Scypho Arachno Chelonia 812

The Scypho-Arachno-Chelonia 812 is a haunting, predatory feral life form that dominates the brackish coastlines and flooded industrial ruins of Saṃsāra. This creature represents a biological fusion of four distinct classes: Scyphozoa (Moon Jellyfish), Arachnida (Goliath Birdeater), Testudines (Alligator Snapping Turtle), and Holothuroidea (Sea Cucumber).


  • Original Life Forms Combined
    • Class Scyphozoa: Moon Jellyfish (Aurelia aurita)
    • Class Arachnida: Goliath Birdeater (Theraphosa blondi)
    • Class Testudines: Alligator Snapping Turtle (Macrochelys temminckii)
    • Class Holothuroidea: Sea Cucumber (Cucumaria frondosa)
  • Appearance
    • The core of the creature is a massive, craggy reptilian shell covered in algae and sharp, bony ridges.
    • From beneath the shell, eight thick, bristly arachnid legs emerge, tipped with curved talons for gripping wet stone or submerged brass pipes.
    • Instead of a traditional head, a translucent, pulsating gelatinous bell sits atop a thick, muscular neck.
    • Surrounding the base of this bell are dozens of branching, feathery respiratory tentacles and several long, trailing oral arms laced with stinging nematocysts.
    • The mouth is a spiked, beak-like orifice located on the underside of the gelatinous neck, capable of snapping through copper plating.
  • Size
    • Width: 5 feet (shell diameter).
    • Leg Span: 12 feet when fully extended.
    • Weight: 450 lbs.
  • Speed
    • Scuttle: 25 feet.
    • Swim: 30 feet.
    • Climb: 20 feet.
  • Stat Modifiers
    • Strength: +4 (Crushing jaw and powerful legs).
    • Dexterity: +1 (Heavy and somewhat cumbersome).
    • Constitution: +5 (Armored shell and regenerative internal organs).
    • Intelligence: -4 (Purely instinctual predator).
    • Wisdom/Perception: +3 (Sensory tentacles detect vibrations and chemical changes in water).
  • Skills
    • Eviscerating Defense: As a reaction to a heavy strike, the creature can expel its own sticky, toxic internal tubules to entangle an attacker.
    • Camouflage: When retracted, the shell appears as a common mossy rock or a rusted mechanical housing.
    • Paralytic Sting: The trailing arms deliver a toxin that numbs the nervous system of any avatar it touches.
  • Behavior
    • A sedentary ambush hunter that sits half-submerged in water. It remains perfectly still until its sensory tentacles detect the rhythmic “Magic Flow” or heartbeat of a passing creature.
    • It is known for its “Greed” behavior, often dragging shiny metallic conduits or discarded brass gears into its lair to act as lures for other inquisitive scavengers.
  • Diet
    • Omnivorous Scavenger. It prefers protein-rich meat but will consume industrial runoff, oil-slicked kelp, and even small amounts of soft brass to reinforce its shell.
  • Emotions
    • Primarily driven by Avarice. It possesses a strange, feral attachment to its “hoard” of metal scraps.
    • Displays Stubbornness; once it has latched onto a target with its beak, it will rarely let go even if severely wounded.
  • Environment Where Found
    • Found in Unsafe to Deathly coastal zones, flooded basements of skyscrapers, and the damp mechanical “Sewers” where steam runoff meets the sea.
  • Tags
    • Feral, Monstrosity, Aquatic, Armored, Venomous, Regenerative, Tier 2, Ambush, Hybrid, Amphibious, Arachnid-Limbed, Bio-Luminescent, Brisk-Swimmer, Chitinous-Shell, Ensnaring-Tubules, Gelatinous-Bell, Hard-Beak, Nematocyst-Laced, Scavenging-Hoarder

Life Cycle and Ecology of the Scypho-Arachno-Chelonia 812

The biological progression of the Scypho-Arachno-Chelonia 812 is a testament to the chaotic “Ebb and Flow” of Saṃsāra, transitioning from a free-floating aquatic polyp to a massive, armored terrestrial predator.

