- Original Life Forms
- Class Cephalopoda: Giant Pacific Octopus (Enteroctopus dofleini)
- Class Insecta: Field Cricket (Gryllus pennsylvanicus)
- Class Reptilia: Komodo Dragon (Varanus komodoensis)
- Class Mammalia: Giant Anteater (Myrmecophaga tridactyla)
- Appearance
- The Octogryllocentrus 842 possesses a low-slung, elongated torso covered in a mix of chitinous plates and coarse, bristly fur that shifts color to match its surroundings.
- Its head is tapered with a long, toothless snout housing a flicking, adhesive tongue, flanked by multiple compound eyes that provide a panoramic view of its environment.
- Instead of standard reptilian legs, it moves on four powerful, jointed insectoid limbs designed for high-velocity jumping, while four muscular, suction-cupped tentacles extend from its midsection to grasp prey or anchor the creature to vertical surfaces.
- A heavy, serrated tail provides balance and delivers a venomous strike, and its skin constantly secretes a thin layer of paralytic mucus.
- Size
- This life form typically reaches a length of 12 feet from the tip of the snout to the end of the tail and stands approximately 4 feet tall at the shoulder when in a neutral stance.
- Speed
- It maintains a terrestrial crawling speed of 30 feet, but its powerful hind-leg structures allow for sudden horizontal leaps of up to 60 feet in a single bound.
- In aquatic environments, it utilizes jet propulsion and tentacle-driven swimming to reach speeds of 40 feet.
- Stat Modifiers
- Strength: +4 (Due to the crushing power of the tentacles and powerful limbs)
- Dexterity: +3 (Reflecting the insectoid reflexes and camouflage capabilities)
- Constitution: +2 (A result of the resilient reptilian metabolism and chitinous armor)
- Intelligence: -3 (The creature operates on a purely feral, instinctual level)
- Wisdom: +2 (Enhanced by multi-spectrum compound eyes and sensory tentacles)
- Charisma: -4 (A terrifying and alien presence that lacks social structure)
- Skills
- Stealth: The creature utilizes its chromatophores to blend into any background, granting significant bonuses to concealment.
- Athletics: Its combination of musculature and specialized limbs allows it to climb any surface and jump vast distances.
- Perception: With compound eyes and a sensitive tongue, it is nearly impossible to surprise in its natural habitat.
- Grapple: The suction-cupped tentacles allow it to restrain multiple targets simultaneously with high efficiency.
- Behavior
- This is a solitary, ambush-style predator that is highly territorial and displays extreme aggression toward anything entering its perceived domain.
- It spends the majority of its time motionless and camouflaged, waiting for vibrations detected through its leg joints to signal approaching prey.
- When threatened, it emits a high-pitched, rhythmic chirping sound produced by rubbing its leg plates together, which can disorient the auditory senses of nearby avatars.
- Diet
- It is a specialized carnivore that primarily consumes large insects, smaller mammals, and aquatic creatures.
- It uses its adhesive tongue to pull smaller prey into its maw or uses its tentacles to crush larger targets before injecting them with a digestive enzyme that liquefies soft tissue.
- Emotions
- Its emotional range is limited to primal states of hunger, territorial irritability, and a survival-driven fear that triggers immediate aggression rather than flight.
- It shows no capacity for social bonding, even with others of its own species, except during brief, violent mating intervals.
- Environment Where Found
- These creatures are most commonly found in the humid, high-magic jungles and mangrove swamps of the central island nations where the ebbing magic flow supports their complex physiology.
- They are also known to inhabit the dark, damp peripheries of subterranean megacities where they cling to the ceilings of cave systems to drop onto unsuspecting travelers.
- Tags
- Feral, Hybrid, Monstrosity, Ambush Predator, Multi-limbed, Camouflaged, Venomous, Amphibious, Chitinous, High-Jump, Paralytic, Wall-Crawler, Solitary, Tactile, Bio-Luminescent, Sound-Sensitive, Reactive
- Life Cycle
- The life cycle begins in a cluster of translucent, gelatinous eggs deposited in stagnant, magic-rich pools within cave systems or jungle hollows.
