Original Life Forms Merged:
- Class Insecta: European Mantis (Mantis religiosa)
- Class Aves: Barn Owl (Tyto alba)
- Class Mammalia: European Badger (Meles meles)
- Class Reptilia: Puff Adder (Bitis arietans)
Appearance: The Mantystryx-Adderbrock 849 is a squat, powerfully built amalgamation that physically manifests the predatory traits of its four constituent ancestors. The creature’s central torso resembles the stocky, low-slung frame of a badger, covered in a dense hide marked by coarse, grizzled grey fur interspersed with patches of rough, overlapping reptilian scales in mottled browns and yellows, particularly along the spine and flanks. The hindquarters are heavily muscled, terminating in short, powerful legs equipped with long, non-retractable digging claws suited for rapid excavation. Erupting from the shoulder blades is a wide span of wings derived from the owl, featuring soft, serrated leading edges on the feathers that allow for near-silent flight; these wings are colored in tawny buffs and silvers with dark barring. The forelimbs are not mammalian paws but have been replaced entirely by enlarged, raptorial appendages similar to those of a mantis. These chitinous arms are folded against the chest when not in use, armed with rows of sharp, serrated spines and ending in a hooked grasping mechanism. The head is a disturbing hybrid, featuring the distinct, heart-shaped facial disc of stiff feathers common to the barn owl, which funnels sound to hidden ears. However, instead of avian eyes, two large, bulging compound eyes, multifaceted and iridescent green like those of a mantis, dominate the upper face, providing a wide field of vision. Below the facial disc, the snout is shortened and broad, similar to a badger’s, but it houses a wide mouth lined with backward-facing teeth and a pair of elongated, hinged hollow fangs derived from the puff adder, capable of injecting potent cytotoxic venom.
Size: Medium. The creature typically measures between 3 to 4 feet in length from snout to rump, with a wingspan exceeding 6 feet. Adults weigh between 50 and 75 pounds.
Speed:
- Ground speed: 30 feet per movement action (utilizing a rolling, badger-like gait).
- Burrowing speed: 15 feet per movement action (through loose earth and soil).
- Flying speed: 50 feet per movement action (silent gliding and powered flight).
Stat Modifiers:
- Strength: +2 (Due to the dense musculature of the badger frame).
- Dexterity: +3 (Combining the reflexes of the mantis with the flight capabilities of the owl).
- Constitution: +2 (Derived from the hardy nature of the badger and the resilience of the adder).
- Intelligence: -2 (Driven primarily by feral, predatory instinct).
- Wisdom (Perception): +2 (Enhanced sensory input from owl hearing and mantis vision).
- Charisma: -3 (The creature’s unsettling appearance provokes fear).
Skills:
- Stealth: Proficient (Utilizes silent wing structures and natural camouflage to approach unnoticed).
- Perception: Very Proficient (The combination of compound vision and acute hearing makes it difficult to surprise).
- Survival: Proficient (Excellent at tracking prey and locating suitable areas for denning).
- Intimidation: Proficient (Capable of a loud, hissing shriek and aggressive displays of its raptorial forelimbs).
Behavior: The Mantystryx-Adderbrock 849 is a solitary, highly territorial ambush predator. It employs a multifaceted hunting strategy that leverages its varied anatomical advantages. It often utilizes its burrowing speed to create hidden subterranean dens or transit tunnels near game trails, bursting from the ground to snare ground-dwelling prey with its raptorial forelegs. Alternatively, it uses its silent flight to perch high in tree canopies or ruins, scanning the area with its compound eyes before swooping down silently onto unsuspecting targets. Upon grappling a victim, it immediately delivers a venomous bite to incapacitate the struggle. It is aggressively defensive of its chosen territory, which usually encompasses several square miles around its central den. When threatened, it lowers its center of gravity, flares its wings to appear larger, and emits a guttural, hissing screech akin to steam escaping a valve. If cornered, it fights viciously with both its digging claws and its spine-covered grasping arms.
Diet: Strictly carnivorous. Its primary diet consists of medium-sized rodents, rabbits, other birds, and large invertebrates. However, it is an opportunistic hunter and has been known to stalk and kill larger prey, including lone deer, smaller wild boar, and occasionally unwary travelers or smaller humanoids that stray too close to its ambush sites in isolated areas.
Emotions: As a feral monstrosity, its emotional range is limited to basic survival instincts. It experiences intense, driving hunger that overrides caution. It displays fierce territorial aggression towards members of its own species and other large predators. It exhibits a base level of satisfaction or contentment immediately following a successful kill and feeding. Conversely, it shows immediate, reactive fear and self-preservation instincts when faced with overwhelming force or supernatural threats it cannot understand.
Environment where found: This species thrives in temperate transitional zones. They are most commonly encountered in scrublands that border dense forests, agricultural verges where wooded areas meet farmland, and regions dotted with the overgrown ruins of ancient civilizations. These locations provide the necessary combination of loose soil suitable for excavating extensive burrow networks and elevated structures, such as trees or crumbling masonry, required for aerial surveillance and stalking. They avoid deep, waterlogged swamps and entirely open, arid deserts lacking cover.
Tags: Monstrosity, Feral, Burrower, Venomous, Flyer, Amalgamation, Predator, Nocturnal, Carnivore, Ambush, Chitinous, Territorial, Scaled, Avian, Mammalian, Insectoid, Solitary
Life Cycle
- The life cycle begins within a deeply excavated subterranean den, where the female deposits a cluster of twenty to thirty leathery, pale-yellow eggs that resemble large reptile clutches.
- Gestation requires approximately three months, during which the mother aggressively defends the surrounding territory, leaving the den only to hunt and rapidly return.
- Hatchlings emerge as miniaturized, flightless versions of the adult, possessing soft, pliant chitin on their forelimbs and downy fluff instead of mature flight feathers.
- During their initial developmental stage, the young are entirely dependent on the mother, who regurgitates partially digested meat to feed the entire brood.
