Original Life Forms Used:
• Coral Grouper (Epinephelus coralicus) – Class: Actinopterygii (ray-finned fishes)
• Harpy Eagle (Harpia harpyja) – Class: Aves
• Coconut Crab (Birgus latro) – Class: Malacostraca
• Fire Salamander (Salamandra salamandra) – Class: Amphibia
Appearance:
The Serracoraloon Skreaper is an unsettling fusion of reef predator, aerial hunter, armored crustacean, and amphibian resilience. Its central body resembles a broad, muscular avian torso covered in layered, chitin-plated scales patterned like coral reef stone, shifting from pale sand-tan to deep vermilion during threat displays. Its wings are massive, feathered at the base but tapering into flexible, leathery edges fringed with gill-like fronds, allowing both sustained flight and gliding dives into water. The head combines the hook-beaked ferocity of a harpy eagle with a serrated jaw hinge borrowed from the grouper, giving it both a crushing bite and tearing beak strike. Eyes are wide, gold-rimmed, and adapted for both daylight hunting and dim reef-light vision. Its legs are coconut-crab strong, armored, and ending in serrated pincers for climbing rock cliffs or splitting open armored prey. From the sides of its torso sprout salamander-inspired limb frills that secrete a faintly glowing mucus in high magic ebbs, both as a display and to deter predators. The tail is prehensile and armored, used for balance, gripping coral spires, or delivering stunning whip strikes.
Size:
Length: 2.8 m from beak to tail tip
Wingspan: 5.1 m
Mass: ~185 kg
Speed:
On land: 8 m/turn
In flight: 20 m/turn
In water: 10 m/turn (using wing-fronds and tail propulsion)
Stat Modifiers:
• Strength: +4
• Dexterity: +2
• Constitution: +3
• Intelligence: −1
• Wisdom: +2
• Charisma: −2
Skills:
• Climbing (sheer surfaces, rocky or coral) – Expert
• Diving (aerial-to-water precision strikes) – Expert
• Grappling prey with claws – Skilled
• Aquatic stealth in coral terrain – Skilled
• Reef camouflage via chitin pattern shifting – Skilled
• Detecting vibration and sound underwater – Skilled
Behavior:
The Serracoraloon Skreaper is a solitary ambush apex predator that hunts along coastal cliffs, coral shallows, and reef caverns. It perches motionless for hours on rocky spires, then dives suddenly to snatch prey from either land or water. It favors attacking from angles that cut off escape routes, using claws to immobilize and beak-jaw combo to kill quickly. Territorial during breeding season, otherwise roams large hunting ranges. Will opportunistically scavenge, especially from shipwrecks.
Diet:
Carnivorous; feeds on large reef fish, seabirds, giant crustaceans, sea reptiles, and the occasional shoreline mammal. Known to crack open magical shell-creatures to feed on enchanted organs.
Emotions:
• Displays calculated patience while hunting.
• Intensely aggressive when defending nest sites.
• Displays ritualized aerial “dance” when courting.
• Will not abandon injured mate until death is certain.
Environment Where Found:
Warm coastal cliffs, coral archipelagos, and high-magic shallow reef systems in tropical belts of Saṃsāra. Prefers zones where both aerial perches and underwater hunting grounds are within range.
Tags:
Feral, Amphibious, Aerial Predator, Coral-Dwelling, Armored, Climber, Diver, Reef-Camouflage, Ambush-Hunter, High-Magic Reactive, Cliff-Dweller, Nocturnal-Adapted, Apex-Predator, Territorial, Solitary, Coastal, Amphibious-Flyer
Life Cycle:
• Hatchling Stage (0–3 months): Eggs are laid in clutches of 2–4 within cliffside crevices above tidal zones. Eggs are spherical, chitin-shelled, and speckled to resemble coral fragments. Hatchlings are fully mobile within a day, equipped with rudimentary wing-fronds for gliding falls into the surf if threatened. They remain guarded by one parent while the other hunts.
• Juvenile Stage (3 months–2 years): Rapid growth occurs, with the armored plating thickening and wings reaching half adult span. Juveniles begin hunting small reef fish and crustaceans under parental supervision. They learn to switch between aerial dives and underwater pursuit in short bursts.