  • Polyp Phase (The Anchored Bell):
    • Young 812s begin as tiny, gelatinous polyps attached to the underside of rusted steam pipes in flooded basements.
    • They feed on microscopic industrial runoff and mana-leaks, slowly growing a soft, chitinous plate that will eventually become the alligator-snapping shell.
  • The Medusa Transition (Juvenile):
    • Upon reaching a certain mana density, the polyp detaches and swims as a translucent, spider-legged medusa.
    • During this stage, the shell is still flexible, allowing the creature to squeeze through narrow mechanical conduits. It primarily hunts small fish and “Gill-Wurm” larvae.
  • Maturity and Ossification:
    • As the creature consumes more calcium and soft brass, the shell hardens and the arachnid legs thicken.
    • The gelatinous bell becomes a permanent sensory crown, fixed to the top of the armored body. It can live for over a century, growing larger with every gear it adds to its hoard.

Mating and Propagation

  • The Avaricious Display:
    • Mating occurs in the brackish “Sewers” where islands meet the sea.
    • Males compete by displaying their hoards; the individual with the most complex or “resonant” brass gears attracts a female.
    • They communicate through rhythmic pulses of light emitted from their Scyphozoa bells, creating a bioluminescent strobing effect in the dark tunnels.
  • Eviscerating Deposition:
    • The female deposits fertilized eggs inside the hollows of discarded mechanical parts.
    • She then expels a layer of toxic, sticky tubules—derived from her sea cucumber ancestry—over the “nest” to protect it from scavengers.

Combat Tactics and Actions

The 812 is a patient, tactical fighter that utilizes its environment to trap and exhaust its prey.

  • Ambush Snap (Action):
    • While camouflaged as a rock or rusted housing, the creature waits for a target to step within reach of its neck.
    • It strikes with its beak-like jaw. On a hit, the target is Grappled.
    • The 812 will then attempt to drag the target into deeper water or into the sharp ridges of its own shell to cause additional lacerations.
  • Stinging Oral Arms (Action):
    • The trailing jellyfish tentacles lash out at any nearby threats.
    • Targets must succeed on a Constitution check or become Paralyzed for 1d4 rounds.
    • Even a successful check results in a numbing sensation that reduces Dexterity for the remainder of the encounter.
  • Tubule Evisceration (Reaction):
    • When the 812 takes a significant wound to its soft underside, it expels its internal organs in a sticky web.
    • This functions as a “Web” spell, entangling everyone in a 10-foot radius.
    • Because the 812 has extreme regenerative properties, it can regrow these organs within a few days, though it remains “Unsafe” and weakened during that time.

Other Interesting Information

  • The Gear-Hoarder’s Avarice:
    • The creature is obsessed with the vibration of mechanical power transmission.
    • It will go to great lengths to steal “Singing” gears from active machinery, which often leads to the mechanical failure of skyscraper elevator banks or water pumps.
  • Refining the Shell:
    • The bony ridges of the shell are reinforced with the metals the creature consumes.
    • In some older specimens, the shell may contain traces of gold or silver wire, making the corpse a target for “Sellers’ Market” scavengers.
  • Vibrational Sensitivity:
    • The Scyphozoa bell acts as a massive liquid-filled sensor.
    • The creature can “hear” a steam leak or a heartbeat from over a mile away through the connected pipe networks of the 73 island countries.
  • Regenerative Organs:
    • Like the sea cucumber, the 812 can survive being nearly turned inside out.
    • As long as the reptilian brain-stem remains intact within the shell, the gelatinous bell and all internal organs will reform.

Avatars encountering the Scypho-Arachno-Chelonia 812 must prioritize breaking its grapple quickly. The combination of paralysis and the crushing power of the beak is often lethal. Since avatars gain nothing from a short rest, the paralytic toxins and the fatigue of struggling against the sticky tubules can leave a party completely drained of their magic flow before they even reach the next island.

The presence of the Scypho-Arachno-Chelonia 812 in the flooded under-levels of Saṃsāra creates a unique intersection of industrial sabotage and high-value resource acquisition. Adventurers are drawn into its damp, “Unsafe” territory for several critical reasons.

1. Recovery of Stolen Industrial Components

The creature is driven by an intense Avarice for mechanical parts that vibrate or resonate with “Magic Flow.”