- Growth is marked by a series of painful molts occurring every few weeks; during these periods, the creature sheds its chitinous forelimbs and sections of its scaly hide to accommodate its increasing mass.
- The venom glands mature before the flight feathers, making juveniles extremely dangerous even before they can leave the den, often resulting in sibling cannibalism if food becomes scarce.
- Full maturity and the development of the silent flight feathers are achieved at approximately one year of age, at which point the mother forcefully drives the surviving offspring from her territory to establish their own hunting grounds.
- Barring violent encounters with armed individuals, larger monsters, or environmental hazards, the species has an average lifespan of roughly fifteen to twenty years in the wild.
Mating
- The species remains fiercely solitary and territorial for the vast majority of its life, actively avoiding or attacking others of its kind outside of a specific, brief mating window.
- The mating urge is triggered by specific fluctuations in the localized magic flow and seasonal changes, prompting females to secrete a thick, musky pheromone from modified glands near their hindquarters.
- Males, possessing highly acute olfactory senses derived from their badger lineage, can detect this pheromone from several miles away and will abandon their own territories to seek out the source.
- Upon locating a receptive female, the male engages in a complex aerial courtship display, utilizing his silent flight capabilities to perform rapid dives, sudden stops, and hovering maneuvers just outside of her striking range.
- The actual mating process is brief and highly perilous for the male, as the female’s mantis-derived predatory instincts frequently override her mating urge immediately following copulation.
- To survive the encounter, the male must utilize his superior dexterity and rapid burrowing speed to escape the immediate vicinity the moment the act is concluded; males that fail to escape are decapitated and consumed to provide initial nourishment for egg production.
Tactics
- The Mantystryx-Adderbrock 849 operates strictly as an ambush predator, calculating its attacks to maximize the element of surprise and minimize physical risk to itself.
- In environments with heavy canopy cover or ruins, it perches silently at elevated vantage points, using its compound eyes and rotating facial disc to scan the ground below without moving its body.
- When initiating an aerial assault, it enters a steep, soundless dive, dropping heavily onto the target and utilizing its mass and momentum to knock the prey prone.
- In areas lacking verticality, it constructs shallow, concealed trapdoor-style burrows along game trails, waiting motionless until vibrations in the earth signal the approach of a suitable meal.
- Upon making contact with prey, its immediate priority is grappling; it folds its raptorial forelimbs inward, driving the chitinous spikes deep into the target to restrict movement and prevent counterattacks.
- Once the target is secured, it immediately delivers a decisive bite to an exposed area, injecting a large volume of cytotoxic venom designed to rapidly break down muscle tissue and induce necrotic shock.
- If a target proves too large or heavily armored to kill immediately, the creature will release its grapple after the venom is injected, retreating to a safe distance to track the victim until the venom takes lethal effect.
- When confronted by superior numbers or outmatched by heavily armed characters, the creature will violently flare its wings, emit a disorienting screech, and rapidly excavate a vertical tunnel to escape underground.
Actions
- Raptorial Grapple: The creature lashes out with blinding speed using its spiked forelimbs, attempting to physically bind a target and pull them into close quarters.
- Venomous Strike: Utilizing its elongated, hinged adder fangs, the creature bites a secured or unaware target, pumping highly corrosive venom directly into the bloodstream.
- Excavating Slash: The creature pivots on its forelimbs and kicks backward with its heavy hind legs, using its non-retractable digging claws to sever tendons while simultaneously throwing blinding dirt and debris into the air.
- Deafening Screech: By forcefully expelling air through specialized vocal cords and its avian beak, the creature produces a sudden, concussive sound wave that causes localized physical pain and temporary disorientation in those nearby.
- Silent Glide: The creature leaps into the air and spreads its wings, moving rapidly to a new location or elevated position without generating any audible sound of displaced air.
- Rapid Submersion: Engaging all four limbs simultaneously, the creature tears into the ground, completely burying itself beneath loose earth or soil in a matter of seconds to evade incoming attacks.
Other Interesting Information
- When a character examines this creature using the Mind’s Eye, the active activation frequently reveals a chaotic, overlapping stat block, as the magic identifying the creature struggles to categorize the distinct biological markers of an insect, bird, mammal, and reptile coexisting in one form.
- The venom sacs harvested from a freshly slain specimen are highly valued by urban alchemists and engineers; when carefully extracted, the venom can be magically stabilized and utilized to corrode specific metals in steam-powered machinery without damaging surrounding components.
- The heavy, chitinous spikes located on the raptorial forelimbs are naturally conductive to magic flow and are frequently utilized as physical conduits by individuals attempting to break established magical rules without relying on traditional gear.
- The serrated leading-edge feathers responsible for the creature’s silent flight are heavily sought after by specialized fletchers in major cities; arrows crafted with these feathers produce no sound when cutting through the air, making them ideal for covert operations.
- In the deep cave megacities, certain underworld factions capture juveniles and chain them near restricted tunnels, utilizing their territorial aggression and exceptional sensory input as biological alarm systems against intruders.
- The meat of the Mantystryx-Adderbrock 849 is inherently toxic due to the pervasive nature of its venom and a high concentration of localized magic flow; consuming it directly causes severe health point loss, requiring complex alchemical purification before it can be used for a healing meal.

Parties of avatars operating within the world of Saṃsāra have numerous logical and economic motivations to deliberately track or inadvertently cross paths with the Mantystryx-Adderbrock 849. The intersection of the creature’s biological assets, its aggressive territorial nature, and the established physical laws of the world create specific scenarios for engagement.
- The extraction of raw biological materials from the creature serves as a primary driving force for hunting expeditions. Urban alchemists and engineers within the various metropolises highly value the creature’s cytotoxic venom. Because advanced technology is completely restricted by the gods, the populace relies on steam power driven by the magical combination of elemental water and fire. The specific venom of the puff adder lineage within this creature is uniquely suited to safely corrode localized mineral buildups and alchemical slag on mechanical power transmission systems. Engineers apply this stabilized venom to clean intricate gears, drive shafts, and pulley belts without damaging the underlying metal components. Because it is a sellers’ market, avatars can dictate high prices for intact venom sacs in major industrial centers, typically trading in electrum or gold depending on the purity and volume of the fluid.
