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Fallout Bestiary
76
~By Leovaunt
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Table of Contents
New Fallout Character Options ................................................................................................................ 4
New Character Race ............................................................................................................................ 4
Mister Handy Robot ........................................................................................................................ 4
New Perks: Misty Handy Perks ........................................................................................................ 5
New Perks: Companion Perks .......................................................................................................... 6
New Recruit Perks ........................................................................................................................... 6
Dog Companion Perks ..................................................................................................................... 7
Bestiary 76 ............................................................................................................................................ 10
New Animals and Insects................................................................................................................... 10
Critter ............................................................................................................................................ 10
Honey Beast and Bee Swarm ......................................................................................................... 11
Mega Sloth .................................................................................................................................... 13
Radtoad ......................................................................................................................................... 14
Ticks ............................................................................................................................................. 15
New Robots....................................................................................................................................... 18
Liberator ........................................................................................................................................ 18
Cryptids............................................................................................................................................. 19
Grafton Monster ............................................................................................................................ 19
Mothman ....................................................................................................................................... 21
Sheepsquatch ................................................................................................................................. 22
Snallygaster ................................................................................................................................... 24
Wendigo ........................................................................................................................................ 27
Mole Miners ...................................................................................................................................... 29
The Scorched..................................................................................................................................... 32
Scorched ........................................................................................................................................ 32
Scorched Believers ........................................................................................................................ 32
Scorched Champions ..................................................................................................................... 32
Scorched Conquerors ..................................................................................................................... 32
Scorched Officers .......................................................................................................................... 32
Scorched Wanderer ........................................................................................................................ 32
Scorched Zealot ............................................................................................................................. 32
Scorched Special Abilities ............................................................................................................. 33
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Scorchbeasts ...................................................................................................................................... 38
Aliens ................................................................................................................................................ 42
Alien Creature Type ...................................................................................................................... 42
Alien Equipment ............................................................................................................................ 42
Alien Pilot ..................................................................................................................................... 43
Alien Scientist ............................................................................................................................... 43
Alien Captain................................................................................................................................. 44
Flatwoods Monster ........................................................................................................................ 46
Creature Templates ............................................................................................................................ 47
Diseased Creature Template........................................................................................................... 47
Scorched Creature Template .......................................................................................................... 49
Scorched Anglers........................................................................................................................... 50
Scorched Mega Sloth ..................................................................................................................... 51
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New Fallout Character Options


Before going into the creatures of Fallout 76, this first section has new character options for players of the Fallout RPG.
Fitting with the bestiary theme, these options include a new player race and new character builds that allow NPC followers.

New Character Race


A new race is offered for player characters: the mister handy robot. Because this robot is a very difficult and
complicated character, make sure to have your GM”s permission before you chose to play as one.

Mister Handy Robot


Characteristic Points: 15
Strength: 3 Perception: 2 Endurance: 2 Charisma: 2
Intelligence: 3 Agility: 3 Luck: 1
Special Ability (Mechanical Nature): Mister Handy robots never gain fatigue, and do not need to eat or drink. They are immune
to radiation of all forms and cannot be affected by poison. They cannot use chems or drugs or be healed via the medicine skill.
Instead, their hit points are restored using repair checks. They do not have healing thresholds and do not recover hit points from
resting.
Special Ability (Thrusters): Mister Handy robots have thrusters beneath their frame, that allows them to hover a few feet above
the ground. While not allowing true flight, the robots do not trigger ground-based traps such as land mines, nor are they penalized
by difficult terrain of any kind.
Special Ability (Three Arms): Mister Handy robots have three grasping arms as part of their body. These arms can be used for
any purpose a normal hand can, including using multiple weapons. However, they can only dual-wield two weapons in a single
action.
Special Ability (Base Equipment): Mister Handy robots can only wear scrapper armor. They can wear three equipment belts
and a backpack, as normal. They have a default natural armor that gives them +7 damage resistance and -2 defense. This natural
armor cannot be removed. In addition, they use the Heavy Unarmed weapon profile for their unarmed attacks instead of the
normal unarmed profile.
Special Ability (No Backgrounds): Mister Handies do not choose a background at character creation. They do still choose a Tag
skill.
Description: Mister Handy robots are some of the most common robots in America. Designed as servants, butlers, messengers,
and more, their multiple armed frames allow them to provide a wide variety of services for their masters. Since the bombs fell,
many Mister Handies continued to fulfill their functions in the post-apocalyptic world. They resorted to their core programming,
never thinking for themselves, and instead provided automated functions as if the world never ended. Others, however, decided to
become their own person and live their own life, unrestricted by programming. These robots chose their own destiny in the
wastes, often gathering with other survivors.
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New Perks: Misty Handy Perks


These are a special selection of perks that allow the customization of a Mister Handy robot. It includes common
integrated weapon arms that they can use with great proficiency.

Automated Repair
Requirements: Mister Handy, Intelligence 5, Fortitude 5, Repair 4, Science 4
Benefit: You have upgraded yourself with self-repair protocols. You recover hit points on a rest, just like any other character. In
addition, checks to heal you with a repair kit gain a +10 bonus.

Combat Protocol
Requirements: Mister Handy, Perception 7, Agility 7
Benefit: You have upgraded yourself with the combat protocols common with the Mister Gutsy combat models. You can use
dual-wield actions to use up to three weapons with a single action. In addition, when you are hit with a ranged attack, you can
make an opportunity attack back at that target with any pistol, melee, or integrated weapon you possess.

Integrated Weapons
Requirements: Mister Handy, Repair 4 + other requirements
Benefit: You have created an integrated weapon attachment. This weapon replaces one of your arms. Once you unlock this perk,
you can spend 1 hour in a work bench crafting this arm. After creation, you can spend 1 minute replacing one of your hands with
this weapon. You can spend 1 minute replacing your weapon arm with a hand again, as necessary.

Every time you choose this perk, you choose a weapon you qualify for from the list below. There are four possible
integrated weapons to fit across your three arms. However, the more integrated weapons you have mounted, the fewer free hands
you have available. If you have two integrated weapons, you only have one free hand and can only carry items or perform tasks
that are one-handed. If you have three integrated weapons, you have no hands and cannot carry, use, or move objects. In addition,
when you have no spare hands, you must have someone else help you swap between an integrated weapon and a spare hand.

All the integrated weapons are equivalent to a common weapon, with slight modifications. Not matter how many arms
the equivalent weapon requires, an integrated weapon replaces only a single arm. If you are level 9 or less, your integrated
weapons are tier 1. If you are level 10, your integrated weapons are tier 2. If you are level 20, your integrated weapons are tier 3.
Integrated weapons do not support weapon upgrades.

Integrated Weapon Equivalent Weapon Perk Requirements Special Traits


Buzz Saw Ripper Melee 5, Weapon Mastery (melee) +2 accuracy, +2 penetration
Flamethrower Flamer Intelligence 6, Energy Weapon 6 Infinite Ammunition, but
only usable once per 3 rounds
Machine Gun Assault Rifle Perception 6, Guns 5 300 round magazine, Long
Reload
Plasma Gun Plasma Pistol Energy Weapon 5, Weapon Mastery Infinite Ammunition
(energy)
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New Perks: Companion Perks


These new perks for the Fallout roleplaying game allow for your characters to recruit companions to follow them
around. They add to the overall dynamic of a Fallout party by adding NPCs to the party that are controlled by one of the players.
These are not suitable for every campaign and group, and always make sure it is okay with your Game Master before taking one
of these perks.

These perks trees are not mutually exclusive. This means you can have both a follower and a dog companion, for
instance. You cannot pick multiples of either one, however. Thus, you cannot have two followers or two dogs.

New Recruit Perks


The new recruit perk allows you to attract followers that will accompany you on your adventures. This is in addition to
any fellow party members that journey with you. This follower is, in different degrees, controlled by both you and the GM. These
perks allow charisma characters to have a unique contribution to an adventuring party by grooming a follower to fill the missing
roles that the company needs.

New Recruit
Requirements: Human, Charisma 6, Level 5 or Higher
Benefit: You have the ability to recruit a local to join you on your adventures. This local is an inexperienced civilian who is
attracted to your charisma and believes following you will bring them adventure, fortune, and greatness. This civilian has the
basic statistics described below and does not have any other equipment or possessions. However, upon being recruited, the player
chooses a Tag skill for them to possess. They gain all the benefits for the Tag skill.

The follower is statistically designed and maintained by the player who recruits them. The recruiting player also
controls them in combat encounters, where they roll their own initiative. However, the GM roleplays the characters and
determines their personality and backstory. The player does gain some input on the identity of their follower, and gains up to
three vetoes on personality quirks determined by the GM. These vetoes can be on one or more of the following: name, gender,
backstory, motivation, or personality. Once a detail has been vetoed, the GM must think of a new one. If that option becomes
vetoed again, the GM must think of another one until all the vetoes have been used or the player is satisfied with all the recruit
options.

Followers rely heavily on being provided gear by their attached player. Without it, they will quickly die in the wastes.
In addition, after taking this perk, the player qualifies for an array of different perks that will expand their follower’s skill set and
make them more formidable in and out of battle. This customization allows them to be build this secondary character however
they want. Other than these perks, the secondary character does not level up or gain characteristic points. They do count as an
additional character for the purposes of rewarding combat experience, however.

As the recruit progresses with training perks, the player controlling them will need to rework their statistics as normal
for a player character. If the follower is killed or dismissed, the player can spend time in town recruiting a new one. If they
already have a training perks fleshing out a follower, any followers they recruit automatically gain the benefits of the training
perks. Story wise, they are assumed to already have those skills. The player must make all the decisions involved in developing
the new character when they hire them, including picking their starting Tag skill.

Follower
Medium Human NPC Follower
Hit Points: 33 Healing Threshold: 6 Damage Threshold: 17
Defense: 13 Toughness: 13 Resolve: 12
Speed: 5 Shift Speed: 1 Initiative: +2
Space: 1 square Reach: 1 square
Damage Resistance: 1 Radiation Resistance: 1
Skills: Athletics 1, Acrobatics 1, Defensive Training 1, Durability 1, Detection 1, Guns 1, Medicine 1, Melee 1, Repair 1,
Survival 1
Perks: NA
Strength: 2 Perception: 2 Endurance: 2 Charisma: 2
Intelligence: 2 Agility: 2 Luck: NA
Gear: Basic Clothing, Equipment Belt
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Follower Training Perks


Graduation I-III
Requirements: Human, New Recruit Perk, Charisma 8/9/10
Benefit: Your follower is starting to show their mettle. They gain +1 to every SPECIAL score, except for luck. This perk has
multiple ranks, each additional rank with a higher charisma requirement. Each rank gives the follower an additional +1 to all
SPECIAL scores, excluding luck. Thus, Graduation III gives your follower +3 to every SPECIAL stat.