  • The Problem: It frequently crawls into the mechanical cores of metropolitan skyscrapers to tear away brass gears, copper valves, and silver-threaded wiring for its hoard.
  • The Encounter: A party is often hired by a desperate City Engineer to recover a “singing” drive-gear that has been dragged into a flooded sub-basement. Without this specific gear, the skyscraper’s elevators or atmospheric scrubbers fail, leading to a city-wide crisis.

2. Harvesting of “Glow-Gel”

The gelatinous bell of the Scyphozoa crown contains a specialized fluid that remains bioluminescent even after the creature has perished.

  • The Search: Alchemists and magitech engineers in the sellers’ market offer substantial sums for intact bells.
  • The Purpose: The fluid is processed into “Glow-Gel,” a high-grade industrial lubricant and insulator used in the navigation consoles of airships. It allows pilots to see their instruments in total darkness without the heat or vibration of a standard lamp.

3. Clearing Flooded “Sewer” Passages

As the 73 island countries expand their infrastructure, old drainage tunnels and steam-runoff channels are reopened.

  • The Encounter: The 812 frequently nests in these narrow, water-logged passages. Because of its Stubbornness, it will not abandon a chosen lair once a hoard is established.
  • The Conflict: Adventurers must act as “Tunnel Sweepers,” engaging the creature in waist-deep water where its paralyzing tentacles and sticky tubules create a lethal environmental hazard for standard workers.

4. Collection of “Reinforced” Shell-Scrap

Older specimens of the 812 reinforce their turtle-like shells with the metals they consume.

  • The Search: Blacksmiths and armorers seek out the carcasses of ancient 812s to harvest the “Metal-Rich” ridges of the shell.
  • The Purpose: These plates are melted down to create alloyed brass that is significantly more durable and magic-conductive than standard industrial metal. A single well-aged shell can provide enough material for a full set of Tier 2 plating.

5. Rescue from “Sticky-Nests”

The female 812 uses its toxic sea-cucumber tubules to encase its nests and hoards.

  • The Encounter: An unwary messenger or a child exploring the lower levels may become entangled in a fresh “Tubule-Web.”
  • The Reality: Unlike the quick kill of other predators, the 812 often leaves entangled prey alive for days as “fresh meat” for its hatchlings. Adventurers are sent into the brackish dark to cut victims free before the eggs hatch.

The Scypho-Arachno-Chelonia 812 is a biological treasure trove for those brave enough to venture into its brackish, “Unsafe” lairs. Because it incorporates industrial metals and unique biological defenses into its physiology, nearly every part of the carcass has a specific demand in the Sellers’ Market of the 73 island countries.

  • Bioluminescent Scypho-Gel The translucent fluid within the gelatinous bell remains active for several days after the creature’s death.
    • Usage: It is harvested by alchemists to create “Ever-Light” lanterns that do not hum or vibrate, making them essential for stealthy “Rule Breakers.”
    • Industrial Application: It is also used as a cooling lubricant for high-speed mechanical power transmission gears, preventing friction-based meltdowns in skyscraper cores.
  • Reinforced Metallic Scutes The ridges of the alligator-snapping shell are reinforced with the brass and copper the creature consumes.
    • Usage: These plates are pried off and used as raw material for “Conductive Plate Armor.”
    • Benefit: Unlike standard iron, this alloyed brass allows an avatar’s magic flow to pass through the armor without resistance, enhancing the effectiveness of defensive ritual chants.
  • Arachnid Bristle-Brushes The stiff, sensory hairs on the spider-like legs are incredibly durable and chemically resistant.
    • Usage: Clockmakers and steam-engineers use these bristles to create precision cleaning tools.
    • Benefit: They are one of the few materials capable of scrubbing “Caustic Mucus” from a Gastropteron 722 attack without dissolving.
  • Toxic Cuvierian Tubules The sticky, white internal structures of the sea-cucumber-like gut can be harvested if the creature did not expel them during the fight.
    • Usage: These are processed into “Binding Slime” grenades.
    • Effect: When thrown, they expand into a flash-hardened web that can immobilize a Tier 2 feral beast or trap a fleeing “Rule Breaker.”
  • Beak-Chitin Saws The snapping-turtle-style beak is composed of layers of chitin and salvaged metal.
    • Usage: When detached and serrated, the jawbone can be fashioned into a “Breach-Saw.”
    • Effect: It is specifically designed to cut through the thick, rubbery hides of other gastropod-based feral creatures that standard steel blades struggle to penetrate.
  • Nematocyst Silk The long, trailing oral arms contain microscopic stinging cells linked by high-tensile protein strands.
    • Usage: Weavers in the metropolitan islands process this into “Paralytic Thread.”
    • Effect: Clothing stitched with this thread provides a passive defense; any creature attempting to grapple the wearer suffers minor numbing stings, reducing their Dexterity.
  • Brackish Gallbladder Enzymes The digestive juices are capable of breaking down soft metals like lead and copper.
    • Usage: Used by locksmiths as a “Silent Corrosive.”
    • Effect: A few drops can melt through a mechanical lock’s internal pins without the loud hiss or smoke associated with alchemical acids.
  • Sensory Bell-Nerves The nervous system within the Scyphozoa crown is exceptionally sensitive to waterborne vibrations.
    • Usage: Magitech engineers dry these nerves and string them into “Hydro-Acoustic Tripwires.”
    • Effect: When placed in a flooded tunnel, they can detect the movement of a swimming creature from several hundred yards away, providing an early warning for island outposts.