- The harvesting of physical components for the crafting of specialized gear motivates avatars seeking to optimize their attuned items. The serrated leading-edge feathers derived from the creature’s barn owl lineage are heavily sought after by specialized fletchers and weapon smiths. When incorporated into ammunition or aerodynamic throwing weapons, these feathers eliminate the sound of displaced air, providing a tactical advantage. Additionally, the heavy chitinous spikes from the mantis-derived raptorial forelimbs are naturally conductive to magic flow. Individuals classified as rule breakers frequently seek out these unrefined spikes to physically implant or bind to their bodies, training their own physical forms to act as the required conduits for magic rather than relying on traditional manufactured objects. The rarity of these materials drives up their value, and avatars will actively search scrublands and ruins to acquire them.
- The live capture of juvenile specimens presents a lucrative, albeit highly dangerous, economic opportunity. Deep within the dark cave systems and subterranean megacities, various underworld factions and guarded communities require specialized security measures. Due to the creature’s exceptional perception, driven by its multifaceted compound eyes and the acoustic funneling of its facial disc, juveniles are chained near restricted tunnels to serve as biological alarm systems against intruders. Capturing a live juvenile requires navigating the mother’s highly aggressive territorial defenses, dealing with the hatchlings’ already active venom glands, and surviving the extraction process without killing the target. Avatars willing to take this risk can demand exorbitant sums from underworld buyers, though the buyer beware nature of the market means negotiations can be as dangerous as the hunt itself.
- Accidental encounters frequently occur when avatars travel through the specific environments the creature claims as its territory. The Mantystryx-Adderbrock 849 thrives in transitional zones, such as the borders between dense forests and agricultural verges, or within the forgotten ruins of old civilizations. Avatars exploring these ruins to uncover lost history, locate specific magical conduits, or map uncharted regions will inevitably trigger the creature’s territorial aggression. Because the creature controls an area of several square miles and utilizes a silent, plunging dive or rapid subterranean burrowing to launch an ambush, avatars might not realize they are in danger until the creature engages its raptorial grapple. The lethality of these accidental encounters is severely compounded if the attack occurs in an unsafe area where the avatars’ Armor Class is cut in half, or in a deathly area where their Armor Class is entirely neutralized and every strike automatically hits.
- Local communities and agricultural centers frequently pool their copper, nickel, and silver coins to place bounties on the creatures to ensure the safety of their populations and trade routes. While the feral beast primarily consumes rodents and large invertebrates, its opportunistic hunting patterns lead it to attack unwary travelers, lone farmers, or livestock near the edges of walled towns. Because a high population of sentient beings exists on the world, agricultural expansion constantly pushes into the scrublands where these creatures nest. The resulting conflict necessitates the hiring of capable avatars to enter the territory, locate the concealed trapdoor burrows or elevated roosts, and eliminate the threat.
- The preparation of specialized meals provides a secondary motivation for harvesting the creature’s remains. Avatars gain absolutely no health point recovery from a short rest, and standard recovery requires a long rest to roll a tier die. However, consuming a meal that takes more than twenty minutes to eat provides exactly one health point per participating avatar, up to three times a day. While the raw meat of the Mantystryx-Adderbrock 849 is inherently toxic and causes immediate health point loss due to the localized magic flow and venom saturation, highly skilled culinary alchemists can purify the flesh. Once properly treated, the dense badger-like musculature provides an exceptionally high-protein resource for these restorative meals. Avatars will hunt the creature, harvest the heavy hindquarters, and transport the meat to these specialists to ensure they have access to immediate health point recovery methods during prolonged excursions.
- The metaphysical study of the creature via the Mind’s Eye attracts scholars and researchers who hire avatars for protection during field studies. When an avatar utilizes an action to concentrate for a few minutes and actively activates the Mind’s Eye on this creature, the resulting influx of stats is chaotic and overlapping. The magical identification struggles to categorize the biology of an insect, bird, mammal, and reptile existing perfectly within a single physical form. Academic institutions and magical theorists seek to understand how this amalgamation maintains stable magic circuits and physical viability. Escorting these vulnerable researchers into the scrublands to observe the creature, or bringing a fresh corpse back before the physical form degrades, provides a steady source of income for heavily armed groups capable of handling the creature’s deafening screech and venomous strikes.
The physical remains of the Mantystryx-Adderbrock 849 provide a multitude of harvestable materials beyond its venom, feathers, chitinous spikes, and meat. These specific biological components hold significant value in the world of Saṃsāra and are utilized across various industries, magical practices, and mechanical applications.
- The iridescent compound eyes derived from the mantis lineage are highly prized by enchanters and artisans who specialize in optical conduits. Because the active activation of the Mind’s Eye requires a specific item with the identify ability to focus upon and read complex or hidden stats, the multifaceted lenses of this creature are perfectly suited for crafting such gear. When properly preserved and set into spectacles or specialized monocles, the biological structure naturally filters overlapping magical auras. Avatars seeking to delve deeper into the abstract concepts of ancient riddles or the basic attributes of powerful adversaries will pay high prices in gold or platinum for these identification tools, making the intact extraction of the eyes a lucrative endeavor.
- The stiff facial disc feathers that form the heart-shaped acoustic funnel of the owl lineage are harvested by engineers and mundane craftsmen. In the massive industrial sectors where motion and the transfer of mechanical power are driven entirely by steam derived from elemental water and fire, the noise generated by shafts, gears, chains, belts, and pulleys is deafening. Craftsmen weave these acoustic feathers into specialized communication tubes and protective ear-pieces. The inherent biological design of the feathers isolates specific vocal frequencies while dampening the ambient roar of the machinery, allowing workers and engineers to communicate clearly within the factories without relying on telepathy.