- Upon hatching, the larvae resemble oversized, pale crickets with soft, cephalopod-like mantles and no limbs, surviving by consuming the nutrient-dense jelly of their egg sacs.
- Within six months, the juvenile undergoes a violent metamorphosis where the chitinous plates rupture through the skin and the four primary leaping legs develop fully.
- During this adolescent stage, the creature is highly vulnerable and relies entirely on its changing chromatophores to remain invisible to larger predators.
- Full maturity is reached at three years, at which point the venom glands in the tail become active and the central tentacles reach their full grasping length.
- The typical lifespan of an Octogryllocentrus 842 in the wild is approximately forty years, though individuals living near high-density magic flows have been recorded at nearly double that age.
- Mating
- Mating occurs during the lunar ebbing of magic cycles when the creatures’ internal “silver fire” pulses rhythmically, signaling their location to others through the ground.
- The process is extremely dangerous for the male, as the female’s territorial instincts are suppressed only for the duration of the genetic exchange.
- Males perform a complex stridulation ritual, using their leg plates to create a vibration that mimics the frequency of a dying prey animal to lure a female.
- Once the exchange is complete, the female frequently attempts to consume the male to provide the necessary protein for the development of the egg cluster.
- There is no parental care provided; the female abandons the eggs immediately after laying them in a suitable magical conduit.
- Tactics
- In combat, the Octogryllocentrus 842 prioritizes the “Identify and Immobilize” strategy, using its compound eyes to track multiple targets simultaneously.
- It typically begins an encounter from a vertical or inverted position, dropping from a ceiling or tree canopy to use gravity to increase the force of its initial tentacle slam.
- If forced into a direct confrontation on level ground, it utilizes its high-jump capability to reposition itself behind the weakest-looking opponent every few seconds.
- It focuses on one target at a time, attempting to grapple them with its midsection tentacles while using its long snout to deliver paralytic enzymes to the neck or limbs.
- When facing a group, it uses its tail as a sweeping deterrent, keeping other adversaries at bay while it attempts to drag its primary target into the shadows.
- Actions
- Tentacle Multi-Grasp: The creature makes four separate grapple checks using its central tentacles; each successful hit restrains the target and deals bludgeoning damage.
- Paralytic Snout Strike: A precision bite that delivers a chemical cocktail; the victim must resist or suffer immediate loss of motor function for several minutes.
- Stridulation Burst: The creature rubs its legs together at high speed, creating a localized sonic boom that can deafen and knock back all creatures within a 15-foot radius.
- Ink-Cloud Displacement: When submerged or in high-humidity air, it can expel a dark, magically-infused ink that obscures the Mind’s Eye of anyone within the cloud.
- Serrated Tail Lash: A wide-arc melee attack that targets all creatures in a 10-foot cone behind the beast, dealing slashing damage and injecting venom.
- Other Interesting Information
- The “silver fire” within the creature’s magic circuits causes its blood to glow with a faint blue luminescence when it is exposed to the air.
- Alchemists in metropolitan centers highly prize the adhesive tongue of the Octogryllocentrus 842 for use in creating high-tier binding agents and restorative salves.
- Because the creature lacks a traditional skeleton, it can compress its 12-foot body to fit through openings as small as two feet in diameter.
- The Mind’s Eye often perceives the creature as a shifting blur of stats due to its rapid color-changing skin, making it difficult for lower-tier avatars to lock onto its health values.
- Some “rule breakers” have attempted to use the vocal cords of this species as a conduit for casting disorientation spells, though the process of harvesting them is often fatal.
- Despite its feral nature, the creature shows a strange passivity toward steam-powered machinery, often curling up near warm pipes to absorb the ambient thermal energy.

Incentives for Encountering the Octogryllocentrus 842
- Resource Harvesting for Alchemical Industry
- The adhesive tongue of the creature is a primary ingredient in the production of high-grade industrial sealants used to prevent steam leaks in high-pressure magical boilers.
- Its chromatic skin is highly sought after by master tailors in the metropolises to create gear that provides passive stealth bonuses, as the skin retains its color-shifting properties even after the avatar’s death.
- The paralytic enzymes found within its snout are used by medical practitioners to create localized anesthetics for complex surgeries, making the venom glands a high-value commodity in a sellers’ market.