Weaver of Wet Dark and Punishment of Gilded Breath

In the rotations of the world before the seventy-three islands were lifted by the steam-sighs of the deep-earth, when the seas were yet saltier than the tears of a broken gear, there was a city of iron-roots known as Antho-Zoa. This city was built within the belly of a Great Shell, and its people lived by the filtering of the black-water, which gave the sustenance of the primeval soup to the hungry mouths of the many-legged. Because the magic flow in Antho-Zoa was as heavy as the pressure of the abyss, the avatars who dwelled there were gifted with the eight-fold stride and the bell of the sky-jelly.

Among these people was a hoarder of the second tier named Thalasso-Krix, whose soul carried the heavy memories of a copper-smith from a land where the mountains were made of amber. Thalasso-Krix was tasked with the polishing of the primary tidal-gate, a gate of great weight that separated the wet-breath from the dry-fire. One evening, as the stars were drowned by the rising of the red-tide, Thalasso-Krix saw a shimmer that did not come from the biolume-moss. It was a cold, flickering light, like the eye of a drowned king.

Thalasso-Krix looked into the flooded cracks of the foundation-stones, where the silt gathered into mounds of industrial waste. He saw there a mounded shape, a thing that had the back of a mountain-turtle but the legs of a hair-beast. It was the Scypho-Arachno-Chelonia 812, known in the ancient, unreadable glyphs as the Iron-Eating Medusa of the Sump. The creature had no face, but its crown was a pulsing bell of violet ghost-flesh that tasted the magic flow of the tide.

The 812 had been drawn by the vibration of the Antho-Zoa gate, for it mistook the clanging of the brass for the mating-call of a metal-god. As it sat there, it reached out with its oral arms, which were laced with the stinging-silk of the Scyphozoa. It began to weave a web of paralytic threads around the tidal-gate, seeking to bind the “singing” brass for its own secret hoard. Thalasso-Krix, sensing the “Unsafe” nature of the blockage through his Mind’s Eye, reached for his pincer of tempered bronze.

But the 812 was as stubborn as the reef and as treacherous as the spider’s silk. It sensed the displacement of the water through its many sensory bristles. In a moment of extreme avarice, the creature lunged with its armored neck. Its beak, reinforced by the lead and copper of a thousand years, snapped shut upon the pincer of Thalasso-Krix. The hoarder felt the “Nematocyst” sting enter his joints, a numbing frost that began to turn his eight-fold stride into the stillness of the stone.

Thalasso-Krix, though a hoarder of the second tier, knew that he could not win by the strength of the pincer alone, for an avatar gains nothing from a short rest in the grip of the chelonia. He struck the creature’s soft underbelly, hoping to drive it back into the sump. But the 812 performed the Eviscerating Defense. It expelled its own internal tubules—white, sticky ropes of toxic glue—which entangled Thalasso-Krix in a cocoon of his own ambition.