- The heavy, non-retractable digging claws found on the badger-like hind legs are extracted by weapon smiths and mining guilds operating within the dark cave systems and subterranean megacities. These claws possess a natural density and curvature engineered for the rapid displacement of soil and rock. Toolmakers bind these claws to heavy excavation gauntlets or mount them onto the rotational power shafts of steam-powered digging equipment. Avatars exploring uncharted ruins or navigating through unsafe areas, where their Armor Class is cut in half, often utilize gear crafted from these claws to quickly bypass unstable terrain or to create immediate subterranean cover from hostile forces. Additionally, rule breakers who specialize in earth-manipulation magic often seek these out to bind to their own hands as physical conduits.
- The mottled reptilian scales located along the spine and flanks of the creature are stripped and cured by master leatherworkers and armorers. The overlapping structure of the puff adder scales provides a lightweight, highly flexible defensive material that offers natural camouflage within the scrublands and transitional agricultural zones. Armor crafted from this hide is highly sought after because it allows avatars to maximize their protective capabilities without quickly reaching the strict ten-item attunement limit enforced by the gods. A properly crafted chest piece made from these scales might occupy only a single bodily slot while offering the durability of much heavier, restrictive metals, though the exact price depends entirely on the buyer beware nature of the local sellers’ market.
- The hollow, reinforced skeletal structure, a unique hybrid of avian and insectoid anatomy, is harvested by shipwrights and aeronautical engineers. The bones are incredibly lightweight yet possess a tensile strength capable of withstanding extreme aerodynamic pressure. These bones are utilized to construct the intricate structural framing and internal scaffolding of the hot air balloons, zeppelins, and wind-and-levitation-based airships that travel between the seventy-three island countries. The inherent localized magic flow trapped within the marrow of the bones naturally complements levitation magic, which significantly reduces the drain on the magic crystals and magic storage batteries required to keep the massive vessels airborne during trans-oceanic flights or multi-day racing events through labyrinths.
- The musky pheromone glands located near the hindquarters, which are responsible for triggering the violent mating cycle, are carefully excised by alchemists. The thick fluid contained within these glands is magically stabilized and diluted to brew highly concentrated territorial markers and biological repellents. Town guards and agricultural collectives purchase these concoctions in bulk, paying in silver or electrum, to establish defensive perimeters around the borders of designated safe areas and somewhat safe areas. When deployed along a boundary, the scent chemically mimics the presence of a massive, apex monstrosity. This sensory misdirection successfully deters other feral creatures and packs of lower-tier monsters from encroaching upon the guarded communities and active trade routes, thereby reducing the frequency of deadly encounters.
Silent-Flapping Earth-Tearer Who Bites
It is written in the records of the before-times that the walkers of memories, who are called avatars, did travel to the place of the old stones. They walked upon the dirt of the seventy-three island countries. In the town of the high walls, which the guards keep as a somewhat safe area where the class of armor is strictly doubled, they did visit the merchants of the streets. The market was a market of the seller, and the phrase of the day was that the buyer must beware, for there is no set price for the things of the world. They traded the coins of nickel for the items of food, knowing that two nickel is exactly one silver. They traded the coins of silver for the items of the first tier, because the items of the first tier are normally expressed in silver.
The group of the walkers was three. They possessed the souls of the bodies one hundred percent, for they were only of the first tier and could not split the domination. They carried the items of magic, using the physical objects of the world as the conduits for the power of thought. One walker of memories, whose name is lost to the crumbling paper, forgot the warning of the gods. He wore the items of attunement to the number of eleven. The gods looked down from the outside and gave the punishment of the irregular intervals. The dice of four were rolled in the heavens, and the higher number dictated the minutes of the interval, and the other die dictated the exact points of health lost. He cried in the continuous pain of the gods, his buffer against the incoming damage draining away, until he dropped the extra item upon the dirt. He kept his openly worn attuned items to the number of ten, which forced the compulsory advancement of the level up.
They walked away from the walls and into the scrublands where the trees meet the farms. The area became an unsafe area, and the class of armor for all the walkers was cut in exact half by the mechanics of the world. Their points of health were low from the walking and the punishment of the gods. They sat upon the ground to do a rest of the short time. The ancient text is clear that the avatars gained absolutely nothing from a short rest. The health points did not return. They sat for the short duration and the buffer against the incoming damage remained completely empty. They realized they must eat the meal of twenty minutes to gain the single point of health, up to the three times per day, but the hunger was not ready and the danger was near.
In the branches of the old trees sat the Mantystryx-Adderbrock 849. The ancient translated words call it the Feather-Face-Insect-Arm-Snake-Tooth-Dirt-Digger. It possessed the eye of the compound green and the facial disc of the heart. The first walker of memories focused his mind to use the active activation of the eye of the mind. He used the action to concentrate for the many minutes with the specialized item of identification. The stats that were revealed from the creature were of the chaotic overlapping, showing the blood of the bird, the bug, the beast, and the scale-crawler all within the single form. The mind of the walker became suddenly overwhelmed by the complex concepts of the amalgamation, and he received the debuff of the short term, losing his capacity to comprehend the abstract truths.
The Feather-Face-Insect-Arm-Snake-Tooth-Dirt-Digger dropped from the sky. It used the serrated wings of the silent gliding so that the displaced air made no sound at all. It fell heavily upon the walker who was overwhelmed. It used the action of the raptorial grapple. The forelimbs of the chitinous spikes drove deep into the meat-vessel of the avatar to restrict the movement. The hinged fangs of the hollow poison delivered the large volume of the cytotoxic venom directly into the stream of the blood. The temporary bonus health points of the character were mathematically subtracted first, and then the base health points of the avatar were melted away by the venom of the puff adder lineage.
The second walker of memories was a breaker of rules. He did not use the manufactured item for the conduit of magic. He had trained his own vocal cords to be the physical object of the world. He cast the spell of the silent type, using the immediate action of no words. Because it was the silent spell, the damage of the spell was reduced by the exact twenty-five percent. The magic struck the dense musculature of the badger frame, but the constitution of the feral monstrosity was too high, and the magic flow dispersed across the mottled reptilian scales of its spine.