Practice Makes Perfect I-III


Requirements: Human, New Recruit Perk, Level 8/16/24
Benefit: Your follower gains a +1 rank to all skills. This talent has multiple ranks, each rank has a higher level requirement. Each
additional rank gives your follower +1 rank to all skills.

Skill Training I-III


Requirements: Human, New Recruit Perk, Intelligence 4, Level 5/10/15
Benefit: Your follower has begun to specialize in different skills, to be more useful to you. Pick any two non-prowess skills. Your
follower gains +2 skill ranks in both skills. If both skills used the same attached ability score, they then gain +1 to that ability
score. This perk has multiple ranks, each rank with a higher level requirement. Whenever this talent is taken, apply the effects of
the perk again, to either the same or different skills.

Weapon’s Training I-II


Requirements: Human, New Recruit Perk, Strength 5, Perception 5, Level 8/16
Benefit: You’ve begun to school your follower is combat training. Choose a prowess skill for them. They gain +2 ranks in that
prowess skill, and +1 rank to all other prowess skills. This perk has multiple ranks, each rank with a higher level requirement.
The second ranks has the same effect, giving +2 to one prowess skill and +1 to all others.

Dog Companion Perks


Dog companions are a classic part of the Fallout mythos. These perks allow you to have a canine companion whom you
can train to be a faithful companion and vicious combatant alike. These talents function very similar to new recruit.

Canine Companion
Requirements: Human, Charisma 5, Level 5 or Higher
Benefit: Somewhere in your travels, you came across a wild or stray dog that took a shine to you. You probably fed it and
showered it with affection, and it quickly became a loyal companion. Now, it follows and protects you as you go on your
adventures. You decide the breed, name, gender, and coloration of your dog. Your choice does not play into game at all. It is best
to select a medium or medium-large breed as your companion. German shepherds are natural choices.

You dog uses the statistics listed below. The player controls then in combat encounters, while the GM controls the dog
outside of encounters. The dog roles its own initiative in combat. As an animal, the dog cannot use any gear, except for scrapper
armor. If the dog dies, you can replace it by spending 2 day cycles recruiting another dog. This dog may be a sibling, mate, or
offspring of your old dog, should you choose.

The dog does not increase in level or gain characteristic points. However, after taking this perk, the player qualifies for
an array of different perks that will expand their canine’s skill set and make them more formidable in and out of battle. Any
replacement dogs’ benefit from all of the characters canine training perks. As the dog progresses with new canine training perks,
the player controlling them will need to rework their statistics as normal for a player character. Keep in mind the dog’s small size
and natural special abilities.

The dog count as an additional character for the purposes of rewarding combat experience.
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Dog Companion
Small-sized Animal NPC Follower
Hit Points: 44 Healing Threshold: 7 Damage Threshold: 19
Defense: 18 Toughness: 13 Resolve: 12
Speed: 6 Shift Speed: 1 Initiative: +4
Space: 1 square Reach: 1 square
Damage Resistance: 4 Radiation Resistance: 2
-Bite 1d20+3 accuracy, 14 damage, 1 strike maximum; Special Traits: Penetration 1, Rending 2
Skills: Acrobatics 2, Athletics 2, Defensive Training 2, Detection 2, Durability 2, Melee 2, Mental Training 1, Survival 1
Perks: NA
Strength: 3 Perception: 4 Endurance: 4 Charisma: 4
Intelligence: 1 Agility: 4 Luck: NA
Gear: Small-sized Bite, Creature Hide

Special Ability (Swift): Animals are swift-footed and move faster than other beings. Animals gain +1 to their base movement
speed based on size.

Special Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.

Dog Companion Perks


Attack Dog
Requirements: Human, Canine Companion, Strength 5
Benefit: Your dog knows how to fight and defend itself. It gains 2 ranks of the melee skill and +1 strength. Their bite attack gains
+2 accuracy, +5 damage, and +3 penetration. If the dog’s attack bypasses the target’s defense and toughness, they are knocked
prone. If the dog is attacking a target that is already prone, the attack gains hailfire 1.

Canine Evasion
Requirements: Human, Canine Companion, Agility 5
Benefit: Your dog is nimble and can escape danger. It gains 2 ranks in the athletics, acrobatics, and defensive training skills and
+1 agility. It suffers only half damage from all area of effect attacks, or one quarter damage if the attack misses. It takes no
damage when it evades an attack, even if it fails to get outside the area.

Guard Dog
Requirements: Human, Canine Companion, Charisma 6
Benefit: Your dog has some combat training, helping them defend their master. They gain 2 ranks of the defensive training,
durability, and melee skills. Their bite attack gains +1 accuracy and +3 penetration. In addition, if an enemy attacks the dog’s
master, the dog can make an instant standard action attack against them if they are within melee range.

Man’s Best Friend I-II


Requirements: Human, Canine Companion, Level 10/20
Benefit: Your friendly doggo has become more formidable. They gain +1 to every SPECIAL score, with the exception of luck.
Their natural weapons and armor also increases to tier 2, and they gain +1 to all of their prowess skills. This perk has multiple
ranks, the second rank with a higher level requirement. The second rank gives the dog an additional +1 to all SPECIAL scores,
excluding luck. It also gives your dog an additional +1 to all prowess skills and increase their natural weapon and armor to tier 3.

Sniffer
Requirements: Human, Canine Companion, Perception 5
Benefit: Your dog is trained to help you seek out and find treasures and enemies. The dog gains +2 detection and survival skill
ranks and +1 instinct. In addition, the dog can spend a full-round action to make a spotter action and reveal all hidden enemies
within 6 squares. Finally, while the dog is with you, it gives +2 to overland survival checks to find food, avoid enemies, or find
loot.

Tough Breed
Requirements: Human, Canine Companion, Endurance 5
Benefit: Your dog is a natural survivor that has survived in the wastes against all odds. It gains 2 ranks of the defensive training
and durability skills and +1 fortitude. It also gains a +3 bonus to damage and radiation resistance.
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Tricks
Requirements: Human, Canine Companion, Intelligence 5
Benefit: Your dog is well trained and knows a number of clever tricks. It gains +2 to the following skills: acrobatics, athletics,
defensive training, detection, durability, melee, mental training, and survival. In addition, your dog can follow advanced
commands, such as performing challenging tasks such as fetching certain items, pulling switches and levers, or performing
impressive, eye catching acts of canine intelligence.
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Bestiary 76
This section contains a wide variety of new creatures to include in your Fallout RPG campaigns. Most of them are
derived from the Fallout 76 video game.

New Animals and Insects


The post-apocalypse has a wide variety of mutated wildlife. These mutated creatures can come from all manner of
source creatures, both small and large, across all the animal kingdom. This section introduces many new mutants found in rural
West Virginia, featured in the game Fallout 76. Most of these creatures are very generic, however, and can be used in many
different biomes in the post-apocalyptic America.

Critter
Critter is a generic term for any mutated small animal. These animals have been transformed to have strange or
monstrous features, but more or less live like they would back before the bombs. Critters include rabbits, frogs, opossums,
racoons, beavers, and more. Critters are mostly harmless to humans and similar sized beings and are likely to run when
approached. Despite or because of their lack of threat, critters are frequently hunted for food.

Critter
Level 1 Tiny-sized Creature (Non-Heroic Animal/ Mutant), Trivial Threat
Hit Points: 11 Healing Threshold: 6 Damage Threshold: 10
Defense: 19 Toughness: 5 Resolve: 11
Speed: 4 Shift Speed: 1 Initiative: +3
Space: 0 squares Reach: 0 squares
Damage Resistance: 1 Radiation Resistance: Immune
-Bite 1d20 accuracy, 9 damage, 1 strike maximum; Special Traits: Penetration 1, Rending 2
Skills: Defensive Training 2, Detection 2, Melee 1, Sneak 1, Survival 1
Perks: None
Strength: 1 Perception: 3 Endurance: 2 Charisma: 3
Intelligence: 1 Agility: 3 Luck: NA
Gear: Tiny-sized Bite

Special Ability (Fearful): If a critter attacks a target, or is missed by an attack, they perform an instant shift action away from
the target if possible. This movement is dealt with after the attack is resolved.

Special Ability (Swift): Animals are swift-footed and move faster than other beings. Animals gain +2 to their base movement
speed based on size.

Special Ability (Mutant Resistance): Mutants are already victims of radiation, and have through time become immune to its
effects any further. Mutants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
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Honey Beast and Bee Swarm


Most bees have retained their original size and lifestyle. They form nests around a queen and can form a defensive
swarm when their nest is threatened. Anyone trying to plunder honey from these nests will have to contend with the swarm. In
the meantime, some bees have been dramatically changed, bloating in size, becoming honey beasts.

Honey beasts are massive bees that have an entire hive of ordinary bees growing out of their thorax. When threatened,
the honey beast will deploy a legion of bees to defend itself and thwart attackers. The overgrown hive, mounds of honey, and raw
size of the honey beast prevents them from flying, but they remain terrifying ground-based predators.

Honey Beast
Level 12 Large-sized Creature (Non-Heroic Insect/ Mutant), High Threat
Hit Points: 193 Healing Threshold: 8 Damage Threshold: 33
Defense: 14 Toughness: 31 Resolve: 17
Speed: 6 Shift Speed: 1 Initiative: +2
Space: 2 by 2 squares Reach: 2 squares
Damage Resistance: 13 Radiation Resistance: Immune
-Bash 1d20+6 accuracy, 38 damage, 1 strike maximum; Special Traits: Penetration 8, Smashing
Skills: Athletics 6, Defensive Training 5, Detection 5, Durability 6, Melee 6, Mental Training 6, Sneak 3, Survival 6
Perks: Lifegiver II, Snakeeater, Slugger III, Staggering Strike, Stonewall, Toughness II, Weapon Mastery (melee I)
Strength: 12 Perception: 5 Endurance: 7 Charisma: 5
Intelligence: 1 Agility: 2 Luck: NA
Gear: Tier 2 Large-sized Bash, Tier 2 Heavy Chitin

Special Ability (Release Swarm): As a full-round action, a honey beast can create a Bee Swarm in an adjacent square. The bee
swarm fights for the honey beast and helps them defeat their enemies. After all foes are defeated, the bee swarm returns to the
honey beast. The Honey Beast can only have a single bee swarm active at a time. If their bee swarm is defeated, then they
instantly gain another bee swarm within their innards that they can release.

Special Ability (Protective Swarm): Honey beasts are always surrounded by a protective curtain of bees. Any non-insect enemy
that ends its turn adjacent to the honey beast must make a DC 20 durability check or suffer 10 poison damage.

Special Ability (Honey Trap): If an enemy hits the honey beast with a manufactured melee weapon, there is a chance their
weapon gets stuck in the adhesives and honey in the bee’s hide. They must make a DC 12 melee weapon skill check after
attacking or be disarmed.

Special Ability (Regeneration): The insect regenerates 17 hit points at the start of each of its turns.