- Infrastructure Protection and Maintenance
- Due to their attraction to the warmth of steam-powered machinery, these creatures often nest near the large pipes that transport elemental steam between island nations or through subterranean megacities.
- A party of adventurers might be hired by a trade guild to clear a “clog” or “nesting site” where a group of Octogryllocentrus 842 has gathered, as their presence can lead to mechanical failure or the death of maintenance workers.
- Their habit of squeezing through small conduits allows them to infiltrate supposedly “Designated Safe” areas, turning a secure factory or inn into an “Unsafe” zone overnight.
- Bounty Hunting and Territorial Security
- Because these creatures are ambush predators, they often set up territories along vital trade routes between the 73 island countries, leading to a high disappearance rate of delivery griffons and airship ground crews.
- Local governments or political factions may issue bounties for the removal of particularly old and large specimens that have reached Tier 2 or Tier 3 levels of power through the consumption of magical runoff.
- Successful hunters may also seek the crystal left behind upon the creature’s dramatic death, as feral crystals of this complexity are often used as stable batteries for high-magic storage devices.
- The Search for “Rule Breaker” Components
- Aspiring “rule breakers” who wish to train their own bodies as magical conduits may search for these creatures to study their unique anatomy or harvest their vocal cords.
- The rhythmic stridulation of the Octogryllocentrus 842 provides a template for new sonic-based spells that disregard traditional vocal requirements, attracting scholars of quantum magic and forbidden industry.
- Mind’s Eye Development and Training
- High-tier mentors often send less experienced avatars into the humid jungles to track these creatures as a test of their Mind’s Eye capabilities.
- Learning to decipher the “stat blur” caused by the creature’s camouflaged skin is a critical skill for any adventurer who plans to venture into the “Deathly” areas of the world where sensory misdirection is common.
Harvestable Components and Industrial Applications
- Chitinous Plate Segments
- The rigid, interlocking plates on the back of the Octogryllocentrus 842 are exceptionally lightweight yet resistant to high-pressure steam.
- These are harvested to manufacture specialized boiler suits for engineers and armor plating for small zeppelins, as the material does not interfere with the flow of magic circuits like some metals do.
- Silver Fire Ocular Fluid
- The fluid extracted from the creature’s multiple compound eyes contains a high concentration of refined magical energy used to create “True Sight” lenses.
- These lenses are integrated into high-tier monocles or goggles that assist avatars in piercing magical misdirection and identifying false stats displayed by shielded foes.
- Stridulation Plate Filings
- The serrated ridges on the creature’s leaping legs can be ground into a fine, resonant powder.
- This powder is a critical component in the manufacturing of “Sonic Signal” crystals used by maritime trade ships to communicate through thick fog or magical weather patterns where visual signals fail.
- Ventral Suction Membranes
- The highly elastic and adhesive membranes from the creature’s tentacles are carefully removed to create “Spider-Climb” gloves and boots.
- These items allow explorers to traverse the vertical glass and steel skyscrapers of the world’s megacities without the need for active levitation magic.
- Serrated Tail Spines
- The hardened, hollow spines found along the tail can be repurposed into alchemical needles or high-quality fountain pen nibs for scribes.
- When used in calligraphy, these nibs allow for the precision writing of ritual chants, as the material is naturally attuned to the “silver fire” energy that powers magical ink.
- Luminescent Blood Cells
- The glowing blue blood of the creature is harvested and processed into “Cold-Light” vials.
- These vials provide long-lasting, heatless illumination for underwater population centers or mining operations in dark cave systems where traditional torches would consume too much oxygen.
- Digestive Enzyme Bladders
- The internal sacs containing the enzymes used to liquefy prey are highly prized by the demolition industry.
- These enzymes can be stabilized into a potent alchemical acid capable of eating through the reinforced stone and metal used in ancient ruins, making them essential for treasure hunters and archaeological “rule breakers.”
- Magic-Conductive Nervous Tissue
- The neural fibers of the Octogryllocentrus 842 function almost exactly like high-grade magic circuits.
- When preserved in alchemical oils, these fibers are used as internal wiring for custom-built automatons or to repair the complex control systems of large-scale steam factories.