The third walker of memories chanted the spell of the normal type. He spoke the words with the flourish for the greater effect, taking less than the six seconds of the time. He invoked the true name of the beast, which successfully doubled the damage of the spell. He also used the mana boost of the spell energy. He added the silver fire spell power, which is the straight damage that cannot be resisted by any creature, applying it after the attack was known to hit without any action penalties. The silver fire burned the scaly hide of the amalgamation, causing it to thrash.
The feral creature emitted the deafening screech from its avian beak. The concussive sound wave caused the physical pain and the temporary disorientation. It pivoted on the spiked forelimbs and kicked backward with the non-retractable digging claws. The dirt and the debris flew into the air, blinding the walkers. The creature engaged all four limbs and tore into the ground, utilizing the rapid submersion to completely bury itself beneath the loose earth in the time of a few seconds.
The walkers of memories could not share the thoughts and the senses, because they were not of the second tier or above. They stood in the blindness of the flying dirt. The creature burst from the subterranean tunnel of its own making. It struck the rule breaker. The health points of the rule breaker reached the zero. Because the rule breaker had the single point of the mana boost remaining, he used it as the reaction to stop the dying. The massive damage of the attack was completely ignored, and the avatar was miraculously left with exactly one health point.
But the venom of the creature remained in the veins. The poison took the final point of health in the next moment. The avatar perished dramatically. The physical body of the avatar vaporized instantly into the cloud of the sparks. The crystal of the soul was left behind upon the dirt. All the items carried by the avatar fell to the ground near the crystal. The other walkers tried to run, but the ground speed of the creature was a rolling gait of thirty feet, and it hunted them through the unsafe area until all became crystals and dropped their gear.
Moral: The resting of the short time brings no healing to the broken body, and the silent sky brings the poison tooth to those who carry the burden of too many items.
Suggested conversions to other systems:
Call of Cthulhu
The Burrowing Terror of the Woods
- Characteristics:
- STR: 65
- CON: 70
- SIZ: 50
- DEX: 85
- INT: 15
- POW: 50
- EDU: 0
- Attributes:
- Hit Points: 12
- Damage Bonus: +0
- Build: 0
- Magic Points: 10
- Movement: 8 / 12 Flying / 4 Burrowing
- Attacks and Mechanics:
- Attacks per round: 2 (One raptorial grapple, one venomous bite on a grappled target).
- Fighting (Brawl): 60% (30% Hard / 12% Extreme), damage 1D4 + Grapple. The creature uses its chitinous forelimbs to secure the target. If the grapple is successful, the creature automatically attempts a bite attack on the following round with a bonus die.
- Venomous Bite: 50% (25% Hard / 10% Extreme), damage 1D6 + Venom.
- Venom Effect: A target struck by the venomous bite must make an Extreme CON roll. Failure results in an immediate 1D8 damage and severe pain, imposing a penalty die on all physical actions for the next 1D4 hours due to necrotic tissue damage. Success halves the damage and negates the penalty die.
- Dodge: 42% (21% Hard / 8% Extreme).
- Armor: 2-point tough scaly hide and thick badger-like fur.
- Skills: Stealth 70% (Silent flight grants a bonus die to Stealth rolls when dropping from a height), Spot Hidden 65%, Listen 70%.
- Sanity Loss: 1/1D6 Sanity points to encounter the unnatural amalgamation of insect, bird, mammal, and reptile.
Dungeons & Dragons
Mantystryx
- Size and Type: Medium Monstrosity, Unaligned.
- Armor Class: 15 (Natural Armor).
- Hit Points: 65 (10d8 + 20).
- Speed: 30 ft., burrow 15 ft., fly 50 ft.
- Ability Scores:
- STR: 15 (+2)
- DEX: 17 (+3)
- CON: 15 (+2)
- INT: 4 (-3)
- WIS: 14 (+2)
- CHA: 6 (-2)
- Skills: Stealth +7, Perception +6.
- Senses: Darkvision 120 ft., passive Perception 16.
- Languages: None.
- Challenge: 4 (1,100 XP).
- Traits:
- Silent Flight: The Mantystryx makes no sound while flying. It has advantage on Dexterity (Stealth) checks made while flying or falling.
- Compound Vision: The Mantystryx has advantage on Wisdom (Perception) checks that rely on sight.
- Actions:
- Multiattack: The Mantystryx makes two attacks: one with its Raptorial Claws and one with its Venomous Bite. It can only use its Venomous Bite on a target it is grappling.
- Raptorial Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the Mantystryx cannot use its Raptorial Claws on another target.
- Venomous Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled creature. Hit: 8 (1d10 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
- Deafening Screech (Recharge 5-6): The Mantystryx emits a concussive sound in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is deafened for 1 minute. On a success, the creature takes half the damage and is not deafened.
Blades in the Dark
The Death-Shroud Amalgamation
- Faction/Type: Feral Monstrosity.
- Tier: III.
- Magnitude: 3 (Formidable predatory capabilities, highly toxic, capable of silent flight).
- Threat Clocks:
- “Overwhelmed by the Ambush” (4-segment clock). Ticks when characters fail to notice the creature approaching from the sky or from underground.
- “Slay the Amalgamation” (6-segment clock). Ticks when characters inflict significant physical damage or successfully utilize alchemical weapons against it.
- Unique Abilities and Mechanics:
- Silent Predator: When the creature initiates an engagement from an elevated position or dense canopy, the players must resist the consequence of “Surprised” using Prowess.
- Raptorial Bind: When the creature attacks, the primary consequence is “Grappled” (Level 2 harm) or “Pinned.” Players must use Skirmish to break free or Finesse to slip away.
- Cytotoxic Venom: If a character is grappled, the creature immediately follows up with a bite. The consequence is “Necrotic Poison” (Level 3 harm). Resisting this requires a severe toll on stress.