Special Ability (Mutant Resistance): Mutants are already victims of radiation and have through time become immune to its
effects any further. Mutants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
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Bee Swarm
Level 10 Small-sized Swarm, Medium Threat
Hit Points: 100 Healing Threshold: NA Damage Threshold: NA
Defense: 20 Toughness: NA Resolve: NA
Speed: 3 fly Shift Speed: 1 Initiative: +0
Space: 1 square Reach: 0 squares
Damage Resistance: 0 Radiation Resistance: Immune
-Swarm Attack 1d20+10 accuracy, 15 damage, 1 strike maximum; Special Traits: Hailfire 2

Special Ability (Swarm): The bee swarm is not one creature, but a collection of hundreds of bees acting and fighting together as
a cohesive unit. The swarm must enter an enemy’s square in order to attack them. They take no damage from attacks unless those
attacks have the Energy Damage, Burst, Line, or Cone traits. Swarms cannot be healed, do not suffer crippling wounds, and are
not affected by powers that target toughness or resolve

Special Ability (Poison Stingers): If a target suffers damage from a bee swarm, they must make a DC 18 durability check or
suffer 20 poison damage.

Special Ability (Flight): The bee swarm flies at the above listed flight speed.

~Megasloth
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Mega Sloth
The mega sloth is a common tree sloth grown to incredible sizes with a territorial temperament. While not an innately
aggressive mutant creature, the sloths can be very dangerous when disturbed. They make up for their slow stature with great
strength, using their claws to maul foes or throw rocks at them. Many mega sloths are host to an array of toxic mushrooms that
grow out of their hide. They have learned to scratch their shrooms when stressed, causing them to release poisonous spores.

Mega Sloth
Level 22 Large-sized Creature (Heroic Animal/ Mutant), High Threat
Hit Points: 324 Healing Threshold: 9 Damage Threshold: 51
Defense: 22 Toughness: 38 Resolve: 21
Speed: 4 Shift Speed: 0 Initiative: +4
Space: 2 by 2 squares Reach: 2 squares
Luck Points: 3 Luck Bonus: +11
Damage Resistance: 15 Radiation Resistance: Immune
-Claw 1d20+12 accuracy, 35 damage, +2 strikes maximum; Special Traits: Penetration 8, Rending 1
-Earth Strike 1d20+8 accuracy, 50 damage, 1 strike maximum, 1 shot at medium range; Special Traits: Close Quarters, Grenade
Skills: Acrobatics 4, Athletics 10, Defensive Training 10, Detection 5, Durability 10, Guns 8, Melee 10, Mental Training 10,
Sneak 6, Survival 10
Perks: Lifegiver III, Piercing Strikes, Power Strike II, Slugger V, Snakeeater, Tough Guy III, Toughness III, Weapon Mastery
(melee II, guns II), Wrestling Combatant
Strength: 14 Perception: 6 Endurance: 8 Charisma: 5
Intelligence: 1 Agility: 4 Luck: 6
Gear: Tier 3 Large-sized Claw, Tier 3 Thick Creature Hide

Special Ability (Mauling Attack): The mega sloth can make its claws attack as a full-round action. If it does, it has a chance of
getting a mauling attack on top of the normal claw attack. In this circumstance, if the mega sloth hits both a target’s defense and
toughness with a claw attack, it can choose to make a smash action. The target is knocked prone and the mega sloth makes a +28
attack versus the target’s toughness. It deals 28 damage on a success, +2 damage for every point it surpasses the target’s
toughness.

Special Ability (Earth Strike): As a move action, a mega sloth can use its free hand to scoop up a rock, pile of earth, or debris
that it can hurl as a weapon. This attack uses the earth strike weapon profile.

Earth Strike
Thrown Gun
Damage: 40 Accuracy: +0
RoF: Thrown Range: Medium
Shots: 1 (Consumable)
Power Rating: +5
Special Traits: Grenade, Close Quarters

Special Ability (Shroom Poison): The mega sloth can spend a standard action to scratch the mushrooms growing out of its hide,
releasing a poison cloud around it. All enemies within 2 squares of the mega sloth must make a DC 24 durability check or be
poisoned for 5 rounds. Poisoned characters suffer 5 poison damage a turn and suffer a hallucination effect. Hallucinating
characters suffer disadvantage on all attacks and skill checks while poisoned. After activating this ability, the mega sloth cannot
use it again for 10 rounds.

Special Ability (Slow Movement): The mega sloth is a slow and ponderous creature. Its movement speed is half that of normal,
and it has a shift speed of 0.

Special Ability (Swift): Animals are swift-footed and move faster than other beings.

Special Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.

Special Ability (Mutant Resistance): Mutants are already victims of radiation and have through time become immune to its
effects any further. Mutants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
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Radtoad
The radtoad is a horribly mutated frog, with multiple eyes, a barbed tongue, and egg pods nesting on its back. A
dangerous marsh monster, the radtoad is a carnivorous menace that hosts broods of new radtoads. It can use their eggs
offensively, planting them in the ground like land mines, while it fights off multiple foes with its massive tongue. Radtoads are
natural rivals for mirelurks, and they compete with them to control their marsh homes.

Radtoad
Level 7 Medium-sized Creature (Non-Heroic Animal/ Mutant), High Threat
Hit Points: 133 Healing Threshold: 8 Damage Threshold: 30
Defense: 21 Toughness: 25 Resolve: 15
Speed: 9 Shift Speed: 2 Initiative: +6
Space: 1 square Reach: 1 square
Damage Resistance: 9 Radiation Resistance: Immune
-Tongue Lash 1d20+4 accuracy, 28 damage, 1 strike maximum; Special Traits: Penetration 2, Cone 4, Smashing
-Claw 1d20+5 accuracy, 16 damage, +3 strikes maximum; Special Traits: Rending 1
Skills: Acrobatics 5, Athletics 5, Defensive Training 5, Detection 5, Durability 5, Melee 5, Mental Training 4, Sneak 4, Survival
4
Perks: Dodger, Lifegiver II, Snakeeater, Stonewall, Weapon Mastery (melee)
Strength: 6 Perception: 5 Endurance: 6 Charisma: 3
Intelligence: 1 Agility: 6 Luck: NA
Gear: Tongue Lash, Claw, Scaly Creature Hide

Special Ability (Tongue Lash): The radtoad can lash out with its tongues, which is the equivalent of a Gore natural weapon
except it takes up a Cone (4) area. It deals half damage on a missed attack, like most area of effect powers, but counts as a melee
attack. The radtoad cannot aim with a tongue attack but can heavy strike as normal.

Special Ability (Explosive Eggs): The radtoad can spend a move action to lay an egg in an unoccupied square within 3 squares
of the toad. The egg can be spotted by someone else with a DC 20 detection check. If anyone other than a radtoad steps into the
square with the egg, it explodes in a burst of acid like a land mine. The character who steps on the egg suffers a hit of 25 damage.
The egg expires after 10 rounds if not stepped on.

Special Ability (Leap): The radtoad can spend a move action to jump 5 squares, either horizontally, vertically, or both. Leaping
does not provoke attacks of opportunity. If it attacks after leaping, the target is flat-footed.

Special Ability (Aquatic): The gulper is an amphibious creature and survive both underwater or on land. In addition, it can swim
at its normal movement speed without it being considered limited movement. It does not need to make athletics tests to swim.

Special Ability (Swift): Animals are swift-footed and move faster than other beings. Animals gain +1 to their base movement
speed based on size.

Special Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.

Special Ability (Mutant Resistance): Mutants are already victims of radiation, and have through time become immune to its
effects any further. Mutants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
15

Ticks
The common tick is another variety of insect that has grown tremendous with exposure to radiation. No longer sneaky
parasites, these large ticks are aggressive predators that forcibly bite any potential prey to absorb their blood. They gain up
against enemies in small packs that work to pin a target and drain them. Ticks are known disease carriers, that inflict micro
parasites into your body while sucking you dry. If the drain doesn’t kill you, the disease might snure you die.

Wretched ticks are thus known for their ruthless hunting style, moving forward through the bushes and undergrowth
before pouncing on their prey. They are sneaky and cunning insectoid predators, and frequently do not stop biting their prey until
either they are full of blood or are killed.

The vile ticks are especially mutated vermin with added biological traits. They consume a vast amount of blood with
every bite, and their poison is especially virulent, seeming uncurable at times. In addition, they have the aggressive move of
spitting consumed blood back at their victims, used in a last resort to kill attackers or ensure they get a corpse to feats upon.

Tick
Level 1 Tiny-sized Creature (Non-Heroic Insect/ Mutant), Low Threat
Hit Points: 23 Healing Threshold: 6 Damage Threshold: 14
Defense: 19 Toughness: 4 Resolve: 11
Speed: 4 Shift Speed: 1 Initiative: +4
Space: 0 squares Reach: 0 squares
Damage Resistance: 4 Radiation Resistance: Immune
-Bite 1d20+4 accuracy, 9 damage, 1 strike maximum; Special Traits: Penetration 1, Rending 2
Skills: Defensive Training 1, Detection 2, Durability 3, Melee 3, Sneak 3
Perks: None
Strength: 1 Perception: 2 Endurance: 3 Charisma: 2
Intelligence: 1 Agility: 4 Luck: NA
Gear: Tiny-sized Bite, Light Chitin

Special Ability (Parasitic Venom): Any living creature wounded by the tick’s bite attack must succeed a DC 12 Durability
check or be poisoned for 20 rounds. Poisoned targets suffer 1 poison damage every round, ignoring armor bonuses, until the
poison runs out or is cured. If the tick bites a target that is already suffer from tick poison, then the target must make a DC 12
Durability check or suffer the parasites disease.

Special Ability (Blood Draw): The tick sucks the blood of those it bites in order to feed its gruesome appetite. Whenever the
tick damages a living creature (not a robot, vehicle, object, or suit of powered armor) with its bite attack, it gains 2 temporary hit
points. These temporary hit points last for 1 hour. The temporary hit points stack with each blood draw, up to a maximum of 10
temporary hit points at any one time from this ability.

Special Ability (Regeneration): The insect regenerates 4 hit points at the start of each of its turns.

Special Ability (Mutant Resistance): Mutants are already victims of radiation and have through time become immune to its
effects any further. Mutants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
16

Wretched Tick
Level 7 Tiny-sized Creature (Non-Heroic Insect/ Mutant), Low Threat
Hit Points: 45 Healing Threshold: 7 Damage Threshold: 18
Defense: 23 Toughness: 8 Resolve: 11
Speed: 4 Shift Speed: 2 Initiative: +5
Space: 0 squares Reach: 0 squares
Damage Resistance: 5 Radiation Resistance: Immune
-Bite 1d20+6 accuracy, 14 damage, 1 strike maximum; Special Traits: Penetration 3, Rending 2
Skills: Athletics 2, Defensive Training 4, Detection 4, Durability 5, Melee 5, Sneak 5
Perks: Slugger, Weapon Mastery (melee)
Strength: 2 Perception: 3 Endurance: 5 Charisma: 2
Intelligence: 1 Agility: 5 Luck: NA
Gear: Tiny-sized Bite, Light Chitin

Special Ability (Parasitic Venom): Any living creature wounded by the tick’s bite attack must succeed a DC 15 Durability
check or be poisoned for 20 rounds. Poisoned targets suffer 1 poison damage every round, ignoring armor bonuses, until the
poison runs out or is cured. If the tick bites a target that is already suffer from tick poison, then the target must make a DC 15
Durability check or suffer the parasites disease.