• Sub-Adult Stage (2–4 years): Territorial range begins to expand, and they become independent hunters. Wing muscles fully develop, allowing for long-distance glides between cliff hunting perches.
• Adult Stage (4–30+ years): Fully mature; known to remain in prime physical condition until their final years. Highly territorial during mating season. Rarely migrates unless reefs collapse or prey abundance changes drastically.
• Elder Stage (30+ years): Becomes slower in aerial hunting but often dominates reef territory through intimidation and experience. May rely more on scavenging and ambushing from close range.
Mating:
• Serracoraloon Skreapers are seasonal monogamists, forming pair bonds during the Passion Week of the Lathandus month when prey is abundant and sea temperatures rise.
• Courtship involves a spiraling aerial display where each partner alternates between high-altitude dives into the surf and bringing up a large, still-living fish as an offering. The more intact the prey, the higher the display’s value.
• Nests are constructed in cliff hollows reinforced with woven seaweed, driftwood, and coral fragments.
• Both parents incubate the eggs, alternating hunting and guarding shifts. If one parent dies, the other may abandon the clutch if food is scarce.
Tactics:
• Aerial Ambush: From high perches, the Skreaper drops with wings folded tight, striking prey with pincer claws before it can flee.
• Water Strike: Uses fronded wing edges to slice through the surface with minimal splash, relying on its grouper-derived lung expansion to create sudden suction that draws fish closer.
• Armor Crash: If cornered on land, it lowers its head and rushes forward, using its armored chest to knock opponents off balance, then follows with claw or beak strikes.
• Cliff Harassment: Against larger threats, it repeatedly dive-bombs, striking with one claw before climbing out of reach.
• Camouflage Stalk: Blends into coral or rock before making a sudden grab when prey drifts close.
Actions:
• Pincer Crush: Powerful coconut crab claws deal crushing damage and can sever smaller limbs or weapons.
• Beak-Jaw Rend: Combined strike of beak and serrated jaw—ideal for tearing chunks of flesh or opening armor gaps.
• Tail Whip: Prehensile, plated tail delivers concussive knockback in close quarters.
• Frond Mucus Spray: Amphibian fronds can release a glowing mucus to distract prey or confuse enemies in dark waters.
• Dive & Carry: Targets are seized mid-air or mid-water and dragged to a higher perch or deeper reef to immobilize.
Other Interesting Information:
• They are capable tool users—known to drop heavy coral stones onto armored prey to crack shells.
• The mucus secreted during high magic ebbs can be refined into a weak bioluminescent paste, traded in some coastal markets.
• Their chitin plating hardens with age into intricate coral-like ridges, which can be carved for ornamental purposes (though hunting them for this is dangerous and frowned upon by some coastal cultures).
• Ancient Saṃsāra reeffolk myths speak of “Sky Coral Guardians” who were once protectors of sacred cliffside shrines—these may have been early encounters with Serracoraloon Skreapers during their most territorial seasons.
• Predators are rare; the only consistent threat are large draconic sea serpents, which may strike juveniles or compete for reef hunting grounds.

Adventurers on Saṃsāra might seek out the Thrymnocoraptor 947 for a variety of reasons, each tied to its ecology, behavior, and the economic or magical value of its remains.
1. Rare and Coveted Materials
The fused keratin-chitin armor of its exoskeletal plates, combined with the reptilian under-scales, produces a hybrid composite used in crafting flexible yet highly resilient armor panels, shield faces, and bracing components for magical conduits. The barnacle-like nodules embedded in its carapace are dense with mana-crystals, which can be processed into mana-boosting powders or embedded directly into wands and staves. The long feathered fins along its limbs, if treated properly, can retain minor enchantments and are sought for cloaks and ceremonial headdresses.
2. Magical and Alchemical Harvesting
Its venom glands secrete a neuro-paralytic combined with faint hallucinogenic effects, making it a powerful tool for both hunting toxins and trance-inducing ritual brews. The mucus lining its amphibian membranes contains trace regenerative properties useful in healing salves. Its specialized stomach stones, used to grind mollusks and armored prey, accumulate a magical polish over decades; these “Thrymnocoraptor pearls” are prized alchemical catalysts.