- Concussive Screech: The creature can emit a shrieking noise to disorient hunters. The consequence is “Deafened and Stunned” (Level 2 harm), resisted with Resolve.
- Burrowing Escape: If the “Slay the Amalgamation” clock reaches 4 segments, the creature will attempt to flee by burying itself. Players must act quickly using Hunt or Tinker (with explosives) to prevent its escape.
Knave
Burrow-Owl Beast
- Hit Dice: 4
- Armor Defense: 14 (Scaly hide and dense musculature).
- Movement: 40 ft., Fly 60 ft., Burrow 20 ft.
- Traits and Mechanics:
- Attacks: 2 attacks per turn. Primary attack is Spiked Forelimbs (1d6 damage), secondary attack is Venomous Bite (1d8 damage).
- Silent Drop: When dropping from an elevated position or utilizing flight, the creature gains advantage on its initial attack roll to determine surprise.
- Grasping Claws: If the Spiked Forelimbs attack hits an armor defense of 15 or higher, the target is considered grappled. The target must make a successful Strength saving throw on their turn to break free.
- Venom: The Venomous Bite can only be used against a grappled target. If the bite attack is successful, the target must make a Constitution saving throw. On a failure, the target takes an additional 1d6 poison damage immediately and their Constitution defense is lowered by 1 for the remainder of the day due to necrotic tissue breakdown.
- Earthen Retreat: In lieu of attacking, the creature may use its movement to burrow underground, instantly gaining full cover from all ranged attacks and breaking any line of sight.
Fate
The Chimera of the Scrublands
- Aspects:
- High Concept: Feral Amalgamation of Beast and Bug. This aspect reflects the physical reality of the creature, blending insectoid, avian, mammalian, and reptilian biology. It can be invoked to utilize its natural advantages in physical confrontations, or compelled when the conflicting biologies cause instinctual confusion.
- Trouble: Driven by Incessant Feral Hunger. This aspect represents the creature’s core motivation. It can be compelled by the guide manager to force the creature into reckless attacks when exposed to fresh meat, or invoked by the creature to gain bursts of desperate strength when cornering prey.
- Silent Wings of the Night: This aspect details the owl-derived flight capabilities. It is utilized to create advantages related to stealth and ambush tactics, ensuring it can drop upon targets without generating noise.
- Chitinous Raptorial Grasp: This aspect defines the mantis-like forelimbs used to secure targets. It can be invoked to maintain a grapple on a victim or to deal physical stress during close-quarters combat.
- Toxic Viper Blood: This aspect covers the venomous bite derived from the puff adder lineage. It is invoked to increase the severity of physical consequences inflicted upon a target.
- Skills:
- Great (+4): Fight, Stealth
- Good (+3): Athletics, Physique
- Fair (+2): Notice, Provoke
- Average (+1): Will, Survival
- Stunts:
- Cytotoxic Strike: Once per conflict, when inflicting a physical consequence with the Fight skill following a successful grapple, the creature increases the severity of that consequence by one step due to the injection of its corrosive venom.
- Silent Plunge: The creature gains a +2 bonus to create an advantage using Stealth when initiating an attack from an elevated position or while engaged in flight.
- Subterranean Retreat: The creature may use Athletics to defend against physical attacks by rapidly excavating the earth and breaking the line of sight, forcing attackers to overcome a newly created obstacle to continue the pursuit.
- Stress and Consequences:
- Physical Stress: 3 boxes (Enhanced by Good Physique).
- Mental Stress: 2 boxes.
- Consequences: Mild (2), Moderate (4), Severe (6). Note that avatars fighting this creature gain nothing from a short rest, making any physical consequences sustained during the conflict persistent until a long rest or specialized alchemical healing is applied.
Numenera & Cypher System
The Murk-Glider Skultik
- Level: 5 (Target Number 15)
- Motive: Territorial defense and the ravenous consumption of biological matter to sustain its rapid metabolism.
- Environment: Overgrown ruins, transitional scrublands, and the perimeters of subterranean tunnels.
- Health: 25
- Damage Inflicted: 5 points from its raptorial claws, or 6 points plus necrotic poison from its venomous bite.
- Armor: 2, provided by the dense badger hide and mottled reptilian scales running along its spine.
- Movement: Short distance when moving on the ground via a rolling gait, Short distance when burrowing through loose earth, and Long distance when utilizing silent flight.
- Modifications:
- Stealth tasks are treated as level 7 due to its specialized acoustic dampening feathers.
- Perception tasks are treated as level 6 due to the multifaceted compound eyes and acoustic funneling of its facial disc.
- Speed defense tasks are treated as level 6 due to its erratic, rapid movements and ability to swiftly alter its vector in the air or on the ground.
- Combat:
- The creature initiates combat strictly through ambush tactics. It descends silently from a high vantage point, requiring characters to succeed on a Level 6 Speed defense task to avoid being immediately grappled by its spiked forelimbs.
- A character successfully grappled by the creature takes 5 points of ambient crushing damage per round and is automatically subjected to the creature’s venomous bite on the creature’s subsequent turn.
- The venomous bite inflicts 6 points of physical damage, and the victim must immediately attempt a Level 5 Might defense task. On a failure, the localized magic flow and cytotoxic venom force the victim to move one step down the damage track.
- As an action, the creature can forcefully expel air to emit a concussive screech. All characters within immediate range must succeed on a Level 5 Intellect defense task or lose their next turn due to temporary disorientation and severe localized pain.
- If a character utilizes the Mind’s Eye on this creature, the overlapping biological markers make the active identification process a Level 6 Intellect task, risking mental overwhelm on a failure.
Pathfinder
Mantystryx-Adderbrock
- Level: Creature 4
- Traits: Neutral, Medium, Beast.
- Perception: +12; Darkvision, precise hearing 30 feet, 360-degree vision.
- Skills: Acrobatics +11, Athletics +10, Stealth +13 (+15 while in flight).