Special Ability (Blood Draw): The tick sucks the blood of those it bites in order to feed its gruesome appetite. Whenever the
tick damages a living creature (not a robot, vehicle, object, or suit of powered armor) with its bite attack, it gains 2 temporary hit
points. These temporary hit points last for 1 hour. The temporary hit points stack with each blood draw, up to a maximum of 10
temporary hit points at any one time from this ability.

Special Ability (Terror of the Undergrowth): Wretched Ticks are parasitic ambush predators, who lurk through the
undergrowth and bite unsuspecting foes. When in forest or woodland terrain, Wretched Ticks always counts as Sneaking, not
requiring stealth checks, actions, or special conditions to enter the sneaking state. Anyone using a spotter actions must make a
DC 15 detection test (DC 10 + wretched tick’s sneak score) to reveal the tick. Even detected ticks are automatically sneaking
again at the start of their next turn.

Special Ability (Regeneration): The insect regenerates 6 hit points at the start of each of its turns.

Special Ability (Mutant Resistance): Mutants are already victims of radiation and have through time become immune to its
effects any further. Mutants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
17

Vile Tick
Level 12 Tiny-sized Creature (Non-Heroic Insect/ Mutant), Low Threat
Hit Points: 68 Healing Threshold: 8 Damage Threshold: 21
Defense: 26 Toughness: 2 Resolve: 13
Speed: 5 Shift Speed: 2 Initiative: +6
Space: 0 squares Reach: 0 squares
Damage Resistance: 8 Radiation Resistance: Immune
-Bite 1d20+8 accuracy, 17 damage, +1 strike maximum; Special Traits: Penetration 4, Rending 2
-Spit Blood 1d20+4 accuracy
Skills: Athletics 4, Defensive Training 6, Detection 6, Durability 6, Gun 4, Melee 6, Mental Training 2, Sneak 3
Perks: Slugger II, Swift Strikes, Weapon Mastery (melee)
Strength: 3 Perception: 4 Endurance: 7 Charisma: 2
Intelligence: 1 Agility: 6 Luck: NA
Gear: Tier 2 Tiny-sized Bite, Tier 2 Light Chitin

Special Ability (Unstoppable Venom): Any living creature wounded by the tick’s bite attack must succeed a DC 20 Durability
check or be poisoned for 10 rounds. Poisoned targets suffer 2 poison damage every round, ignoring armor bonuses, until the
poison runs out or is cured. If the venom runs, the target must make another durability check at +2, or suffer another 20 rounds of
poison. If the poison is ended by an antidote, they must make another durability check at +5 after the antidote cancels the poison
effect or have the poison effect go for another 20 rounds.

Special Ability (Vile Blood Draw): The tick sucks the blood of those it bites in order to feed its gruesome appetite. Whenever
the tick damages a living creature (not a robot, vehicle, object, or suit of powered armor) with its bite attack, it gains 5 temporary
hit points. These temporary hit points last for 1 hour. The temporary hit points stack with each blood draw, up to a maximum of
25 temporary hit points at any one time from this ability.

Special Ability (Spit Blood): The tick can spit the blood it drains as a standard action. This functions as a normal gun attack that
can be used at short range. To do this attack, the tick must give up 5 of its stored temporary hit points from Vile Blood Draw. If a
living creature is hit, they must make a DC 20 durability check or suffer from the tick’s Unstoppable Venom.

Special Ability (Vile Parasites): Any living creature that suffers damage from a vile tick’s attack must make a DC 20 durability
check or gain the Parasites disease. Any creature that hits the tick with a melee attack must all make the durability check with
advantage or suffer the disease.

Special Ability (Regeneration): The insect regenerates 8 hit points at the start of each of its turns.

Special Ability (Mutant Resistance): Mutants are already victims of radiation and have through time become immune to its
effects any further. Mutants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
18

New Robots
Many robots remain after the fall, surviving in the world and continuing their functions the best they can after the
collapse of social order.

Liberator
Before the bombs fell, as the war waged on, Communist China released swarms of liberator robots on America. These
robots preceded an invasion that never came, with instructions to kill any hostile they saw. They were not especially great
combatants, little threat to a trained soldier, but in packs they ruthless cut down all civilians that came across. In large enough
groups, they could even take down a US soldier in powered armor. Because the bombs fell before the Chinese invasion began,
these liberators never got to work with their allied soldiers. However, they remained many years after the war, remaining a threat
and nuisance to anyone trying to rebuilt their life in a post-apocalyptic society.

Liberator
Level 3 Tiny-sized Creature (Non-Heroic Robot), Low Threat
Hit Points: 23 Healing Threshold: NA Damage Threshold: 14
Defense: 21 Toughness: 6 Resolve: 13
Speed: 4 Shift Speed: 1 Initiative: +4
Space: 0 squares Reach: 0 squares
Damage Resistance: 8 Radiation Resistance: Immune
-Whirling Blades 1d20+6 accuracy, 12 damage, +2 strikes maximum; Special Traits: Penetration 2, Rending 2
-Laser Pistol 1d20+5 accuracy, 14 damage, +2 strikes maximum, unlimited shots at medium range; Special Abilities: Laser
Skills: Acrobatics 3, Athletics 3, Defensive Training 3, Detection 3, Durability 3, Energy Weapons 3, Melee 3, Sneak 3, Tactics
3
Perks: NA
Strength: 1 Perception: 4 Endurance: 3 Charisma: 3
Intelligence: 3 Agility: 4 Luck: NA
Gear: Integrated Laser Pistol, Integrated Whirling Blades, Civilian Robot Frame

Special Ability (Blade Wings): The liberator can, as a standard action, lunge up to 2 squares towards a target and make a
whirling blades attack against them. This movement does not provoke an opportunity attack. If it moved at least 1 square as part
of this attack, the target is flat-footed against the whirling blades that turn. The whirling blades is identical in power to a combat
knife, except it gains +2 accuracy, damage, penetration, and rending. It cannot attack with its whirling blades except to perform
this attack.

Special Ability (Commie Machine Collective): Liberators work best in a pack with other liberators. When a liberator is
attacked by an enemy, a single different liberator within 6 squares can make an opportunity attack with heir laser pistol against
the attacker. When a liberator is destroyed, all liberators within 15 squares can make either a shift action or a blade wing attack.

Special Ability (Explosion): The liberator has a chance to explode when it is destroyed. Whenever a liberator is destroyed, roll a
d20. On a result of 1, it explodes instantly. On a result of 2-4, it explodes on the next round. Otherwise, it does not explode.
When a liberator explodes, it makes a 1d20+5 attack against everyone within the square it occupied. This attack can be evaded as
normal. The blast deals 15 damage, or half that much damage on a missed attack.

Special Ability (Mechanical Nature): Robots never gain fatigue, and do not need to eat or drink. They are immune to radiation
of all forms and cannot succumb to poison. They cannot use chems or drugs or be healed via the medicine skill. Instead, their hit
points are restored using repair checks. They do not have healing thresholds.
19

Cryptids
Cryptids are mythological creatures that belong to folklore and have not yet been proven to exist. However, these
creatures are real, residing in the depths of the wilds of America. Most of them lack the supernatural nature attributed to them and
are instead the result of mutation and human experimentation. Cryptids tend to be rare and extremely dangerous aberrations.

Grafton Monster
Once a West Virginia myth associated with the town of Grafton, the name of the Grafton Monster became attributed to
a genetically modified creature that escaped containment. These muscular monsters have spread throughout the region,
reproducing in unknown ways, but are both rare and noticeable threats. These oversized brutes have great anger and aggressive
tendencies, and often go on rampages when they come across others. Even if you escape their fists, you must contend with their
glands that can release a concentrated spray of acidic oil.

Grafton Monster
Level 18 Huge-sized Creature (Heroic Aberration), Extreme Threat
Hit Points: 480 Healing Threshold: 9 Damage Threshold: 48
Defense: 19 Toughness: 46 Resolve: 19
Speed: 10 Shift Speed: 2 Initiative: +5
Space: 3 by 3 squares Reach: 3 squares
Luck Points: 3 Luck Bonus: +10
Damage Resistance: 15 Radiation Resistance: Immune
-Bash1d20+8 accuracy, 58 damage, +1 strike maximum; Special Traits: Penetration 15
-Oil Spray 1d20+9 accuracy, 27 damage, 1 strike maximum; Special Traits: Cone 7, Hailfire 1, Close Quarters, Chance of
Slowing Targets
Skills: Athletics 8, Defensive Training 6, Detection 2, Durability 8, Energy Weapons 6, Melee 8, Mental Training 8, Survival 8
Perks: Bulwark, Life Giver III, Piercing Strikes, Power Strike, Size Matters, Slugger V, Staggering Strike II, Stonewall, Travel
Light, Tough Guy IV, Toughness IV, Weapon Mastery (energy weapons I, melee II), Wrestling Combatant
Strength: 18 Perception: 2 Endurance: 8 Charisma: 1
Intelligence: 1 Agility: 5 Luck: 6
Gear: Tier 2 Huge-sized Bash, Tier 2 Oil Spray, Tier 2 Thick Creature Hide

Special Ability (Powerful Fist): The grafton monsters has incredibly powerful strikes with its large fists. It adds its full strength,
instead of half strength, to damage with its bash attack. Because of the Staggering Strikes talent, it stuns a target for 1 round if the
attack roll bypasses defense and toughness.

Special Ability (Building Rage): As the Grafton Monster suffers more damage, it becomes much tougher and more dangerous. It
gains temporary hit points at the start of each turn and bonus attack accuracy on its turn based on how much life it is missing.
-100 damage: +2 accuracy and 10 temporary hit points
-200 damage: +4 accuracy and 20 temporary hit points
-300 damage: +6 accuracy and 30 temporary hit points
-400 damage: +10 accuracy and 50 temporary hit points

Special Ability (Oil Spray): The grafton monster is able to unleash a spray of acidic oil every 3 rounds This attack functions
identically to a flamer weapon with the Close Quarters weapon trait, using the Energy Weapons skill but otherwise functioning
like a natural weapon. It loses the Flames trait, and instead causes the Slowed condition for 2 rounds if the attack bypasses
defense and toughness.

Special Ability (Mutant Resistance): Aberrations are already victims of radiation and have through time become immune to its
effects any further. Aberrations are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.