3. Ecological and Civic Reasons
In some coastal towns and island cliff settlements, the creature is known to prey on fishing flocks, kelp-farm workers, or small livestock. Contracts may be posted to cull an aggressive specimen or drive it from a breeding ground too close to populated areas. Its nesting season is particularly dangerous, as parents fiercely defend wide territories.
4. Strategic Knowledge
The Thrymnocoraptor 947 is a master of ambush both on shore and in water, making it a valuable quarry for those seeking to study its hunting patterns to improve military tactics. Commanders of coastal or riverine defense forces may hire adventurers to capture one alive for observation.
5. Cultural and Ritual Roles
Some coastal clans of Teotihuacán and nearby archipelagos believe the creature’s crested skull plate is a “Shell of the Forgotten Wave,” a sacred relic that should be retrieved and offered in high-tide ceremonies. Other groups treat its capture as a rite of passage for Tier-2 warriors wishing to claim mastery of both land and sea combat.
6. Exploration Hazards
The species prefers rocky tidal estuaries, submerged reef-caves, and mangrove-lined channels—terrain where adventurers might already be exploring for ruins, lost trade caches, or rare aquatic herbs. Encounters can occur unintentionally when its hunting grounds overlap with these expeditions.
From a slain Thrymnocoraptor 947, careful harvesters can obtain a wide array of valuable materials. Many are prized by crafters, alchemists, and magical engineers across Saṃsāra.
1. Crest Plate
- Description: A dense, bony helm-like growth atop the skull, striated with mana-infused calcium.
- Uses:
- Forged into ceremonial helms for naval commanders.
- Ground into a powder for ritual chalk used in water-aligned spell circles.
- Reinforcement in magical diving helmets, providing resistance to crushing depths.
2. Barnacle Mana-Nodules
- Description: Small barnacle-shaped formations along the outer shell, each containing crystallized mana deposits.
- Uses:
- Crushed into fine powder to boost mana storage in staves and amulets.
- Embedded whole into wands as a reusable focus for water or tidal magic.
- Infused into potions for short bursts of aquatic breathing.
3. Chitin-Keratin Hybrid Plates
- Description: The armor-like body plating, combining the flexibility of keratin with the hardness of chitin.
- Uses:
- Used in crafting hybrid armor for Tier-1 to Tier-3 avatars.
- Fashioned into shield cores that are unusually light for their strength.
- Milled into fine strips for reinforcing magical gear straps.
4. Venom Glands
- Description: Twin internal sacs that store a neuro-paralytic with mild hallucinogenic qualities.
- Uses:
- Ingredient in paralyzing darts or arrowheads.
- Diluted for ritual trance mixtures used in oracular ceremonies.
- Basis for a rare sedative salve for dangerous aquatic fauna.
5. Regenerative Membrane Mucus
- Description: Thick, slick secretion coating the amphibian sections of the body.
- Uses:
- Mixed into high-grade healing ointments.
- Preservative in aquatic alchemical brews to prevent spoilage.
- Infusion in protective skin creams for deep-sea divers.
6. Thrymnocoraptor Pearls
- Description: Smooth, polished stomach stones infused with years of magical abrasion.
- Uses:
- Focus stones for precision water-shaping spells.
- Decorative in elite jewelry that enhances concentration.
- Catalyst for alchemical distillations that separate magical impurities.
7. Fin Feathers
- Description: Long, paddle-like feather-scales along the forelimbs and tail edges.
- Uses:
- Retain minor enchantments; sewn into cloaks to grant slight swimming speed bonuses.
- Incorporated into ceremonial fans for summoning rain or mist.
- Pulverized for pigment in rare iridescent inks.
8. Eye Lenses
- Description: Multi-layered lenses adapted for above- and below-water vision.
- Uses:
- Crafted into goggles that switch seamlessly between bright and dim light conditions.
- Ground into alchemical powder to enhance scrying crystals.
9. Claw Hooks
- Description: Curved amphibian-reptile talons with a serrated inner edge.
- Uses:
- Incorporated into climbing gear for improved grip on wet surfaces.
- Set into the tips of certain ritual weapons symbolizing the predator’s dual-domain mastery.