Many-Legged Shadow and Stone-Which-Breathes
- In the time before the Great Counting, when the souls were yet new to the soil of Saṃsāra and the stars were not yet named by the Mind’s Eye, there existed the First-Breather of the Deep Wet.
- This was the Octogryllocentrus 842, though in the old tongue of the ghosts, it was called “He-Who-Clutches-the-Vapor-and-Sings-with-His-Thighs.”
- The story, scratched upon the copper leaves of the Sun-King’s tomb, speaks of a great hunger that fell upon the islands when the magic weather turned to ice.
- The creature, being of the eight-arm-four-leg-kind, found that the warmth had fled from the trees and the mud had grown hard like the heart of a seller.
- It did not weep, for its eyes are many and its tears are but paralytic mucus, but it sought the places where the earth’s blood bubbled in white clouds of steam.
- There was a city of the Old Ones, whose skyscrapers were built of glass that remembered the sun, and inside this city was the “Stone-Which-Breathes,” a great boiler of elemental fire and water.
- The Octogryllocentrus 842 did use its skin of many colors to become as the shadow of a thought, sliding through the pipes as a tongue slides through a snout.
- It found the Great Machine and did embrace it with its suction-tentacles, for the warmth was as the embrace of a mother who is also a predator.
- However, the people of that city, the early avatars whose memories were still confused by the death of their old worlds, grew angry because the steam did not flow to their hearths.
- They sent a champion, a “Rule-Breaker” of the First Tier, whose name is lost to the rubbing of time but whose courage was as loud as a ritual chant.
- The champion entered the chamber of the Great Machine and saw nothing, for the beast was as the wall, and the wall was as the beast.
- Then, the Octogryllocentrus 842 did rub its legs together with a sound that was like the screaming of the wind in a narrow cave.
- The champion was deafened, and his Mind’s Eye did spin like a fallen nickel upon a stone floor.
- The creature did leap, not as a beast of the earth, but as a spark of the silver fire, crossing the distance in a single heartbeat of the world.
- It did not kill the champion with a bite, but did wrap him in the cold, sticky hug of its many arms, for it wished to know if the character within the avatar was warm.
- The champion, feeling his health points ebb away like the tide of a thirsty sea, did use his vocal cords to shout a name that was true.
- The name was the secret name of the Steam, and the Great Machine did roar with a fury that was not intended by the gods.
- The creature was not burned, for its chitin is the shield of the deep, but it was dislodged from its nesting place by the pressure of the spirit of the water.
- It did flee into the dark places, leaving behind a single serrated spine and a trail of glowing blue blood that lit the city for a thousand nights.
- The people did use the spine to write the laws of the market, and they did use the blood to find their way in the darkness of the industrial age.
- But it is said in the poorly-scratched copper leaves that the Octogryllocentrus 842 still waits near every pipe and every valve, listening for the vibration of a soul that is too warm.
- When the steam hisses in the night, it is not the machine that speaks, but the many-legged shadow reminding the avatars that the warmth belongs to the oldest of the inhabitants.
- The champion lived, but he could never again hear the sound of a cricket without his skin turning the color of fear.
Moral of the Story: Do not mistake the stillness of the wall for safety, for the hunter who wears the world’s face is the first to feast when the fire is lit.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Shifting Terror of the Vents
- Characteristics
- STR 110
- CON 75
- SIZ 130
- DEX 85
- INT 45
- POW 60
- EDU —
- SAN —
- HP: 20
- Damage Bonus: +2D6
- Build: 3
- Move: 9 / 12 leaping / 8 swimming
- Skills: Stealth 85%, Climb 70%, Listen 50%, Spot Hidden 40%.
- Attacks (2 per round):
- Tentacle Grasp: 50% (25/10), damage 1D6 + DB + held (STR check to escape).
- Paralytic Bite: 35% (17/7), damage 1D10 + venom (Extreme CON roll or paralyzed for 1D10 minutes).
- Serrated Tail Lash: 40% (20/8), damage 1D8 + DB.
- Special Abilities:
- Chromatophore Camouflage: In shadows or natural foliage, Difficulty to spot is increased to Extreme.
- Stridulation (Cost 2 MP): All within 10 yards must succeed on a Hard CON roll or be stunned for 1 round.