Special Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
20

~Grafton Monster (above) ~Mothman (below)


21

Mothman
Mothman is a cryptid that even sponsored its own cult of people believing it to a sort of cosmic being or pagan god.
Whether it’s the mothman that people believed in or not, there is a form of mutated giant moth with incredible abilities that rival
the supernatural. These timid beings usually flee when approached, but sometimes will attack if they feel significantly threatened.
It is a rumor that if you appease a mothman, it can release spores that give you increased wisdom and foresight for a short time.
Many people seek out the mothman to receive their blessing. Most die in the process.

Mothman
Level 20 Large-sized Creature (Heroic Insect/ Aberration), High Threat
Hit Points: 251 Healing Threshold: 9 Damage Threshold: 39
Defense: 28 Toughness: 29 Resolve: 22
Speed: 6, 16 fly Shift Speed: 2 Initiative: +9
Space: 2 by 2 squares Reach: 2 squares
Luck Points: 4 Luck Bonus: +13
Damage Resistance: 14 Radiation Resistance: Immune
-Claw 1d20+6 accuracy, 19 damage, +5 strikes maximum; Special Traits: Rending 1
-Sonic Barrage 1d20+11 accuracy, 35 damage, 1 strike maximum; Special Traits: Cone 8, Hailfire 1
Skills: Acrobatics 9, Athletics 7, Defensive Training 9, Detection 9, Durability 7, Energy Weapons 9, Lore 4, Melee 4, Mental
Training 9, Sneak 9, Survival 8
Perks: Alertness, Close Combat Shot, Combat Reflexes, Dodger, Life Giver, Night Vision, Swift Strikes, Tough Guy III,
Toughness III, Weapon Mastery (energy weapons II)
Strength: 6 Perception: 8 Endurance: 8 Charisma: 5
Intelligence: 3 Agility: 9 Luck: 9
Gear: Tier 3 Large-sized Claw, Tier 3 Large-sized Sonic Barrage, Tier 3 Light Chitin

Special Ability (Sonic Barrage): The mothman. bombards an area with a cone of sonic bombardment. This attack functions
identically to a flamer weapon with the Close Quarters weapon trait, using the Energy Weapons skill but otherwise functioning
like a natural weapon. It loses the Flames and Energy damage trait, and but all targets within the area are Slowed for 2 rounds,
regardless of whether the attack hits.

Special Ability (Shriek): The mothan can let out a piercing shriek as a standard action once per 4 rounds. This is a +10 attack
against all targets within 20 squares of the mothman. If it hits defense, a target suffers 40 damage. If it hits toughness, the target is
staggered for 1 round. If it hits defense and toughness, a target is stunned for 1 round.

Special Ability (Shadow Flight): As a move action once per 2 rounds, the mothman can disappear is a cloud of shadows and
reappear elsewhere. It instantly gains the sneaking condition and relocates to a square with 20 of its current location. It typically
uses this to go behind or otherwise outflank an enemy.

Special Ability (Darting Movement): If the mothman is hit by an attack, it can make an acrobatics attack versus the attack roll.
If it is successful, it automatically activates the shadow flight ability before the attack, and the attack is cancelled. It can only do
this once per turn, and if it fails, the action is wasted.

Special Ability (Flight): The mothman possesses the ability to fly and can fly at 16 squares per round.

Special Ability (Regeneration): The insect regenerates 21 hit points at the start of each of its turns.

Special Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.

Special Ability (Mutant Resistance): Mutants are already victims of radiation and have through time become immune to its
effects any further. Mutants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.

Special Ability (Blessing of Wisdom): If the mothman is placated, it might bless others with spores that temporarily enhance
intelligence. If the mothman gives its blessing to someone, they gain a +2 bonus on all skill checks for 24 hours. They also
increase experience gain by 5% for 24 hours.
22

Sheepsquatch
Perhaps the most terrifying cryptid, the sheepsquatch is a giant, humanoid ram covered in spines and powerful muscles.
These brutish creatures are exceptionally angry and aggressive and can easily take on large groups of enemies and survive. The
genetic mutation of the sheepsquatch makes them practically invincible; they can survive and keep fighting even after suffering
tremendous pain and injury. It is unknown what makes them so resilient.

Sheepsquatch
Level 26 Huge-sized Creature (Heroic Animal/ Aberration), Extreme Threat
Hit Points: 1,890 Healing Threshold: 10 Damage Threshold: 65
Defense: 25 Toughness: 49 Resolve: 22
Speed: 9 Shift Speed: 2 Initiative: +6
Space: 3 by 3 squares Reach: 3 squares
Luck Points: 4 Luck Bonus: +13
Damage Resistance: 22 Radiation Resistance: Immune
-Claw 1d20+13 accuracy, 44 damage, +4 strike maximum; Special Traits: Penetration 9, Rending 1
-Bash 1d20+12 accuracy, 59 damage, +2 strike maximum; Special Traits: Penetration 15
-Ramming Charge 1d20+17 accuracy, 73 damage, 1 strike maximum; Special Traits: Penetration 15, Knock Down and Stun
-Spike Shot 1d20+13 accuracy, 34 damage, +1 strike maximum; Special Traits: Scatter, Close Quarters
Skills: Acrobatics 8, Athletics 11, Defensive Training 11, Detection 8, Durability 11, Guns 11, Melee 11, Mental Training 11,
Survival 11
Perks: Adamantine Skeleton, Alertness, Close Combat Shot, Combat Reflexes, Deft Charge, Dual-Weapon Skill, Dodger,
Lifegiver III, Piercing Strikes, Power Strike III, Slugger V, Staggering Strike II, Stonewall, Swift Strikes, Tough Guy V,
Toughness IV, Weapon Mastery (guns II, melee II)
Strength: 20 Perception: 6 Endurance: 10 Charisma: 1
Intelligence: 1 Agility: 6 Luck: 8
Gear: Tier 3 Huge-sized Claw, Tier 3 Huge-sized Bash, Tier 3 Huge-sized Gore, Tier 3 Huge-sized Quills, Tier 3 Thick Creature
Hide

Special Ability (Ram): The sheepsquatch can perform a special charge action in conjunction with its gore attack. In order for
them to ram a target, the target must be at least 6 squares away. When performing a ram, they can move up to 20 squares as a
full-round action and make a single strike with their gore attack with +5 accuracy and +10 damage. If the attack bypasses the
target’s defense and toughness, they are knocked prone and stunned for 1 round. The sheepsquatch suffers -5 defense in a turn
after it rams.

Special Ability (Kick and Stomp): Once per round, as a move action, the sheepsquatch can perform one of the following
attacks. These are in addition to any other attacks that it makes, not suffering from any dual-wielding penalties.

-Kick: the Sheepsquatch performs a bash attack against one target within reach. This cannot be the same target they
made a claw or spike shot target against.

-Stomp: The Sheepsquatch stomps on the ground, setting their opponents off guard. They make a +31 attack against
the toughness of all adjacent enemies: If they hit, the targets are staggered for 1 round.

Special Ability (Spike Shots): The sheepsquatch can throw a cluster of its own spines as a standard action attack. This attack
functions identically to a combat shotgun, using the Guns skill but otherwise functioning like a natural weapon.

Special Ability (Spike Burst): Once every 3 rounds, the sheepsquatch can launch all its quills in a burst around it as a standard
action. They make a spike shot attack against every target within their reach, with no primary target and without the scatter
weapon trait.

Special Ability (It Will Not Die!): The Sheepsquatch is unbelievable hard to kill and can endure massive punishment. It gains
+5 damage resistance and its hit points are three times the normal value it would have based on size, traits, and statistics.

Special Ability (Venting Rage): Once every 3 rounds, the sheepsquatch needs to vent its anger in a terrifying howl. On these
turns, it can take no actions.. While it is roaring, it is vulnerable and all attacks gain Hailfire (1) against it. The sheepsquatch does
not need to do this if it is under 400 remaining hit points.

Special Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.
23

Special Ability (Mutant Resistance): Aberrations are already victims of radiation and have through time become immune to its
effects any further. Aberrations are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.

Special Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
24

Snallygaster
The snallygaster was created by combining many different species in an FEV vat and seeing what came out. The result
was a horror of great ugliness and sadistic temperament. The snallygaster is an ugly, predatory aberration that is often found in
the most irradiated areas and ruined cities. They are usually found individually or in pairs, and even those small organizations can
threaten many survivors.

Because of the wild mutations of the snallygaster, there is known to be variations. The most dangerous is known as the
bloody snallygaster, known for their coloration and their tendency to drain victims of their blood. These deadly variation are
generally only found in the most hostile and radioactive environments, where they battle for survival with other super mutated
creatures, such as deathskull radscorpions, super mutants, and death claws.

Snallygaster
Level 15 Large-sized Creature (Non-Heroic Aberration), High Threat
Hit Points: 218 Healing Threshold: 8 Damage Threshold: 34
Defense: 24 Toughness: 30 Resolve: 18
Speed: 8 Shift Speed: 2 Initiative: +15
Space: 2 by 2 squares Reach: 2 squares (4 with tongue)
Damage Resistance: 11 Radiation Resistance: Immune
-Claw 1d20+8 accuracy, 26 damage, +4 strikes maximum; Special Traits: Penetration 4, Rending 1
-Malformed Claw 1d20+7 accuracy, 17 damage, +4 strikes maximum; Special Traits: Penetration 4, Rending 1
-Toxic Lick 1d20+9 accuracy, 9 damage, 1 strikes maximum; Special Traits: Piercing, Reach +2, Poisonous
-Poison Spit 1d20+7 accuracy, 34 damage +1 strike maximum, infinite shots at medium range, Special Traits: Penetration 6
Skills: Acrobatics 6, Athletics 6, Defensive Training 7, Detection 7, Durability 7, Energy Weapons 6, Melee 7, Mental Training
7, Sneak 7, Survival 7
Perks: Alertness, Close Combat Shot, Dual-Weapon Skill, Dodger, Live Giver, Marksmanship III, Slugger III, Snakeeater, Swift
Strikes, Tough Guy III, Toughness II, Weapon Mastery (melee, energy weapons)
Strength: 9 Perception: 8 Endurance: 7 Charisma: 3
Intelligence: 1 Agility: 7 ` Luck: NA
Gear: Tier 2 Large-sized Claw, Malformed Claw, Toxic Lick, Tier 2 Large-sized Poison Spit, Tier 2 Thick Creature Hide

Special Ability (Multiple Claws): The snallygaster has multiple sets of fighting limbs. It can attack with its malformed claws as
a minor action, even in the same round as it makes another attack. This attack does not have dual-wielding penalties. In addition,
if it uses its malformed claws to make an opportunity attack, it can make its full number of strikes.

Special Ability (Toxic Lick): The snallygaster can attack with its toxic lick as a standard action. This attack deals piercing
damage equal to its strength, gains +2 accuracy and reach, and forces the target to make a DC 18 durability check against poison.
If they fail the check, the target suffers 5 poison damage every turn for 5 turns.

