.
  • Neurotoxin Stinger: Once per encounter, a tail strike forces a Constitution save. Failure results in 2 rounds of total paralysis due to pain.
  • Camouflage: Stealth checks are made with Advantage in ruins or industrial areas.
  • Squeeze: Can fit through any gap wider than its head.

Fate (Core / Condensed)

Name: Hymeno-Cephalos 339 Tier: 2 (Apex Lurker)

Aspects:

  • High Concept: Multi-Limbed Bio-Electrical Stalker
  • Trouble: Overwhelmed by Electrical Noise
  • Aspect: “I See Your Heartbeat”
  • Aspect: Rubbery, Squeezable Anatomy

Approaches / Skills:

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

Stunts:

  • Neural Agony Stinger: Once per scene, when you hit with your tail-stinger, you can spend a Fate Point to force the target to take a White-Hot Agony moderate consequence instead of taking stress.
  • Mimic Skin: You gain a +2 to Stealth rolls to create an advantage or overcome when you are stationary and blending into your environment.
  • Electro-Tracking: You ignore any situational aspects related to darkness, fog, or invisibility when using Notice to track living beings within your zone.

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


Numenera & Cypher System

Name: Hymeno-Cephalos 339 Level: 5 (15)

Motive: Predatory hunger and fluid consumption. Environment: Industrial ruins, steam-pipe networks, and damp groves. Health: 20 Damage Inflicted: 5 points Armor: 1

Modifications: Stealth as Level 7; Tasks involving squeezing through small spaces as Level 8.

Combat:

  • Tentacle Snare: On a successful hit, the target is pinned. Until they escape (Might task Difficulty 5), they take 3 points of damage at the start of each of their turns from fluid drainage.
  • Neural Overload (Action): The creature uses its stinger. The target must make a Might defense roll. On a failure, they take 5 points of damage and are “incapacitated by pain,” meaning they can take no actions other than defense for one round.
  • Electro-Senses: The creature’s attacks are never hindered by darkness or invisibility.

Interaction: It can be momentarily confused by high-energy cyphers. Activating a “Shock” or “Magnetic” cypher within short range eases all defense rolls against the creature by one step for one round.


Pathfinder (2nd Edition Remaster)

Name: Hymeno-Cephalos 339 Creature 6 [Unique] [Large] [Amphibious] [Beast]

Perception: +17; Blindsight (Electroreception) 60 ft. Skills: Athletics +14, Stealth +16, Acrobatics +15, Thievery +15 (for delicate grappling) Str +4, Dex +5, Con +3, Int -3, Wis +4, Cha -3

AC: 24; Fort +13, Ref +17, Will +14 HP: 95 Elastic Body: The 339 can move through a space as small as 1 foot wide without squeezing.

Actions:

  • Melee [one-action] Shark-Bite +17, Damage 2d8+7 slashing plus Anticoagulant Saliva.
  • Melee [one-action] Tentacle +17 (Agile, Reach 10 ft.), Damage 2d6+7 bludgeoning plus Grab.
  • Neural Agony [one-action] (Poison, Emotion, Mental); Requirements The 339 has a creature grabbed. Effect The 339 stings the grabbed creature. The target must succeed on a DC 24 Fortitude save. On a failure, the target is Stunned 2 and takes 4d6 poison damage.
  • Anticoagulant Saliva: A creature hit by a Bite takes 1d6 persistent bleed damage.
  • Chameleon Skin [one-action]: The 339 changes its color to match the terrain. It becomes Hidden if it was previously observed.

Savage Worlds (Adventure Edition)

Name: Hymeno-Cephalos 339 Rank: Veteran (Wild Card)

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8 Skills: Athletics d10, Fighting d10, Notice d12, Stealth d12, Stealth (Mimicry) d12+2 Pace: 8; Parry: 7; Toughness: 8 (2)

Edges: Combat Reflexes, Extraction, Nerves of Steel.

Special Abilities:

  • Armor +2: Rubbery, segmented chitin.
  • Bite/Tentacles: Str+d6.
  • Electroreception: Ignores all Illumination penalties and the Invisibility Power.
  • Neural Stinger: On a successful Fighting roll against a Grappled foe, the target must make a Vigor roll (-2). Failure means the victim is Incapacitated by pain for 1d4 rounds (they may make a Vigor roll at the end of each turn to recover).
  • Leech-Grip: The creature receives a +2 to all Athletics (Grappling) rolls.
  • Size 2: The creature is Large and gains +2 Toughness.
  • Elasticity: May move through any opening at least 10 inches wide at no penalty to Pace.