Yet, the soul of the copper-smith was crafty. In his mind, he remembered how to break a thing that is too rigid. He did not pull away. Instead, he channeled the magic flow of the Antho-Zoa gate into the very gear the creature desired. The brass began to vibrate with a frequency so shrill that it shattered the crystalline nerves within the 812’s Scyphozoa bell. The creature, blinded by the resonance of its own greed, released the gate and retreated into the darkness, leaving behind its metal-reinforced shell-plates.

Thalasso-Krix escaped the sticky-nest, but his soul-crystal remained dimmed by the paralytic frost for many cycles. He harvested the glow-gel from the remaining bell-scraps, using it to light the tidal-gate so that no shadow-crawler could ever approach unseen again. The city of Antho-Zoa eventually sank into the silt, but the story of the 812 remains in the wet-dark, whispered by those who hunt the brass in the flooded ruins.

The Moral of the Story: The seeker who builds a wall of stolen iron will find that the wall eventually becomes a cage; for the more one gathers to protect the heart, the more one invites the sting that freezes the blood.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Abyssal Bell-Terror

  • Description: A mounded, moss-covered horror that dwells in the flooded sub-basements of industrial districts. It appears as a jagged rock until the arachnid legs unfold and the violet, stinging bell pulses with a hungry light.
  • Characteristics:
    • STR: 90
    • CON: 110
    • SIZ: 95
    • DEX: 45
    • INT: 30
    • POW: 50
    • HP: 20
    • Build: 3
    • Move: 5 / 8 Swimming
  • Attacks per Round: 1 (Beak Snap, Stinging Arms, or Tubule Evisceration)
    • Beak Snap: 50% (25/10), damage 1D10 + Build. If the attack is an Extreme Success, the target’s limb or weapon is crushed.
    • Stinging Oral Arms: 60% (30/12), damage 1D4 + Paralysis. The target must succeed on a Hard CON roll or be paralyzed for 1D6 rounds.
    • Tubule Evisceration (Reaction): 40% (20/8). Triggered when the creature loses more than 5 HP in a single strike. The 812 expels its gut. Target must succeed on a Dodge or be immobilized in sticky, toxic silk.
  • Armor: 8-point reinforced metallic shell.
  • Sanity Loss: 1/1D10 Sanity points to witness the internal organs being expelled.
  • Syntax: Mythos Monster; Armor 8; Paralysis (Hard CON); Evisceration (Reaction).

Blades in the Dark

Unique Name: The Sump-Hoarder

  • Description: A feral monstrosity that haunts the flooded canals of the Docks. It is obsessed with the vibration of copper and brass, dragging expensive machinery into its sticky, dark lair.
  • Tier: II (Large, armored, and exceptionally stubborn).
  • Threat Level: Dangerous (Engaging this creature in water is a Desperate position).
  • Attributes:
    • Quality: Tier II.
    • Scale: Large (Equivalent to a small wagon or heavy boiler).
  • Abilities:
    • Numbing Sting: When an NPC or PC is struck by the tentacles, they suffer the Level 2 Harm (Numbed). This reduces their effect on all physical actions until the toxin is purged.
    • Reinforced Shell: The 812 is immune to small arms fire and standard blades unless the attacker finds a “Weak Point” (requires a Setup action or a Great Effect).
    • Eviscerating Defense: If the creature’s shell is breached, it expels a web of tubules. This forces a Resistance Roll (Prowess) to avoid being trapped in the “Sticky-Nest.”
  • Clock: Sinking the Hoard (6-segment clock). If filled, the creature retreats into deep water with the party’s objective.
  • Syntax: Feral Threat; Tier II; Reinforced Shell (Immunity); Numbing Sting (Level 2 Harm).

Dungeons & Dragons (5th Edition)