Special Ability (Poison Spit): The snallygaster is able to able to spit concentrated blasts of poison at their enemies. This attack
functions identically to using a plasma pistol, except for the following changes: the attack has infinite ammunition, loses the
Plasma weapon trait, and counts as one of the creature’s natural weapons.

Special Ability (Eyes Everywhere): The snallygaster has eyes across its body. It cannot be flanked and is never flat-footed. It
can spend a move action to make a spotter action. It gains +5 to detection checks.

Special Ability (Quick Reactions): The snallygaster can react quickly and suddenly. It has an initiative bonus of its agility plus
perception.

Special Ability (Freakish Terror): This hideous, deformed monstrosity gives all enemy humanoids who can see suffer -2 to all
skill checks.

Special Ability (Mutant Resistance): Aberrations are already victims of radiation and have through time become immune to its
effects any further. Aberrations are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.

Special Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
25

Snallygaster, Bloody
Level 21 Large-sized Creature (Non-Heroic Aberration), High Threat
Hit Points: 304 Healing Threshold: 9 Damage Threshold: 42
Defense: 27 Toughness: 31 Resolve: 20
Speed: 9 Shift Speed: 2 Initiative: +17
Space: 2 by 2 squares Reach: 2 squares (4 with tongue)
Damage Resistance: 16 Radiation Resistance: Immune
-Claw 1d20+11 accuracy, 34 damage, +4 strikes maximum; Special Traits: Penetration 6, Rending 1, Bleed 2
-Malformed Claw 1d20+10 accuracy, 25 damage, +4 strikes maximum; Special Traits: Penetration 6, Rending 1, Bleed 2
-Lamprey Tongue 1d20+11 accuracy, 12 damage, 1 strikes maximum; Special Traits: Piercing, Reach +2, Bleed 5
-Blood Spit 1d20+7 accuracy, 46 damage +1 strike maximum, infinite shots at medium range, Special Traits: Penetration 7,
Bleed 2
Skills: Acrobatics 8, Athletics 8, Defensive Training 9, Detection 9, Durability 8, Energy Weapons 8, Melee 9, Mental Training
9, Sneak 8, Survival 8
Perks: Alertness, Close Combat Shot, Dual-Weapon Skill, Dodger, Live Giver II, Marksmanship IV, Slugger V, Snakeeater,
Swift Strikes, Tough Guy III, Toughness II, Weapon Mastery (melee II, energy weapons II)
Strength: 12 Perception: 9 Endurance: 8 Charisma: 3
Intelligence: 1 Agility: 8 ` Luck: NA
Gear: Tier 3 Large-sized Claw, Tier 2 Malformed Claw, Lamprey Tongue, Tier 3 Large-sized Blood Spit, Tier 3 Thick Creature
Hide

Special Ability (Multiple Claws): The snallygaster has multiple sets of fighting limbs. It can attack with its malformed claws as
a minor action, even in the same round as it makes another attack. This attack does not have dual-wielding penalties. In addition,
if it uses its malformed claws to make an opportunity attack, it can make its full number of strikes.

Special Ability (Bleeding Wounds): The snallygaster’s claw, malformed claw, and bite attacks cause the target to gain Bleed
(2), stacking with multiple hits as normal.

Special Ability (Lamprey Tongue): The snallygaster can attack with its toxic lick as a standard action. This attack deals
piercing damage equal to its strength, gains +2 accuracy and reach, and causes the target to gain bleed 5. Afterwards, the
snallygaster heals hit points equal to twice the amount of bleed the target was suffering from, after they gained bleed from the
tongue attack.

Special Ability (Blood Spit): The snallygaster is able to able to spit concentrated blasts of poison at their enemies. This attack
functions identically to using a plasma pistol, except for the following changes: the attack has infinite ammunition, loses the
Plasma weapon trait, and counts as one of the creature’s natural weapons.

Special Ability (Eyes Everywhere): The snallygaster has eyes across its body. It cannot be flanked and is never flat-footed. It
can spend a move action to make a spotter action. It gains +5 to detection checks.

Special Ability (Quick Reactions): The snallygaster can react quickly and suddenly. It has an initiative bonus of its agility plus
perception.

Special Ability (Freakish Terror): This hideous, deformed monstrosity gives all enemy humanoids who can see suffer -2 to all
skill checks.

Special Ability (Mutant Resistance): Aberrations are already victims of radiation and have through time become immune to its
effects any further. Aberrations are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.

Special Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
26

~Snallygaster (above) ~Wendigo (below)


27

Wendigo
Wendigo derived from people that were both mutants and cannibals. Their mutations eventually turned them into lanky,
monstrous humanoids. Wendigos have great speed and agility and tend to terrorize their foes before cornering and consuming
them. They rely greatly on stealth while hunting. Wendigo generally lair in caves, ruins, and trees, hunting for flesh in a radius
from their home. They prefer to wait until night.

Wendigo progenitors are the oldest of their kind, ancient former humans that claim the largest hunting grounds.
Progenitors always have a close connection with feral ghouls, commanding thus creatures and using them as attack dogs. Their
nests are usually filled with ghouls, and they constantly call for more to assist them when in battle. While usually not intelligent,
the ghouls recognize the wendigo as an alpha beast and a provider of food.

Wendigo
Level 18 Medium-sized Creature (Heroic Aberration), High Threat
Hit Points: 220 Healing Threshold: 9 Damage Threshold: 38
Defense: 30 Toughness: 26 Resolve: 15
Speed: 10 Shift Speed: 4 Initiative: +8
Space: 1 square Reach: 1 square
Luck Points: 2 Luck Bonus: +6
Damage Resistance: 9 Radiation Resistance: Immune
-Claw 1d20+9 accuracy, 26 damage, +4 strikes maximum; Special Traits: Penetration 8, Rending 1
Skills: Acrobatics 8, Athletics 8, Defensive Training 8, Detection 6, Durability 8, Lore 2, Melee 8, Mental Training 4, Sneak 8,
Survival 8
Perks: Action Boy II, Combat Reflexes, Dodger, Lifegiver, Night Vision, Piercing Strikes, Slayer, Slugger IV, Swift Strikes,
Travel Light, Tough Guy III, Toughness III, Weapon Mastery (melee II)
Strength: 8 Perception: 6 Endurance: 8 Charisma: 2
Intelligence: 1 Agility: 8 Luck: 4
Gear: Tier 2 Claw, Tier 2 Creature Hide

Special Ability (Strike and Flee): After the wendigo makes an attack, either a standard action or opportunity attack, it can
instantly perform a shift action. It also gains +2 shift speed for all purposes.

Special Ability (Ambush Predator): If a wendigo attacks an enemy while sneaking, they gain +10 damage, +5 penetration, and
+5 rending.

Special Ability (Disappear): Wendigos gain a +5 bonus to sneak checks. If they end their turn at least 2 squares from any enemy
or are within concealment, they can disappear at the end of their turn, gaining the sneaking condition. Wendigo can move at full
speed while sneaking without breaking the condition. They can also use their Great Leap ability while sneaking

Special Ability (Great Leap): Wendigos can perform massive leaps. By using a full-round action to leap, they can instantly
jump up to 8 squares horizontally, vertically, or both. If they are sneaking, they retain the sneaking trait. If they are not sneaking,
they can gain the sneaking trait after landing.

Special Ability (Hunger): A wendigo can spend a full-round action consuming the flesh of a dead or helpless target. If the target
is helpless, but not dead, they suffer a hit of 30 damage. Either way, the wendigo regains 40 spent hit points and gains advantage
on all attack rolls for 3 rounds.

Special Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
28

Wendigo Progenitor
Level 18 Medium-sized Creature (Heroic Aberration), Extreme Threat
Hit Points: 240 Healing Threshold: 9 Damage Threshold: 38
Defense: 30 Toughness: 26 Resolve: 15
Speed: 10 Shift Speed: 4 Initiative: +8
Space: 1 square Reach: 1 square
Luck Points: 4 Luck Bonus: +11
Damage Resistance: 9 Radiation Resistance: Immune
-Claw 1d20+9 accuracy, 26 damage, +4 strikes maximum; Special Traits: Penetration 8, Rending 1
Skills: Acrobatics 8, Athletics 8, Defensive Training 8, Detection 6, Durability 8, Influence 6, Lore 4, Melee 8, Mental Training
6, Sneak 8, Survival 8
Perks: Action Boy II, Combat Reflexes, Dodger, Lifegiver II, Night Vision, Piercing Strikes, Slayer, Slugger IV, Swift Strikes,
Travel Light, Tough Guy III, Toughness III, Weapon Mastery (melee II)
Strength: 8 Perception: 6 Endurance: 8 Charisma: 5
Intelligence: 3 Agility: 8 Luck: 8
Gear: Tier 2 Claw, Tier 2 Creature Hide

Special Ability (Strike and Flee): After the wendigo makes an attack, either a standard action or opportunity attack, it can
instantly perform a shift action. It also gains +2 shift speed for all purposes.

Special Ability (Ambush Predator): If a wendigo attacks an enemy while sneaking, they gain +10 damage, +5 penetration, and
+5 rending.

Special Ability (Call the Herd): The wendigo can make a monstrous howl to summon feral ghouls. This ability causes them to
be partially revealed from sneaking. After two rounds, two withered feral ghouls come to assist the wendigo. This is in addition
to the feral ghouls they passively call via Master of Ghouls. This ability can only be used once per minute.

Special Ability (Disappear): Wendigos gain a +5 bonus to sneak checks. If they end their turn at least 2 squares from any enemy
or are within concealment, they can disappear at the end of their turn, gaining the sneaking condition. Wendigo can move at full
speed while sneaking without breaking the condition. They can also use their Great Leap ability while sneaking

Special Ability (Great Leap): Wendigos can perform massive leaps. By using a full-round action to leap, they can instantly
jump up to 8 squares horizontally, vertically, or both. If they are sneaking, they retain the sneaking trait. If they are not sneaking,
they can gain the sneaking trait after landing.

Special Ability (Hunger): A wendigo can spend a full-round action consuming the flesh of a dead or helpless target. If the target
is helpless, but not dead, they suffer a hit of 30 damage. Either way, the wendigo regains 40 spent hit points and gains advantage
on all attack rolls for 3 rounds.

Special Ability (Master of Ghouls): Every two rounds, a feral ghoul stalker arrives in the battlefield to aid the wendigo. In
addition, all of the wendigo’s feral ghoul minions gain a +2 bonus to attack accuracy and skill checks.

Special Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
29

Mole Miners
Another form of mutant human, mole miners were once human miners who had mutated and suffered mental
deterioration. Not as mindless as feral ghouls but nowhere near the competence of humans, mole miners live in clusters within
mines and caves, defending their homes from anyone else. Mole miners are hunched, muscular, mutant beings that possess great
resilience and strength. They possess enough intelligence to use weapons and valuable their territories and possessions, as well as
identifying friends versus foes.