- Attributes: Str +4, Dex +5, Con +3, Int -4, Wis +2, Cha -2.
- Armor Class: 21; Fortitude: +11, Reflex: +14, Will: +8.
- Hit Points: 60.
- Speed: 25 feet, burrow 15 feet, fly 40 feet.
- Melee [one-action]: Raptorial Claw +14 (agile, finesse); Damage 2d6+4 slashing plus Grab.
- Melee [one-action]: Venomous Fangs +14; Damage 1d8+4 piercing plus Cytotoxic Venom.
- Cytotoxic Venom (Poison):
- Saving Throw: DC 21 Fortitude.
- Maximum Duration: 6 rounds.
- Stage 1: 1d6 poison damage and enfeebled 1 (1 round).
- Stage 2: 2d6 poison damage and enfeebled 2 (1 round).
- Silent Dive [two-actions]: The creature flies up to its full fly speed and makes a Raptorial Claw strike at the exact end of its movement. If the creature was undetected prior to this specific movement, the target is considered flat-footed against the attack.
- Deafening Screech [two-actions]: The creature unleashes a high-frequency, concussive cry in a 15-foot cone. Each creature located within that designated area must attempt a DC 21 Fortitude save. On a failure, the creature takes 3d6 sonic damage and is deafened for 1 minute. On a critical failure, the creature is also stunned 1. On a success, the creature takes half damage and suffers no other effects.
Savage Worlds
The Chitinous Death-Badger
- Attributes:
- Agility d10
- Smarts d4 (Animal)
- Spirit d8
- Strength d8
- Vigor d8
- Skills:
- Athletics d8
- Fighting d8
- Notice d10
- Stealth d10
- Derived Stats:
- Pace: 6
- Parry: 6
- Toughness: 8 (2)
- Edges:
- Alertness: The creature gains +2 to Notice rolls, reflecting its superior avian hearing and insectoid vision.
- Assassin: The creature adds +2 to damage rolls when striking a completely surprised foe.
- Quick: The creature discards action cards of 5 or lower and draws again, reflecting its high-speed reflexes.
- Special Abilities:
- Armor +2: The amalgamation possesses heavy chitinous plates on its forelimbs and thick scaly hide along its back.
- Bite/Claws: The creature strikes utilizing its natural weapons for Str+d6 damage.
- Burrow (3″): The creature is capable of tunneling through loose earth and soil, allowing it to bypass obstacles and launch attacks from below the ground.
- Flight: The creature possesses a flying Pace of 10, utilizing silent, owl-like wings.
- Grapple: If the creature achieves a raise on its Fighting roll when attacking with its claws, the target is immediately Entangled. If the target was already Entangled, they become Bound.
- Poison: A character bitten by the creature must make a Vigor roll. If the creature achieved a raise on the initial attack, this Vigor roll is made at a -2 penalty. Failure indicates the victim suffers a Wound and is Distracted for 1d4 rounds due to the excruciating pain caused by the cytotoxic venom breaking down muscle tissue.
- Screech: As an action, the creature can emit a terrifying sound. The guide manager places a Medium Blast Template adjacent to the creature. Anyone caught inside the template must make a Vigor roll or become Stunned.
Shadowrun
Awakened Chimera of the Scrublands
- Core Attributes:
- Body (BOD): 5
- Agility (AGI): 6
- Reaction (REA): 5
- Strength (STR): 5
- Willpower (WIL): 3
- Logic (LOG): 1
- Intuition (INT): 5
- Charisma (CHA): 1
- Essence (ESS): 6.0
- Magic (MAG): 4
- Derived Statistics and Pools:
- Initiative: 10 + 2D6
- Condition Monitor (Physical): 11 boxes
- Condition Monitor (Stun): 10 boxes
- Physical Limit: 6
- Mental Limit: 4
- Social Limit: 2
- Movement: Ground 10/20, Burrowing 5/10, Flight 15/30.
- Core Skills:
- Close Combat: 5 (Dice Pool 11)
- Stealth: 6 (Dice Pool 12, gaining a +4 situational bonus when plunging from the air due to the acoustic dampening feathers)
- Perception: 6 (Dice Pool 11, relying on compound visual sight and acoustic funneling)
- Athletics: 4 (Dice Pool 9)
- Critter Powers and Unique Mechanics:
- Natural Weapon (Raptorial Forelimbs): Damage Value (DV) 4P, Armor Penetration (AP) -1. If this attack generates two or more net hits, the creature automatically initiates a grapple subdual action without requiring a separate complex action.
- Natural Weapon (Adder Fangs): Damage Value (DV) 2P, Armor Penetration (AP) -3. This attack is exclusively used against targets currently subdued or grappled by the forelimbs.
- Cytotoxic Venom (Toxin): Vector: Injection. Speed: Immediate. Penetration: -3. Power: 10. Effect: Physical Damage and Disorientation. Targets injected with this venom must resist using Body + Willpower. Unresisted damage applies immediately to the Physical Condition Monitor, bypassing the Stun monitor completely.
- Sonic Screech: The creature expels a concussive blast. Treat as a ranged attack centered on the creature with a blast radius of 5 meters. Damage Value 6S, Armor Penetration -2. Characters taking damage must resist immediate disorientation and a -2 dice pool penalty to all actions for 1D4 combat turns.
- Environmental Rest Rule: Consistent with the established mechanics of the world, characters attempting to heal damage via temporary rest periods recover absolutely zero boxes on their Physical or Stun condition monitors during short intervals. Healing exclusively requires prolonged long rest cycles or immediate alchemical and magical intervention.
Starfinder
Samsaran Feral Mantystryx
- Creature Classification:
- CR 4
- XP 1,200
- Neutral Medium magical beast
- Initiative: +5
- Senses: Darkvision 60 ft., blindsense (vibration and scent) 30 ft.; Perception +15
- Defense Mechanics:
- Hit Points (HP): 50
- Energy Armor Class (EAC): 16
- Kinetic Armor Class (KAC): 18
- Fortitude Save: +8
- Reflex Save: +8
- Will Save: +3
- Defensive Abilities: The creature possesses a resilient scaly hide and thick badger-like fur, granting it resistance 5 against physical piercing attacks.