- Sanity Loss: 1/1D8 Sanity points to encounter the Shifting Terror.
Blades in the Dark
Unique Name: Steam-Vents Lurker
- Tier: 3
- Quality: Potent (Physicality, Camouflage, Venom)
- Threat Level: Dangerous
- Attributes:
- Insight: 2
- Prowess: 4
- Resolve: 1
- Clocks:
- Trap the Prey (4-segment)
- Overwhelm with Sonic Burst (4-segment)
- Abilities:
- Void-Touched Camouflage: The creature is effectively invisible until it strikes or moves. Characters must “Survey” or “Study” with Great Effect to spot it before an ambush.
- Leaping Ambush: The creature can initiate a conflict from across the district, leaping from rooftops or pipes.
- Numbing Venom: If a player takes harm from a bite, they suffer the “Paralyzed” (Level 3) or “Numbed” (Level 2) condition, complicating all physical actions.
- Tactics: It waits near heat sources and attacks the last person in a line. It uses its “Stridulation” to create a “Deafened” complication for the crew.
Dungeons & Dragons (5th Edition)
Unique Name: Octogryllocentrus
- Large Monstrosity, Unaligned
- Armor Class: 15 (Natural Armor)
- Hit Points: 85 (10d10 + 30)
- Speed: 30 ft., climb 30 ft., swim 30 ft., fly 0 ft. (60 ft. leap)
- STR: 18 (+4) | DEX: 16 (+3) | CON: 16 (+3) | INT: 5 (-3) | WIS: 14 (+2) | CHA: 3 (-4)
- Skills: Stealth +7, Athletics +6, Perception +4
- Senses: Blindsight 30 ft., Passive Perception 14
- Challenge: 4 (1,100 XP)
- Abilities:
- Standing Leap: The creature’s long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.
- False Appearance: While the creature remains motionless and uses its camouflage, it has a +10 bonus to Stealth checks.
- Actions:
- Multiattack: The creature makes two Tentacle attacks and one Bite or Tail attack.
- Tentacle: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14).
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. The target must succeed on a DC 13 CON saving throw or be poisoned for 1 minute and paralyzed while poisoned in this way.
- Tail: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Knave (2nd Edition)
Unique Name: Chitinous Slitherer
- Level: 4 (HD 4)
- Armor: 15 (Chitin)
- Attack: 2 Tentacles (d6), 1 Bite (d10 + Venom)
- Movement: 40 ft. (60 ft. leap)
- Morale: 9
- Abilities:
- Wall Crawler: Can move on ceilings and vertical surfaces at full speed.
- Camouflage: Only spotted on a 1-in-6 chance if stationary.
- Stridulation: Once per encounter, can emit a sound requiring a WIS save for all nearby. Failure results in being unable to act for 1 round due to disorientation.
- Venom: A bite requires a CON save. Failure causes 1d4 STR damage and inability to run.
- Hoard: The creature leaves behind a glowing crystal worth 400 copper and its plates can be fashioned into a shield (Quality 5).
Fate Condensed
Unique Name: The Chameleonic Pipe-Hunter
- Aspects
- High Concept: Stealthy Chitinous Chimera
- Trouble: Obsessed with Steam and Heat
- Aspect: Suction-Cupped Tentacles
- Aspect: Disorienting Leg-Stridulation
- Skills
- Great (+4): Stealth
- Good (+3): Athletics, Physique
- Fair (+2): Notice, Fight
- Average (+1): Will
- Stress
- Physical: [1] [1] [1]
- Mental: [1] [1]
- Stunts
- Ambush Leap: Because I am a master of the pounce, I gain a +2 to Athletics when I use it to move into a zone and immediately make a Fight attack in the same action.
- Paralytic Toxin: Because I possess a potent venom, when I succeed with style on a Fight attack using my snout, I can trade the extra shifts to apply a “Paralyzed” situation aspect with two free invokes instead of taking a boost.
- Sonic Shield: Because I can vibrate my leg plates, I can use Physique to defend against mental or sensory-based attacks or to create obstacles for anyone trying to approach me.