Older and stronger mole miners are known as rockbreakers. These are aggressive beings that are on the front lines of
defending their homes. In addition to using shotguns like other mole miners, they utilize specialized spikes gauntlets to aid their
strikes. Even the rockbreakers obey the foremans, however, as the foremans are the leaders of all mole miners. Foremans are
mutants of extreme resilience and strength. They guide other mole miners, while also tending to the mole rats beneath the earth.
Foremans have a close kinship with mole rats, and unleash them in swarms to defend their mountain homes.

Mole Miner
Level 10 Medium-sized Creature (Non-Heroic Mutant), High Threat
Hit Points: 196 Healing Threshold: 8 Damage Threshold: 29
Defense: 18 Toughness: 32 Resolve: 17
Speed: 5 Shift Speed: 1 Initiative: +2
Space: 1 square Reach: 1 square
Damage Resistance: 5 Radiation Resistance: Immune
-Bash 1d20+5 accuracy, 23 damage, 1 strike maximum; Special Traits: Penetration 4
-Sawed-off Shotgun 1d20+4 accuracy, 16 damage, 1 strike maximum, 2 shots at short range; Special Traits: Scatter, Hailfire 1,
Burns through Bullets
Skills: Athletics 4, Defensive Training 6, Detection 2, Durability 6, Explosives 4, Guns 5, Melee 5, Mental Training 5, Repair 6,
Science 5, Sneak 2, Survival 2
Perks: Lifegiver, Slugger, Toughness II
Strength: 6 Perception: 2 Endurance: 7 Charisma: 2
Intelligence: 2 Agility: 2 Luck: NA
Gear: Sawed-off Shotgun with Improved Potency and 8 shells, Tattered Robes, Fused Breath Mask, Tier 2 Bash

Special Ability (Mutant): Mole Miners are already fully mutated by radiation and are no longer affected by it. Mole Miners are
immune to radiation damage and the negative effects of radiation.

Special Ability (Mole Miner): Mole Miners are a race of warped, twisted humanoids that act out of instinct and lifelong
patterns. Their mutation has turned them into squat, but incredibly tough people. Mole miners count their Endurance as twice as
high for determining their hit points, used in any instance that a creature would apply endurance to hit points. They can also use
rifles and heavy weapons in a single hand. They also gain +10 toughness and gain +10 to their durability checks to resist poisons
and diseases. They also the Energy Resistant trait. Despite being creatures, they can use any skill that a character can.

Special Ability (Energy Resistant): Mole Miners are heavily resistant to all energy weapons. Any weapon that has the Energy
Damage, Flames, Laser, or Plasma traits deals half damage after all modifiers are applied, including hailfire.
30

Mole Miner Rockbreaker


Level 17 Medium-sized Creature (Non-Heroic Mutant), High Threat
Hit Points: 276 Healing Threshold: 9 Damage Threshold: 32
Defense: 18 Toughness: 33 Resolve: 21
Speed: 5 Shift Speed: 1 Initiative: +2
Space: 1 square Reach: 1 square
Damage Resistance: 10 Radiation Resistance: Immune
-Bash 1d20+8 accuracy, 23 damage, 1 strike maximum; Special Traits: Penetration 6
-Brass Knuckles 1d20+13 accuracy, 22 damage, +1 strike maximum; Special Traits: Penetration 6, Unarmed
-Combat Shotgun 1d20+9 accuracy, 19 damage, 1 strike maximum, 12 shots at medium range; Special Traits: Scatter, Close
Quarters
Skills: Athletics 6, Defensive Training 6, Detection 5, Durability 8, Explosives 7, Guns 8, Melee 8, Mental Training 8, Repair 8,
Science 7, Sneak 5, Survival 5
Perks: Bulwark, Iron Fist II, Lifegiver II, Slugger III, Toughness III
Strength: 7 Perception: 3 Endurance: 8 Charisma: 2
Intelligence: 3 Agility: 2 Luck: NA
Gear: Tier 2 Combat Shotgun with 3 magazines, Tier 2 Brass Knuckles, Tattered Robes, Scrapper Leather Armor, Fused Breath
Mask Tier 2 Bash

Special Ability (Backhand): As a minor action once per round, the mole miner can attack with is natural bash attack. This is in
addition to any standard action weapon attacks. If the bash attack bypasses the target’s defense and toughness, the target is
knocked prone.

Special Ability (Mutant): Mole Miners are already fully mutated by radiation and are no longer affected by it. Mole Miners are
immune to radiation damage and the negative effects of radiation.

Special Ability (Mole Miner): Mole Miners are a race of warped, twisted humanoids that act out of instinct and lifelong
patterns. Their mutation has turned them into squat, but incredibly tough people. Mole miners count their Endurance as twice as
high for determining their hit points, used in any instance that a creature would apply endurance to hit points. They can also use
rifles and heavy weapons in a single hand. They also gain +10 toughness and gain +10 to their durability checks to resist poisons
and diseases. They also the Energy Resistant trait. Despite being creatures, they can use any skill that a character can.

Special Ability (Energy Resistant): Mole Miners are heavily resistant to all energy weapons. Any weapon that has the Energy
Damage, Flames, Laser, or Plasma traits deals half damage after all modifiers are applied, including hailfire.

~Mole Miners use makeshift, spiked gauntlets for their equivalent of brass knuckles
31

Mole Miner Foreman


Level 24 Medium-sized Creature (Heroic Mutant), High Threat
Hit Points: 364 Healing Threshold: 9 Damage Threshold: 35
Defense: 18 Toughness: 37 Resolve: 25
Speed: 4 Shift Speed: 1 Initiative: +3
Space: 1 square Reach: 1 square
Luck Points: 2 Luck Bonus: +9
Damage Resistance: 16 Radiation Resistance: Immune
-Bash 1d20+11 accuracy, 28 damage, 1 strike maximum; Special Traits: Penetration 11
-Combat Shotgun 1d20+11 accuracy, 22 damage, 1 strike maximum, 12 shots at medium range; Special Traits: Penetration 3,
Rending 3, Scatter, Close Quarters
-Missile Launcher 1d20+13 accuracy, 50 damage, 1 strike maximum, 1 shot at long range; Special Traits: Penetration 8, Burst 3,
Scope, Long Reload
Skills: Athletics 8, Defensive Training 8, Detection 7, Durability 10, Explosives 9, Guns 10, Leadership 4, Melee 10, Mental
Training 10, Repair 10, Science 9, Sneak 7, Survival 7
Perks: Bulwark, Close Combat Shot, Jury Rigging, Marksmanship II, Lifegiver II, Piercing Strikes, Power Strike II, Shotgun
Surgeon, Size Matters, Slugger IV, Toughness V, Weapon Mastery (ranged, melee)
Strength: 9 Perception: 5 Endurance: 9 Charisma: 4
Intelligence: 5 Agility: 3 Luck: 4
Gear: Tier 2 Combat Shotgun with 3 magazines, Tier 2 Missile Launcher, Tattered Robes, Scrapper Metal Armor, Fused Breath
Mask, Tier 3 Bash

Special Ability (Overlord of the Under-Earth): As a minor action, the mole miner foreman can summon 4 mole rats. These
mole rats burrow out of the ground within 6 squares of the mole miner. They act directly after the mole miner. The mole miner
can use this ability any number of times, but they cannot have more than 4 mole rats active at once. Additional mole rats must be
replacing fallen mole rats. If the mole miner has fewer than 180 current hit points, this changes. In this instance, they can up to 8
mole rats at a time. If the mole miner dies, all mole rats instantly burrow away from the battlefield. Do not reward players
experience for these mole rats; they are part of the experience reward of the mole miner.

Special Ability (Tide of Oversized Teeth): When the mole miner foreman takes damage from an attack, all of their active mole
rats can make an instant opportunity attack against an adjacent enemy, with a +4 accuracy bonus. This only occurs once per
round.

Special Ability (Resilience): The mole miner is immune to many adverse conditions, including: Bleed, Blinded, Burning, Slow,
Staggered, Stunned, and Tormented.

Special Ability (Mutant): Mole Miners are already fully mutated by radiation and are no longer affected by it. Mole Miners are
immune to radiation damage and the negative effects of radiation.

Special Ability (Mole Miner): Mole Miners are a race of warped, twisted humanoids that act out of instinct and lifelong
patterns. Their mutation has turned them into squat, but incredibly tough people. Mole miners count their Endurance as twice as
high for determining their hit points, used in any instance that a creature would apply endurance to hit points. They can also use
rifles and heavy weapons in a single hand. They also gain +10 toughness and gain +10 to their durability checks to resist poisons
and diseases. They also the Energy Resistant trait. Despite being creatures, they can use any skill that a character can.

Special Ability (Energy Resistant): Mole Miners are heavily resistant to all energy weapons. Any weapon that has the Energy
Damage, Flames, Laser, or Plasma traits deals half damage after all modifiers are applied, including hailfire.
32

The Scorched
The scorched were once the human inhabitants of Appalachia. Rather than dying when the bombs fell, they were
infected by the scorched virus that emanated from the dreaded Scorchbeasts that shared their home. As the disease overtook
them, the residents were transformed into a ghoul-like creature that were linked by a hive mind created by the disease.

The scorched were once people of all walks of life, as their ranks include not only the original inhabitants of the region
but the groups that sprung up after the war and attempted to reclaim the mountains and valleys. Despite the efforts of many
factions to put an end to the scorched plague, all fell before the disease and joined their numbers.

The scorched appear similar to ghouls, with rotting, pink skin, but are noticeably different in that they have green
crystals growing out of their bodies. These crystals are ultracite; a unique compound that forms the foundation of all scorched
lifeforms. In time, all scorched are destined to die as their bodies harden and transforms into a petrified, radioactive curse.

Scorched have some level of old memories, at least in the form that lets them use weapons, tools, and speak. They are
not conversationalists and cannot be reasoned with. They do not engage in real conversation, but instead babble about being part
of the one or one of many.

Scorched
The basic scorched represent civilians or non-combatants who have been turned into a scorched. They have limited
skills and equipment and are not a great threat except in large numbers. They are usually found guarding their old homes from
intruders or roaming the wastes.

Scorched Believers
Scorched believers feel a close connection with the scorchbeasts and tend to follow them wherever they go. They may
travel for weeks without seeing one, but the hive mind helps them track their winged overlords and know what direction to go.
Like other scorched, they are hostile to all other life, and will be especially vigilant in fighting their foes in the presence of a
scorchbeast.

Scorched Champions
Scorched champions are very old scorched who have resisted petrification and become stronger and tougher from the
plague. They are some of the fiercest warriors of the scorched, having survived many years fighting the living and enduring the
plague.

Scorched Conquerors
Scorched conquerors were once heroes and adventurers who opposed the scorched, but eventually fell victim of the
plague. The equipment and latent intelligence of those champions created especially powerful scorched warriors capable of
fighting their former professional rivals.