10. Heart of the Tide
- Description: The enlarged heart core, suffused with water-aligned mana channels.
- Uses:
- Used as a potent spell battery for hydromancers.
- Preserved in brine for rituals invoking tidal surges or flood blessings.
Song Beneath Waves and Storm Above
It is told from mouths older than their teeth, scratched into shell before shells knew the sea, that once there was the great One-Who-Walks-and-Swims, the Thrymnocoraptor of Nine Currents. In the far-ago time, when Helios walked slower and the moon’s face was still unbroken, the waters of Teotihuacán’s coasts were restless as children denied sleep.
From the east came hunger, shaped like a thousand black fins. They were the Fanged Swarm, who bit the foam and swallowed the fish, leaving nets empty and bellies hollow. From the west came the Breathless Deep, whose hands were the tides themselves, drowning the little islands to drink their soil. Between these foes, the fisher-folk cried to the sky, and the sky answered only with the grinding of clouds.
The Thrymnocoraptor rose where reef meets trench, its back barnacled with the years, its eyes lit by the dim lanterns of forgotten things. It had neither lord nor kin, for it was born in the Silence Before Names. Yet it remembered a promise made by the Old Current, that the sea and land should be as siblings, not as thieves. So the creature climbed to the shore, dragging its fins in the sand like mourning banners, and spoke in the voice of breaking shells:
“Give to me three things, and I will give you peace.”
First, the fisher-folk brought a net woven from hair of the first mothers, still smelling of fire and rain. Second, they brought the tears of a mountain, held in a jar of night-glass. Third, they brought their silence, holding no breath while the creature looked into their eyes.
The Thrymnocoraptor took the net and cast it into the eastern waters. At once, the Fanged Swarm found their fins tangled, their teeth dulled, and their hunger broken. It poured the mountain’s tears into the western waves, and the Breathless Deep sighed, retreating to sleep in trenches no foot could touch.
But the silence—the silence it kept for itself, pressing it into the hollow behind its heart. With it, the Thrymnocoraptor could swim unseen, hunt without warning, and rest without dream. For three cycles of the great moon, peace washed over the coasts, and children learned to fear only the storms.
Yet peace is a cup with a hole, and the hole is time. The fisher-folk grew rich, and in their wealth forgot the gift. They spoke loud at the shore, boasting of their safety, mocking the old net, trading the night-glass jar for foreign gold. And the silence in the creature’s heart began to leak.
One dawn, the Thrymnocoraptor swam close to hear the voices of those it had saved. They did not know it was there, for the silence was almost gone. They spoke of killing it, for its bones would make fine charms, its plates fine armor. The creature’s eyes closed against the salt, and when they opened, they were no longer lit with the dim lanterns, but with the sharp light of storms.
The Thrymnocoraptor rose again to shore. This time, it brought no words, only the tide. The waters lifted whole houses and carried them into the deep. The net of hair was found torn in the kelp beds. The night-glass jar lay shattered in the sand. And the silence returned to the creature’s heart, heavy and complete.
Those who survived rebuilt their homes farther inland, their nets smaller, their voices quieter. They carved warnings into stone: not of the Fanged Swarm, not of the Breathless Deep, but of the One-Who-Walks-and-Swims, who keeps peace only while it is remembered.
And still, when the surf growls before a calm day, the elders say the Thrymnocoraptor is passing, testing if the silence in its heart has begun to leak once more.
Moral: Peace is a tide—hold it, or it will return to the sea.
Suggested conversions to other systems:
CALL OF CTHULHU (7th Edition)
Name: The Brine-Walker of Nine Currents
STR 110 (55%)
CON 90 (45%)
SIZ 140 (70%)
DEX 55 (27%)
INT 50 (25%)
POW 80 (40%)
Hit Points: 23
Move: 8 (land), 12 (swim)
Damage Bonus: +2D6
Build: 3
Armor: Natural plating (6 points); immune to mundane small-arms under .45 cal unless critical hit.
Attacks:
• Crushing Bite 65% (33/13), damage 2D6+2D6 db
• Claw/Fin Sweep 50% (25/10), damage 1D10+db
• Silent Surge (Special): 1/3 rounds, may approach from water without sound; target’s Listen roll at Hard difficulty or be Surprised.