Numenera & Cypher System
Unique Name: Steam-Skittering Terror
- Level: 5 (15)
- Health: 20
- Damage Inflicted: 5 points
- Armor: 2
- Movement: Short (Long leap)
- Combat/Tactics:
- This creature is level 6 for all tasks involving stealth or hiding due to its advanced chromatophores.
- It attacks with tentacles and a bite. If the bite deals damage, the target must make a Might defense roll. On a failure, the target is moved one step down the damage track as paralysis sets in.
- Once per combat, it can vibrate its legs to emit a sonic pulse. All within short range must make an Intellect defense roll or be dazed for one round, increasing the difficulty of all their tasks by one step.
- Loot: 1d6 Cyphers (usually bio-mechanical or alchemical in nature) and 1 Oddity (a piece of chitin that changes color based on the holder’s mood).
Pathfinder (2nd Edition)
Unique Name: Octogryllocentrus
- Creature 5
- Traits: N, Large, Animal
- Perception: +12; Darkvision, Tremorsense (Imprecise) 30 feet
- Skills: Acrobatics +11, Athletics +13 (+15 to Grapple), Stealth +14 (+18 in jungle/pipes)
- Str: +5, Dex: +4, Con: +3, Int: -4, Wis: +2, Cha: -4
- AC: 22; Fort: +14, Ref: +11, Will: +9
- HP: 75
- Speed: 25 feet, Climb 25 feet, Swim 25 feet; Leap (30 feet)
- Melee [Single Action]: Tentacle +14 (Reach 10 feet), Damage 2d6+7 bludgeoning plus Grab.
- Melee [Single Action]: Snout +14, Damage 2d8+7 piercing plus Octogryllocentrus Paralysis.
- Melee [Single Action]: Tail +14 (Agile, Reach 10 feet), Damage 2d4+7 slashing.
- Octogryllocentrus Paralysis (Poison): Saving Throw: DC 21 Fortitude; Maximum Duration: 1 minute; Stage 1: Stupefied 1 (1 round); Stage 2: Clumsy 2 and Slowed 1 (1 round); Stage 3: Paralyzed (1 round).
- Sonic Stridulation [Two Actions] (Sonic): The creature rubs its legs together. All creatures in a 15-foot emanation take 4d6 sonic damage (DC 22 basic Fortitude save). Those who fail are also Deafened for 1 minute.
Savage Worlds (Adventure Edition)
Unique Name: Chitinous Ambush-Drake
- Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
- Skills: Athletics d10, Fighting d8, Notice d8, Stealth d12, Survival d6
- Pace: 6; Parry: 6; Toughness: 10 (4)
- Edges: Brute, Quick
- Special Abilities:
- Armor +4: Chitinous plating.
- Bite/Tentacles: Str+d6.
- Camouflage: Stealth rolls are made at +4 as long as the creature remains still.
- Leap: Can jump 4” horizontally and 2” vertically as part of its movement.
- Paralysis: Anyone wounded by a bite must make a Vigor roll or be Stunned. At the start of their next turn, they must make another Vigor roll or remain Stunned and become Incapacitated for 1d6 minutes.
- Size +2: The creature is roughly the size of a large predatory cat or small horse.
- Stridulation: As an action, the creature can make an Athletics roll resisted by the Spirit of everyone in a Medium Blast Template. Those who fail are Distracted and Vulnerable.
- Wall Walker: Can move on vertical surfaces at its normal Pace.
Shadowrun (6th World Edition)
Unique Name: Mana-Warped Steam Lurker
- Attributes
- Body: 7
- Agility: 5
- Reaction: 6
- Strength: 8
- Willpower: 3
- Logic: 1
- Intuition: 5
- Charisma: 1
- Essence: 6
- Magic: 5
- Initiative: 11 + 2D6
- Condition Monitor (P/S): 12 / 10
- Armor Rating: 12
- Skills: Athletics 5, Close Combat 6, Perception 5, Stealth 7 (Specialization: Camouflage +2)
- Powers:
- Adaptive Coloration: The creature gains +2 Defensive Rating when stationary or moving slowly in environments with complex visual backgrounds.
- Paralyzing Venom: When a Close Combat attack with the snout deals damage, the target must make a Body + Willpower (3) Test. Failure results in the target gaining the Dazed status for 3 rounds. If the test fails by 3 or more hits, they gain the Paralyzed status.