Unique Name: Scypho-Arachno-Chelonia 812

  • Description: Large monstrosity, unaligned. An armored, many-legged predator that utilizes a gelatinous sensory crown to detect the heartbeats of prey.
  • Armor Class: 19 (Natural Armor/Metallic Shell).
  • Hit Points: 114 (12d10 + 48).
  • Speed: 25 ft., swim 30 ft., climb 20 ft.
  • Stats: STR 19 (+4), DEX 12 (+1), CON 20 (+5), INT 3 (-4), WIS 16 (+3), CHA 7 (-2).
  • Senses: Darkvision 60 ft., Tremorsense 30 ft. (while in water), Passive Perception 13.
  • Abilities:
    • Amphibious: The 812 can breathe air and water.
    • Shell Defense: While the 812 is at half health or more, it has resistance to non-magical slashing and piercing damage.
  • Actions:
    • Multiattack: The creature makes one Beak attack and one Stinging Arm attack.
    • Beak: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is Large or smaller, it is Grappled (escape DC 15).
    • Stinging Oral Arms: Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (2d4 + 4) poison damage. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the save at the end of each of its turns.
    • Tubule Evisceration (Recharge 5–6): The 812 expels its entrails in a 15-foot cone. Each creature in that area must succeed on a DC 15 Dexterity saving throw or be Restrained.
  • Syntax: Large monstrosity; AC 19; Shell Defense (Resistance); Stinging Arms (Paralysis).

Knave (2nd Edition)

Unique Name: Shell-Medusa

  • Description: A spider-turtle with a jelly-crown. It loves to eat brass and soft lead.
  • Level: 6 (HD 6, HP 28).
  • Armor: 18 (Reinforced Shell).
  • Movement: Normal (Land/Swim), Slow (Climb).
  • Attacks: 2 (Beak +6 or Stings +6).
  • Abilities:
    • Paralytic Sting: If hit by stings, make a CON Save or be unable to move for 1d4 rounds.
    • Gut-Trap: When HP reaches 10, it expels its guts. Everyone nearby makes a DEX Save or is stuck to the floor until they can cut themselves free (takes 1 round).
    • Camouflage: It looks exactly like a mossy rock or rusted machinery until it moves. It always wins Initiative in its lair.
  • Morale: 10 (Extremely stubborn).
  • Treasure: 2d6 Gear Slots of reinforced brass shell-plates or Glow-Gel.
  • Syntax: HD 6; AC 18; 2 Attacks; CON Save (Paralysis); Gut-Trap.

Fate Core

Unique Name: The Armored Sump-Medusa

  • Description: A massive, moss-covered shell-beast that lurks in flooded industrial foundations. It possesses a cold, calculating avarice for vibrating brass and will defend its hoard with stinging tentacles and toxic internal webbing.
  • Aspects:
    • High Concept: Feral Armored Ambush Predator
    • Trouble: Slow and Cumbersome on Dry Land
    • Nature Aspect: Obsessed with Vibrating Brass
    • Tactical Aspect: Translucent Bell Detects the Magic Flow
  • Skills:
    • Great (+4): Physique (Armor/Toughness), Notice
    • Good (+3): Fight, Stealth
    • Fair (+2): Will, Provoke
    • Average (+1): Athletics
  • Stunts:
    • Numbing Oral Arms: When the 812 succeeds on a Fight attack with its tentacles, it can forgo dealing stress to apply the Paralyzed Limbs situation aspect with two free invokes.
    • Metallic Shell: The 812 has Armor: 2 against all physical attacks.
    • Cuvierian Evisceration: Once per scene, when the 812 takes a consequence, it can immediately create a Sticky Web of Entrails obstacle in its current zone. Anyone attempting to move out of the zone must overcome a Great (+4) Physique or Athletics difficulty.
  • Stress: Physical [ ][ ][ ][ ], Mental [ ][ ][ ]
  • Syntax: NPC; Skills (Physique +4); Stunts (Metallic Shell); Stress 4/3.

Numenera & Cypher System

Unique Name: Scypho-Arachno-Chelonia 812

  • Description: A level 6 creature (target number 18) that resembles a craggy, metallic rock until it unfolds. It is highly sought after for its bioluminescent internal fluids.
  • Level: 6
  • Health: 30
  • Damage Inflicted: 6 points
  • Armor: 4 (Reinforced Metallic Shell)
  • Movement: Short (Swim/Land)
  • Modifications: Stealth and Perception as Level 8 while submerged or stationary.
  • Combat:
    • Paralytic Tentacles: On a successful attack, the target takes 6 damage and must make a Might defense roll. On a failure, the target is stunned and cannot take actions for one round. Each subsequent round, the target must repeat the roll or remain stunned as the toxin lingers.
    • Crushing Beak: If the creature has already hit a target with its tentacles, it can follow up with a beak snap that deals 8 points of damage and ignores 2 points of Armor.
    • Organ Expulsion (Reaction): If the 812 takes more than 10 damage in a single round, it expels sticky tubules. This functions as a level 6 snare that affects everyone in immediate range.
  • Syntax: Creature (Level 6); Armor 4; Health 30; Paralytic Sting (Might Defense).