Skills: Listen 65%, Swim 95%, Stealth (aquatic) 80%, Intimidate 70%, Track 50%, Navigate (marine) 45%.
Sanity Loss: 0/1D6 upon first witnessing its surfacing in daylight; 1/1D8 if attacked in deep water.
BLADES IN THE DARK
Name: Tide-Reaper of the Shattered Shoals
Type: Threat 4, Legendary Feral
Impulse: To guard the coastlines with violent neutrality, punishing intrusion or betrayal.
Description: Massive amphibious predator, barnacled armor, ancient cunning, able to vanish in shallow or deep waters.
Edges:
• Ancient Pact Memory – can sense communities it once aided or punished.
• Surge from the Deep – appear suddenly in shallows without warning.
• Armor of the Reef – reduces harm by 2 levels against physical attacks.
Clocks:
• 6-Tick Clock – “Closing In from the Depths” for ambush situations.
• 4-Tick Clock – “Wrath Unleashed” when its moral code is broken.
Special: If the crew honors local superstitions before encountering it (2 coin in offerings, downtime action “Petition the Old Current”), its attitude shifts from hostile to guarded. Otherwise, it treats intruders as trespassers.
DUNGEONS & DRAGONS (5th Edition)
Name: Thrymnocoraptor, Guardian of the Nine Currents
Gargantuan monstrosity, neutral
Armor Class 18 (natural armor)
Hit Points 310 (23d12+161)
Speed 40 ft., swim 70 ft.
STR 27 (+8)
DEX 14 (+2)
CON 25 (+7)
INT 10 (+0)
WIS 16 (+3)
CHA 12 (+1)
Saving Throws Con +12, Wis +8
Skills Perception +9, Stealth (water) +8, Athletics +13, Survival +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold; condition immunity to frightened
Senses darkvision 120 ft., passive Perception 19
Languages understands Aquan and Nahualté but does not speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits
• Amphibious – Can breathe air and water.
• Silent Surge – While submerged, the Thrymnocoraptor is inaudible beyond 30 ft.; creatures must succeed on a DC 18 Perception check to detect it before it attacks.
• Legendary Resistance (3/day) – If it fails a saving throw, it can choose to succeed instead.
Actions
• Multiattack – Makes three attacks: one Bite and two Fin-Claw attacks.
• Bite – Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 36 (4d12+8) piercing damage.
• Fin-Claw – Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d10+8) slashing damage.
• Tidal Crash (Recharge 5–6) – Releases a concussive wave in a 60-ft. cone; each creature must make a DC 20 Strength saving throw or take 45 (10d8) bludgeoning damage and be pushed 30 ft.
Legendary Actions (3/round)
• Detect – Makes a Wisdom (Perception) check.
• Move – Moves up to half its speed without provoking opportunity attacks.
• Crushing Sweep (Costs 2 Actions) – Makes one Fin-Claw attack against all creatures within 10 ft.
KNAVE (latest edition)
Name: Reef-Silent Leviathan
HD: 12
AC: 17 (reef-hardened plating)
Attack: Bite (2d10) or Fin-Sweep (2d8, can strike all foes in close range once/round)
Move: Fast swim, normal walk
Morale: 10
Abilities
STR +4, DEX +1, CON +4, INT 0, WIS +2, CHA 0
Traits
• Amphibious – Breathes water and air; equally dangerous on shore or beneath the waves.
• Silent Surge – Surprise on a roll of 1–4 on d6 when emerging from water.
• Wrath of the Old Current – When a settlement betrays its pacts, this creature will not stop until reparations are made or the place is destroyed.
Loot – Barnacle armor fragments (AC 15 if fitted to armor, resists 2 damage from nonmagical attacks), Deep-Silence Gland (brewer can create a potion of undetectable movement underwater).
FATE (Core Edition)
Name: The Leviathan of Nine Currents
High Concept: Amphibious Guardian of the Ancient Tides
Trouble: Vengeful Against Oath-Breakers
Aspects:
• Armor of the Reef and Bone
• Silent Hunter of the Shallows
• Memory of Forgotten Pacts
Skills:
• Great (+4): Physique
• Good (+3): Fight, Athletics
• Fair (+2): Notice, Stealth
• Average (+1): Lore, Provoke
Stunts:
• Silent Surge – Gain +2 to Stealth when attacking from water after remaining still for a scene.