- Stridulation (Sonic Attack): As a Major Action, the creature creates a sonic burst. Anyone within a 10-meter radius must resist 6S damage with a minus 2 penalty to their resist pool.
- Wall Running: The creature can move across vertical surfaces as if they were flat ground during its movement phase.
- Attack Rating: 12/10/—/—/—
- Damage: 4P (Tentacles/Bite)
Starfinder (2nd Edition)
Unique Name: Void-Strider Octogryllocentrus
- Level: 5
- Perception: +12; Darkvision, Tremorsense 30 ft.
- Languages: None (Feral)
- Skills: Athletics +13, Stealth +14, Acrobatics +12
- Str: +4, Dex: +4, Con: +3, Int: -4, Wis: +2, Cha: -3
- AC: 22; Fort: +14, Ref: +11, Will: +9
- HP: 75
- Speed: 30 ft., climb 30 ft., swim 30 ft.
- Melee [Single Action]: Tentacle +14 (Reach 10 ft.), Damage 2d6+9 Bludgeoning plus Grab.
- Melee [Single Action]: Snout +14, Damage 2d8+9 Piercing plus Paralytic Injection.
- Paralytic Injection (Poison): Saving Throw: DC 22 Fortitude. Success: No effect. Failure: The target is Slowed 1 for 1 minute. Critical Failure: The target is Paralyzed for 1 round and Slowed 2 for 1 minute thereafter.
- High-Pressure Jump [Single Action]: The creature uses its insectoid limbs to propel itself. It Leaps up to 60 feet. This movement does not provoke reactions.
- Stridulation Pulse [Two Actions]: (Sonic) All creatures in a 15-foot emanation take 5d6 sonic damage (DC 22 basic Fortitude save). On a failure, the creature is also Deafened for 1 round.
Traveller (Mongoose 2nd Edition)
Unique Name: Chitinous Ambush Predator (Pseudo-Cephalopod)
- Animal Category: Chaser / Ambusher
- Characteristics
- STR 12 (+2)
- DEX 11 (+1)
- END 10 (+1)
- INT 1 (-2)
- INST 11 (+1)
- PACK 0 (-3)
- Armor: 6 (Thick Chitin)
- Size: 400 kg
- Speed: 12 m
- Skills: Athletics (Dexterity) 2, Melee (Unarmed) 2, Recon 1, Stealth 3
- Attacks:
- Tentacles: Damage 2D+4, Grapple (Target must win an opposed STR check to move).
- Venomous Bite: Damage 3D, if damage is taken, the victim must make an END check (10+) or be incapacitated by paralysis for 2D x 10 minutes.
- Traits:
- Amphibious: Can breathe and move equally well in water.
- Chameleonic: Attacks against this creature at Medium range or further suffer a -2 DM unless the attacker has advanced thermal or multi-spectrum sensors.
- Jump: Can leap up to 20 meters as a single movement action.
Warhammer Fantasy Roleplay (4th Edition)
Unique Name: Steam-Gland Monstrosity
- Characteristics
- M: 5
- WS: 45
- BS: —
- S: 45
- T: 50
- I: 40
- Ag: 45
- Dex: —
- Int: 15
- WP: 30
- Fel: 05
- Wounds: 22
- Traits:
- Amphibious: Can breathe in water and air.
- Armor (2): Chitinous plates on the torso and head.
- Bestial: Operates on instinct; fails all social tests.
- Night Vision: Can see in complete darkness.
- Skittish: If it takes more than 5 wounds in a single turn, it must pass a Cool Test or use its next move to Retreat.
- Stride: Can move 2 extra yards per Move action.
- Wallcrawler: Can move across any solid surface, including ceilings.
- Special Attacks:
- Grappler (Tentacles): Upon a successful hit, the target is Entangled with a Strength of 45.
- Venom (Difficult): Anyone wounded by the snout must pass a Difficult (-10) Toughness Test or gain 2 Stunned Conditions as paralysis takes hold.
- Stridulation: As an action, the creature creates a hideous noise. All within 5 yards must pass a Cool Test or gain 1 Broken Condition.