Pathfinder (2nd Edition)

Unique Name: Scypho-Arachno-Chelonia 812

  • Description: Creature 6, N, Large, Amphibious, Monstrosity. An armored hunter that utilizes bioluminescent lures and paralytic stinging cells to secure its prey.
  • Perception: +16; Tremorsense (Vibration) 60 ft. (in water), Darkvision.
  • Skills: Athletics +16, Stealth +14 (+18 in water), Perception +16.
  • Str +5, Dex +1, Con +6, Int -4, Wis +4, Cha -2.
  • AC: 24 (Fortified Shell); Fort +17, Ref +11, Will +14.
  • HP: 110.
  • Speed: 25 feet, swim 30 feet, climb 20 feet.
  • Melee [one-action]: Beak +17, Damage 2d10+7 piercing plus Grab.
  • Melee [one-action]: Stinging Arm +17 (Reach 15ft), Damage 2d6+7 poison plus 812 Paralysis.
  • Abilities:
    • 812 Paralysis (Poison): DC 24 Fortitude save. Success: The target is unaffected. Failure: The target is Slowed 1 for 1 minute. Critical Failure: The target is Paralyzed for 1 round and Slowed 2 for 1 minute.
    • Tubule Evisceration [two-actions] (Recharge 5-6): The 812 expels its sticky gut in a 15-foot cone. Creatures in the area must succeed at a DC 24 Reflex save or be Restrained. A creature can attempt a DC 24 Athletics or Acrobatics check to Escape.
  • Syntax: Creature 6; N Large; AC 24; HP 110; 812 Paralysis (DC 24).

Savage Worlds (Adventure Edition)

Unique Name: Shell-Medusa

  • Description: A heavy, armored monstrosity that blends in with industrial debris before striking with incredible force.
  • Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12, Vigor d12.
  • Skills: Athletics d6, Fighting d8, Notice d10, Stealth d10.
  • Pace: 5; Parry: 6; Toughness: 15 (6).
  • Edges: Hard to Kill, Iron Jaw.
  • Special Abilities:
    • Armor +6: Metallic-reinforced shell.
    • Bite: Str+d8. If the 812 hits with a Raise, it Grabs the target automatically.
    • Stinging Tentacles: Str+d4. Reach 2. Anyone hit must make a Vigor roll at -2 or be Stunned.
    • Cuvierian Tubules: As an action, or a reaction if Wounded, the 812 expels sticky webbing. This creates a Medium Burst Template. Those inside must make an Agility roll at -2 or be Entangled (or Bound on a Critical Failure).
    • Aquatic: Pace 6 in water.
  • Syntax: Wild Card; Toughness 15 (6); Stinging Tentacles (Vigor -2); Aquatic.

Shadowrun (6th World Edition)

Unique Name: Awakened Sump-Jelly

  • Description: A dual-natured horror found in the flooded lower levels of arcologies. It is an ambush predator that senses the bio-electrical rhythm of cyberware through the water.
  • Attributes:
    • BOD: 9
    • AGI: 3
    • REA: 3
    • STR: 8
    • WIL: 4
    • LOG: 1
    • INT: 5
    • CHA: 1
    • EDG: 1
    • ESS: 6
    • MAG: 4
  • Initiative: 8 + 1D6
  • Defense Rating: 12
  • Condition Monitor: 13
  • Armor: 6 (Reinforced Shell)
  • Skills: Athletics 3, Close Combat 5, Perception 6, Stealth 5.
  • Powers:
    • Paralytic Tentacles: (Close Combat Attack). On a hit, the target takes (MAG + 2)S damage. The target must succeed on a Body + Willpower (4) test or suffer the Paralyzed status for (Net Hits) rounds.
    • Hardened Shell: The creature possesses Hardened Armor 6. Only weapons with an Attack Rating higher than 12 can effectively penetrate the shell.
    • Cuvierian Web (Reaction): When the creature takes Physical damage, it expels sticky tubules. This functions as a “Binding” spell with a Force equal to its Body (9).
  • Syntax: Awakened Critter; Hardened Armor 6; Paralytic Tentacles (S damage); Cuvierian Web (Binding).