• Tidal Crash – Once per session, spend a Fate Point to create a scene aspect “Concussive Flood” with two free invokes affecting all in close range.
• Barnacle Plating – Once per scene, reduce incoming physical damage by 2 shifts.
Stress: Physical 4, Mental 3
Consequences: Mild (2), Moderate (4), Severe (6)
NUMENERA & CYPHER SYSTEM
Name: Thrymnocoraptor
Level: 8 (Target Number 24)
Motive: Protect ancient coastal sites, punish intruders
Environment: Coastal shallows, deep reefs, tidal caves
Health: 40
Damage Inflicted: 10 points
Armor: 4 (reef armor)
Movement: Short (land), Long (water)
Modifications: Stealth 10, Perception 9, Swimming 10, Intellect defense 5
Combat: Attacks with a crushing bite (10 damage) or fin-claw sweep (8 damage to up to two targets in immediate range). Once every 1d6 rounds, it can create a Tidal Crash that knocks all within short range prone (Might defense roll or fall prone and take 6 damage).
Interaction: Intelligent; may parley with those honoring old sea rites.
Use: An ancient guardian defending a submerged ruin; knowledge of its pacts allows avoiding conflict.
Loot: Reef armor fragments (level 6 armor material), deep-silence glands (level 5 cypher – grants underwater undetectable movement for 1 hour).
PATHFINDER 2e
Name: Thrymnocoraptor, Ancient Tidal Guardian
Creature 15
NE Gargantuan Amphibious Beast
Perception +26; darkvision
Languages Aquan, Nahualté (can’t speak)
Skills Athletics +31, Stealth +25, Survival +27
Str +8, Dex +3, Con +7, Int +1, Wis +4, Cha +1
AC 38; Fort +29, Ref +23, Will +25
HP 325; Immunities cold; Resistances physical 10 (except magical), poison 10
Speed 40 ft., swim 70 ft.
Melee [one-action] Bite +31 (reach 15 ft.), Damage 4d12+14 piercing
Melee [one-action] Fin-Claw +31 (reach 15 ft.), Damage 3d10+14 slashing
Special Abilities
• Silent Surge [passive] – While in water, gains a +4 circumstance bonus to Stealth; creatures must succeed at DC 33 Perception to notice before attack.
• Tidal Crash [two-actions] (Recharge 1d4 rounds) – 60-foot cone; DC 37 Reflex save, 12d8 bludgeoning damage, pushed 30 ft. on a failure, knocked prone on a critical failure.
• Legendary Resistance (3/day) – Succeed a failed save.
SAVAGE WORLDS (Adventure Edition)
Name: Thrymnocoraptor – Leviathan of the Nine Currents
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+4, Vigor d12
Skills: Athletics d10, Fighting d12, Notice d8, Stealth d10, Survival d8, Swimming d12
Pace: 8; Swim: 12; Parry: 8; Toughness: 17 (4)
Edges: Sweep (can attack all adjacent foes), Improved Frenzy
Special Abilities:
• Amphibious – Moves equally well on land and in water.
• Armor of the Reef – Armor +4; ignores 2 points of AP from physical attacks.
• Silent Surge – Stealth at +2 in water; may make an opposed Stealth vs. Notice roll to begin combat with The Drop.
• Tidal Crash – Once every 3 rounds, releases a shockwave (Large Burst Template, 3d8 damage, Knockback equal to damage/2″).
• Fear –2 – Those seeing it emerge must make a Fear check at –2.
Attacks:
• Bite: Str+d12+4 damage
• Fin-Claw: Str+d10, Reach 1″
Size: +8 (Gargantuan)
Wild Card Abilities: 3 Bennies; may spend to soak damage or reroll failed trait tests.