- Offense Mechanics:
- Speed: 30 ft., burrow 15 ft., fly 50 ft. (Ex, extraordinary ability).
- Melee Attack 1: Raptorial claw +12 (1d6+6 Slashing damage plus grapple). If the attack hits the target’s KAC + 4, the target is grappled.
- Melee Attack 2: Venomous bite +12 (1d4+6 Piercing damage plus Cytotoxic Venom). This attack can only be executed against a creature currently grappled by the Mantystryx.
- Statistics and Skills:
- Strength (Str): +2
- Dexterity (Dex): +5
- Constitution (Con): +2
- Intelligence (Int): -3
- Wisdom (Wis): +2
- Charisma (Cha): -2
- Core Skills: Acrobatics +10, Stealth +15 (increases to +20 when utilizing flight due to the soundless wing structures), Survival +10.
- Special Abilities:
- Cytotoxic Venom (Ex): Poison type. Save: Fortitude DC 13. Track: Constitution (necrotic breakdown). Frequency: 1/round for 4 rounds. Effect: 1d6 acid and poison damage. Cure: 1 successful save.
- Concussive Screech (Ex): As a standard action, the creature can emit a shrieking noise in a 15-foot cone. Creatures in this area must succeed on a DC 13 Fortitude save or take 3d6 sonic damage and gain the deafened condition for 1d4 minutes. A successful save halves the damage and negates the deafened condition.
- Rest Mechanics: Characters adventuring in this setting utilizing Resolve Points to take a 10-minute rest regain absolutely no Stamina Points or Hit Points, strictly adhering to the world’s mandate that avatars gain nothing from a short rest.
Traveller
Mantystryx-Adderbrock Feral Predator
- Core Characteristics:
- Strength (STR): 9 (+1)
- Dexterity (DEX): 12 (+2)
- Endurance (END): 10 (+1)
- Intelligence (INT): 2 (-2)
- Education (EDU): 0 (-3)
- Social Standing (SOC): 0 (-3)
- Combat and Health Stats:
- Hits: 21 (calculated by combining the maximum bounds of physical attributes representing the hybrid badger and reptilian mass).
- Speed: 6 meters per movement action on the ground, 12 meters per movement action in flight, 3 meters per movement action when burrowing.
- Armor: +4 natural armor provided by the heavy overlapping reptilian scales and dense mammalian musculature.
- Skills:
- Athletics (Dexterity): 2
- Melee (Natural Weapons): 3
- Recon: 2
- Stealth: 4
- Survival: 2
- Attacks and Traits:
- Raptorial Claws: Melee attack, 3D damage. Upon a successful hit that exceeds the target’s defense by 2 or more, the creature automatically grapples the target, preventing them from moving away and imposing a negative bane die on their physical actions.
- Venomous Bite: Melee attack, 2D damage. This attack is reserved for grappled targets. A character struck by this bite is injected with highly toxic chemical compounds.
- Cytotoxic Poison Trait: Following a successful bite, the victim must pass an Average (8+) Endurance check. Failure results in an immediate 2D damage directly to their Endurance characteristic, bypassing armor entirely. If Endurance drops below zero, the remaining damage applies to Strength or Dexterity.
- Sonic Screech Trait: The creature can spend a significant action to emit a loud noise. All characters within 10 meters must pass a Routine (6+) Endurance check or lose their next minor action due to severe disorientation and pain.
- Healing Constraint: Medical mechanics are heavily restricted. Characters spending time tending to wounds in a short rest interval recover exactly zero characteristic points. Medical aid strictly requires extended long-term care or specific alchemical consumables, as short rests provide zero benefits.
Warhammer
Beast of the Scrublands Amalgamation
- Core Characteristics Profile:
- Movement (M): 5 (Fly 8, Burrow 3)
- Weapon Skill (WS): 55
- Ballistic Skill (BS): 0
- Strength (S): 45
- Toughness (T): 45
- Initiative (I): 50
- Agility (Ag): 55
- Dexterity (Dex): 0
- Intelligence (Int): 10
- Willpower (WP): 30
- Fellowship (Fel): 10
- Wounds (W): 18
- Core Skills:
- Athletics: 65
- Dodge: 65
- Melee (Brawling): 75
- Perception: 70
- Stealth (Rural): 75
- Creature Traits and Mechanics:
- Armor 2: The creature possesses dense layers of grizzled fur and thick scales that function as physical armor across all hit locations.
- Weapon (Raptorial Claws) +8: The creature attacks with bladed, chitinous forelimbs. This weapon possesses the Entangle quality. If the creature wins the opposed combat test, the target is Grappled.
- Weapon (Adder Fangs) +6: The creature uses this attack solely against Entangled or Grappled targets. This weapon has the Venom quality.
- Venom (Cytotoxic): Any target taking at least one wound from the adder fangs must immediately pass a Challenging (+0) Endurance Test. On a failure, the target gains the Poisoned condition. This specific feral poison causes the target to lose 1d10 wounds at the end of every round instead of the standard 1 wound, reflecting the rapid necrotic breakdown of tissue.
- Terror 2: When the creature violently flares its wings and emits its hissing, concussive screech akin to steam escaping a valve, it causes Terror. Characters must pass a Fear test or gain broken conditions and flee.
- Night Vision: The compound eyes allow the creature to see perfectly in the dark cave systems and nocturnal scrublands up to 30 yards.
- Flight 8: The creature utilizes its owl-derived wings to fly with complete silence. Tests to hear the creature approaching from the air suffer a -20 penalty.
- Healing Rule Enforcement: Characters utilizing the standard rules for catching a breath or taking a short rest to recover wounds or clear fatigue conditions gain absolutely no benefit. The strict laws of the world apply, meaning health recovery mandates a full long rest interval where a singular tier die is rolled.