Starfinder (2nd Edition)

Unique Name: Scypho-Arachno-Chelonia 812

  • Description: Level 6, N, Large, Animal, Mutation. A heavy, armored scavenger that thrives in the flooded maintenance decks of starships or the brackish swamps of xeno-worlds.
  • Perception: +16; Tremorsense (Vibration) 60 ft. (while submerged), Darkvision.
  • AC: 24; Fort: +17, Ref: +11, Will: +14.
  • HP: 110.
  • Speed: 25 ft., swim 30 ft., climb 20 ft.
  • Melee [one-action]: Beak +17, Damage 2d10+7 P plus Grab.
  • Melee [one-action]: Stinging Arm +17 (Reach 15ft), Damage 2d6+7 poison plus 812 Paralysis.
  • Abilities:
    • 812 Paralysis (Poison): DC 24 Fortitude save. Success: Target is unaffected. Failure: Target is Slowed 1 for 1 minute. Critical Failure: Target is Paralyzed for 1 round and Slowed 2 for 1 minute.
    • Tubule Evisceration [two-actions] (Recharge 5–6): The 812 expels its sticky gut in a 15-foot cone. Each creature in that area must succeed on a DC 24 Reflex save or be Restrained.
  • Syntax: Level 6 Creature; N Large; AC 24; HP 110; 812 Paralysis (DC 24).

Traveller (Mongoose 2nd Edition)

Unique Name: Armored Bell-Hunter

  • Description: A biological anomaly often encountered in the flooded sub-levels of high-tech starports. It is attracted to the low-frequency vibrations of fusion reactors.
  • Characteristics:
    • STR: 14 (+2)
    • DEX: 6 (+0)
    • END: 15 (+3)
    • INT: 1 (-2)
    • INS: 12 (+2)
    • PAK: 4 (-1)
  • Armor: 10 (Reinforced Metallic Shell)
  • Skills: Athletics (Dexterity) 1, Melee (Unarmed) 3, Recon 2, Stealth 4.
  • Attacks:
    • Crushing Beak: 3D6 damage. On a hit, the target is Grappled.
    • Stinging Tentacles: 1D6 damage + Paralysis. The victim must make an END check (10+) or be unable to move for 2D6 minutes.
    • Internal Tubules: If the creature takes 10+ damage in one hit, it expels its gut. Target must make a DEX check (8+) or be trapped (STR check 10+ to escape).
  • Special: Vibration Sense: Detects movement within 50 meters while in water. Armor: Only heavy weapons or armor-piercing rounds are effective against the shell.
  • Syntax: Animal (Hunter/Amphibious); Armor 10; 3D6 Beak; Vibration Sense (50m).

Warhammer (Fantasy Roleplay 4th Edition)

Unique Name: The Shell-Medusa of the Sump

  • Description: A mounded, armored monstrosity that guards hoards of brass and copper in the flooded ruins of old fortifications. It is notoriously difficult to dislodge once it establishes a lair.
  • Characteristics:
    • M: 3 / 6 (Swimming)
    • WS: 45
    • BS: 05
    • S: 55
    • T: 65
    • I: 35
    • Agi: 25
    • Dex: 15
    • Int: 10
    • WP: 50
    • Fel: 05
  • Wounds: 32
  • Traits:
    • Armour 6 (Reinforced Shell)
    • Bite +9 (Beak)
    • Tentacle +7 (Paralysis): Reach 3 yards. Target must make a Challenging (+0) Endurance Test or gain the Paralysed Condition for 1D10 rounds.
    • Eviscerate (Reaction): When the creature loses a Bonus Step of Wounds, it expels its guts. Everyone in melee range must make a Hard (-20) Dodge Test or gain the Entangled Condition with a Strength of 60.
  • Special: Stubborn: The 812 never fails a Morale Test while defending its hoard.
  • Syntax: Elite Monster; Armour 6; Tentacle (Paralysis); Eviscerate (Reaction).