SHADOWRUN (6th Edition)
Name: Thrymnocoraptor – Reef Leviathan
Metatype: Paracritter (Marine/Aquatic)
Attributes: BOD 14, AGI 5, REA 5, STR 12, WIL 5, LOG 2, INT 4, CHA 3, EDG 2
Initiative: 9 + 1D6 (Land), 11 + 2D6 (Water)
Movement: 15/30 (Swim 30/60)
Armor: 12 (natural coral armor)
Condition Monitor (Physical): 14
Condition Monitor (Stun): 9
Skills: Unarmed Combat 8, Perception 6, Sneaking 7, Swimming 8, Survival 5
Powers:
• Amphibious – No penalties moving between water/land.
• Coral Plating – Natural armor, reduces incoming Physical DV by 4 before soak.
• Silent Surge – +3 dice to Sneaking in water; treated as invisible to standard sonar unless crit glitch.
• Tidal Crash – Complex Action; 15m cone underwater shockwave (10P DV, AP –4, knockdown).
• Fear – Simple Action; Willpower + Intimidation [Social] vs. target’s Willpower + Logic to resist fleeing.
Weaknesses: Territorial (Provoked on intrusion to lair)
STARFINDER (2nd Edition)
Name: Thrymnocoraptor CR 14
NE Gargantuan Animal (Aquatic)
Init: +5; Senses: darkvision 60 ft., low-light vision, blindsense (vibration) 60 ft.; Perception +27
DEFENSE:
HP: 315; EAC: 31; KAC: 33
Fort: +27, Ref: +23, Will: +21
DR: 10/magic; Resistances: cold 20
OFFENSE:
Speed: 40 ft., swim 80 ft.
Melee: Bite +31 (6d10+22 P), Fin-Claw +31 (4d10+22 S)
Special Attacks: Tidal Crash (every 1d4 rounds, 60-ft. cone, 14d6 B, Reflex DC 29 half, knock prone on fail), Grab (on bite)
STATISTICS:
Str: +8, Dex: +3, Con: +6, Int: +0, Wis: +3, Cha: +1
Skills: Athletics +31, Stealth +26 (+30 in water), Survival +28
Feats: Swim-By Attack, Multiattack
ECOLOGY:
Environment: temperate coastal shallows & reef ruins
Organization: solitary or pair
TRAVELLER (Mongoose 2nd Edition)
Name: Thrymnocoraptor (Aquatic Apex Predator)
Traits: Animal (Marine), Size 8 (Gargantuan)
STR 20 (+3), DEX 10 (+0), END 16 (+2), INT 5 (–1), EDU 0 (–3), SOC 0 (–3)
Hits: 32
Armor: 10 (natural)
Skills: Athletics 2, Recon 2, Melee (Natural Weapons) 3, Stealth 2, Survival 2, Swim 3
Attacks:
• Bite – 5D6 damage, AP 4
• Fin-Claw – 4D6 damage, AP 2
• Tidal Crash – 30m cone underwater shockwave, 3D6 damage + Knockback; targets make Athletics or STR roll (8+) or fall prone (or lose next action if swimming).
Tactics: Ambush from concealment, disable prey with Tidal Crash, finish with bite/claw.
WARHAMMER FANTASY ROLEPLAY (4th Edition)
Name: Thrymnocoraptor, Ancient Reef Guardian
Species: Monstrous Beast (Aquatic)
M WS BS S T I Ag Dex Int WP Fel W
65 65 0 70 65 35 40 20 18 45 10 92
Skills: Athletics 70, Perception 55, Stealth (Aquatic) 65, Swim 85
Talents: Fear 3, Hardy, Menacing, Swim, Strike Mighty Blow (2), Natural Weapon (Bite/Claw), Armoured Skin (AP 4)
Traits:
• Amphibious – Moves freely between land and sea.
• Coral Plating – Natural Armor Points 4 (all locations).
• Silent Surge – Opposed Stealth vs. Perception before combat begins; surprise grants +20 to first attack.
• Tidal Crash – Full Action, Special Attack: 30-yard cone, targets test Athletics (S) or be knocked prone and take 3D10+8 damage ignoring first 2 AP.
• Territorial – Will attack intruders to lair without hesitation.
Weapons:
• Bite: SB+8 damage
• Fin-Claw: SB+6 damage, Strike Mighty Blow applies
Armour Points: Head 4, Body 4, All Limbs 4