Shadowrun (6th World Edition)

Name: Cephalo-Insectoid Lurker 339 Category: Awakened Critter (Paranormal Chimera)

Stats:

  • Body: 5
  • Agility: 7
  • Reaction: 6
  • Strength: 4
  • Willpower: 4
  • Logic: 2
  • Intuition: 6
  • Charisma: 1
  • Essence: 6
  • Initiative: 12 + 3D6

Powers:

  • Enhanced Senses (Electroreception): The creature ignores all visibility penalties (Darkness, Smoke, Invisibility) within 20 meters, provided the target has an active nervous system or biological brain.
  • Mimicry (Physical): As a Major Action, the creature can blend into its surroundings. It gains +4 dice to Stealth tests.
  • Natural Weapon (Neural Stinger): DV 3P, AR 12/—/—/—/—. On a successful hit, the target must resist a Toxin (Speed: Immediate, Penetration: 6, Power: 8). Failure results in the Paralyzed condition for (Power – Hits) rounds.
  • Elasticity: The creature can squeeze through any opening at least 15cm wide without spending extra movement.
  • Movement (Climbing): The creature moves at its full land speed while climbing vertical surfaces or ceilings.

Starfinder (2nd Edition / Playtest)

Name: Hymeno-Cephalos 339 Level: 6 Creature: Large Monstrosity

Stats:

  • Perception: +15 (Blindsight [Electricity] 60 ft.)
  • Skills: Stealth +17 (+22 with Adaptive Backgrounding), Athletics +13 (+15 Grappling), Acrobatics +15
  • Str +2, Dex +5, Con +3, Int -3, Wis +4, Cha -3

Defense:

  • AC: 23; Fort +14, Ref +17, Will +11
  • HP: 90
  • Resistances: Physical 5 (Elastic Hide)

Offense:

  • Speed: 40 ft., Climb 40 ft., Swim 40 ft.
  • Melee [one-action]: Serrated Shark-Bite +17, Damage 2d8+6 Slashing plus 1d4 Persistent Necrotic (Anticoagulant).
  • Melee [one-action]: Tentacle +17 (Agile, Reach 10 ft.), Damage 2d6+6 Bludgeoning plus Grab.
  • Neural Agony [one-action]: Requirements The 339 has a creature grabbed. Effect The target must succeed on a DC 23 Fortitude save or become Stunned 2 and take 4d6 Poison damage.
  • Compression: The 339 can move through tight spaces as if it were a Small creature.

Traveller (Mongoose 2nd Edition)

Name: Hymeno-Cephalos 339 Animal Class: Ambusher (Mimic)

Stats:

  • STR: 8 (+0)
  • DEX: 14 (+2)
  • END: 10 (+1)
  • INT: 1 (-2)
  • INS: 12 (+2)
  • PAC: 10 (+1)

Skills:

  • Athletics (Dexterity): 2
  • Melee (Unarmed): 3
  • Recon: 2
  • Stealth: 4

Traits:

  • Armor: 1 (Rubbery hide).
  • Electroreception: The creature ignores all penalties for concealment or darkness when attacking biological targets within 15 meters.
  • Neural Stinger: If the creature hits with its stinger (requires a successful grapple), the victim must make an END check (10+) or be incapacitated by pain for 2D6 minutes.
  • Mimicry: Any Recon or Perception check to spot the creature while it is stationary is at a -4 penalty.
  • Anticoagulant: Any wound caused by the bite continues to bleed, dealing 1 point of damage at the end of every round until a First Aid check (8+) is successful.

Warhammer Fantasy Roleplay (4th Edition)

Name: Hymeno-Cephalos 339 Class: Monster

Stats:

  • M: 5 | WS: 50 | BS: — | S: 35 | T: 45 | I: 65 | Agi: 60 | Dex: — | Int: 15 | WP: 35 | Fel:
  • Wounds: 24

Traits:

  • Amorphous: Can squeeze through any gap large enough for its head.
  • Chameleon: The creature is nearly invisible when stationary (+30 to Stealth).
  • Electro-Sense: Can “see” all living beings within 12 yards regardless of light or obstacles.
  • Weapon +7 (Bite): Includes the Bleeding and Anticoagulant (Bleeding conditions take a -20 penalty to heal) traits.
  • Tentacle-Grip: When the creature hits, it may spend 1 Advantage to gain the Grappler trait against the target.
  • Neural Stinger: Requires a Grappled target. Target must pass a Hard (-20) Endurance Test or gain the Incapacitated condition for 1d10 rounds.