Scorched Officers
Scorched officers were once military commanders who fell to the virus. Now, they are nodes of leadership for the
scorched armies, able to manipulate and guide other scorched through utilization of the hive mind. Scorched officers are easily
recognized through their military uniforms and equipment.

Scorched Wanderer
Wanderers are common scorched with no connection to a home or place, and simply wander the countryside looking
for victims. They are little more than predatory animals with shotguns, but their willingness to work with other scorched makes
them dangerous.

Scorched Zealot
Zealots are the assault troops of the scorched legions. When the scorchbeasts invade a settlement, they rally their
militant zealots and lead them into battle against the location. Most zealots are pulled from the ranks of soldiers and survivors,
and are cunning warriors. The presence of a scorchbeast makes them even more lethal.
33

Scorched Special Abilities


If you wish to make encounters with the scorched more memorable, you can give them special abilities to make fights
more dynamic. You can use any of the abilities listed here, all of them, or none of them. You might even give different scorched
types different abilities as needed.

Infectious Touch: As a standard action, the scorched can try and claw an adjacent enemy. They make a melee skill checks versus
the targets defense. If they hit, it deals no damage, but the target must make a DC 10 durability check or contract the scorched
disease.

Radiation Cloud: When the scorched dies, they emit a cloud of radiation. All non-scorched within a burst 1 of the scorched’s
square suffers an attack against them. The attack bonus is ½ the scorched’s level. If it hits, the target suffer 10+ the scorched’s
level radiation damage and must make a DC 10 durability check or contract the scorched disease.

Revive: When the scorched is reduced to 0 hit points, roll a d20. On a 15+, they do not die. They instead fall prone as if they
were dead, but come back to a life with 2x level current hit points.

Power from Death: When a scorched dies, all other scorched within 15 squares gain temporary hit points equal to the level of
the fallen scorched. This does not stack with multiple dead scorched; only the highest temporary hit points is used.

Undead Defiance: When a scorched suffers a crippling wound from an attack, they can make a melee opportunity attack back at
the target if possible.
34

Scorched
Level 1 Medium-sized Creature (Non-heroic Scorched), Medium Threat
Hit Points: 45 Healing Threshold: 6 Damage Threshold: 21
Defense: 13 Toughness: 13 Resolve: 11
Speed: 5 Shift Speed: 1 Initiative: +2
Space: 1 square Reach: 1 square
Damage Resistance: 1 Radiation Resistance: Immune
-Light Tool 1d20+0 accuracy, 11 damage, 1 strike maximum; Special Traits: NA
-Pistol Whip 1d20-1 accuracy, 14 damage, 1 strike maximum; Special Traits: NA
-Revolver 1d20+2 accuracy, 20 damage, +1 strikes maximum, Special Traits: NA
Skills: Acrobatics 1, Athletics 1, Defensive Training 1, Detection 1, Durability 2, Guns 1, Melee 1, Mental Training 2
Perks: NA
Strength: 2 Perception: 3 Endurance: 3 Charisma: 1
Intelligence: 1 Agility: 2 Luck: NA
Gear: Revolver with 1 magazine, Light Tool, Ragged Clothing, 3 Bottle Caps

Special Ability (Scorched): Scorched humans are hostile to all non-scorched life forms. They are not susceptible to combat
influence and only the scorched hive mind and presiding scorched beasts can control them. Scorched can use any skill or weapon
that a character can. Scorched are immune to radiation.

Special Ability (Scorched Hive Mind): Scorched can share their perceptions and senses with one another, including the result of
spotter actions. When they are flanking with another scorched or scorched beast, they gain a bonus +4 accuracy. Finally, they
cannot be flat-footed if they are adjacent to another scorched or scorched beast.

Scorched Believer
Level 9 Medium-sized Creature (Non-heroic Scorched), Medium Threat
Hit Points: 77 Healing Threshold: 7 Damage Threshold: 25
Defense: 18 Toughness: 18 Resolve: 17
Speed: 6 Shift Speed: 1 Initiative: +4
Space: 1 square Reach: 1 square
Damage Resistance: 4 Radiation Resistance: Immune
-Rifle Butt 1d20+2 accuracy, 24 damage, 1 strike maximum; Special Traits: NA
-Hunting Rifle 1d20+5 accuracy, 23 damage, +1 strike maximum, Special Traits: Penetration 3, Iron Sights, Gradual Reload
-Light Tool 1d20+3 accuracy, 15 damage, +1 strike maximum; Special Traits: Penetration 1
Skills: Acrobatics 2, Athletics 2, Defensive Training 4, Detection 4, Durability 5, Guns 4, Melee 4, Mental Training 5, Repair 2,
Sneak 4, Survival 2, Tactics 2
Perks: Marksmanship II, Night Vision, Weapon Mastery (guns, melee)
Strength: 4 Perception: 5 Endurance: 4 Charisma: 2
Intelligence: 2 Agility: 4 Luck: NA
Gear: Hunting Rifle with 2 magazines, Light Tool, Scrapper Leather Armor, 20 Bottle Caps

Special Ability (Scorched): Scorched humans are hostile to all non-scorched life forms. They are not susceptible to combat
influence and only the scorched hive mind and presiding scorched beasts can control them. Scorched can use any skill or weapon
that a character can. Scorched are immune to radiation.

Special Ability (Scorched Hive Mind): Scorched can share their perceptions and senses with one another, including the result of
spotter actions. When they are flanking with another scorched or scorched beast, they gain a bonus +4 accuracy. Finally, they
cannot be flat-footed if they are adjacent to another scorched or scorched beast.
35

Scorched Champion
Level 20 Medium-sized Creature (Non-heroic Scorched), Medium Threat
Hit Points: 173 Healing Threshold: 9 Damage Threshold: 30
Defense: 21 Toughness: 26 Resolve: 18
Speed: 6 Shift Speed: 2 Initiative: +6
Space: 1 square Reach: 1 square
Damage Resistance: 12 Radiation Resistance: Immune
-Heavy Tool 1d20+9 accuracy, 33 damage, +1 strike maximum; Special Traits: Penetration 6
-Rifle Butt 1d20+7 accuracy, 25 damage, +1 strike maximum; Special Traits: Penetration 4
-Combat Shotgun 1d20+8 accuracy, 19 damage, +1 strike maximum, Special Traits: Penetration 2, Rend 3, Scatter, Close
Quarters
Skills: Acrobatics 4, Athletics 8, Defensive Training 8, Detection 4, Durability 9, Guns 8, Melee 9, Mental Training 6, Sneak 4,
Survival 4, Tactics 4
Perks: Life Giver, Marksmanship, Refractor, Shotgun Surgeon, Slugger III, Snakeater, Swift Strikes, Tough Guy, Toughness II,
Weapon Mastery (melee II)
Strength: 8 Perception: 5 Endurance: 9 Charisma: 1
Intelligence: 2 Agility: 6 Luck: NA
Gear: Tier 2 Heavy Tool, Combat Shotgun, Scrapper Metal Armor, 40 Bottle Caps

Special Ability (Scorched): Scorched humans are hostile to all non-scorched life forms. They are not susceptible to combat
influence and only the scorched hive mind and presiding scorched beasts can control them. Scorched can use any skill or weapon
that a character can. Scorched are immune to radiation.

Special Ability (Scorched Hive Mind): Scorched can share their perceptions and senses with one another, including the result of
spotter actions. When they are flanking with another scorched or scorched beast, they gain a bonus +4 accuracy. Finally, they
cannot be flat-footed if they are adjacent to another scorched or scorched beast.

Scorched Conqueror
Level 24 Medium-sized Creature (Non-heroic Scorched), Medium Threat
Hit Points: 193 Healing Threshold: 8 Damage Threshold: 36
Defense: 27 Toughness: 26 Resolve: 22
Speed: 7 Shift Speed: 2 Initiative: +6
Space: 1 square Reach: 1 square
Damage Resistance: 17 Radiation Resistance: Immune
-Grenade Launcher 1d20+10 accuracy, 50 damage, +1 strike maximum, Special Traits: Penetration 5, Burst 2, Iron Sight,
Gradual Reload, Ground Fire
-Sword 1d20+13 accuracy, 35 damage, +1 strike maximum; Special Traits: Parry, Versatile
Skills: Acrobatics 8, Athletics 8, Defensive Training 10, Detection 8, Durability 9, Explosives 8, Guns 8, Melee 10, Mental
Training 10, Sneak 8, Survival 8, Tactics 10
Perks: Close Combat Shot, Commando, Dodger, Lifegiver, Marksmanship IV, Size Matters, Tough Guy, Toughness II, Weapon
Mastery (guns II, explosives II, melee II)
Strength: 6 Perception: 9 Endurance: 9 Charisma: 2
Intelligence: 2 Agility: 6 Luck: NA
Gear: Grenade Launcher with 8 grenades, Tier 2 Sword, Tier 2 Scrapper Combat Armor, 50 Bottle Caps

Special Ability (Scorched): Scorched humans are hostile to all non-scorched life forms. They are not susceptible to combat
influence and only the scorched hive mind and presiding scorched beasts can control them. Scorched can use any skill or weapon
that a character can. Scorched are immune to radiation.

Special Ability (Scorched Hive Mind): Scorched can share their perceptions and senses with one another, including the result of
spotter actions. When they are flanking with another scorched or scorched beast, they gain a bonus +4 accuracy. Finally, they
cannot be flat-footed if they are adjacent to another scorched or scorched beast.
36

Scorched Officer
Level 16 Medium-sized Creature (Heroic Scorched), Medium Threat
Hit Points: 197 Healing Threshold: 8 Damage Threshold: 31
Defense: 20 Toughness: 25 Resolve: 22
Speed: 6 Shift Speed: 2 Initiative: +5
Space: 1 square Reach: 1 square
Luck Points: 2 Luck Bonus: +6
Damage Resistance: 12 Radiation Resistance: Immune
-Rifle Butt 1d20+4 accuracy, 22 damage, 1 strike maximum; Special Traits: NA
-Combat Knife 1d20+8 accuracy, 16 damage, +2 strikes maximum; Special Traits: Throwing
-Assault Rifle 1d20+9 accuracy, 20 damage, +2 strikes maximum, Special Traits: Penetration 4, Iron Sights
Skills: Acrobatics 4, Athletics 6, Defensive Training 8, Detection 8, Durability 8, Guns 8, Leadership 6, Melee 6, Mental
Training 8, Repair 2, Sneak 5, Survival 4, Tactics 8
Perks: Close Combat Shot, Life Giver II, Marksmanship III, Weapon Mastery (guns II)
Strength: 7 Perception: 7 Endurance: 7 Charisma: 5
Intelligence: 4 Agility: 5 Luck: 2
Gear: Assault Rifle with 2 magazines, Tier 2 Combat Knife, Combat Armor, 100 Bottle Caps

Special Ability (Reborn Officer): The scorched officer can make a DC 15 leadership check as a minor action. On a success,
they can direct one scorched within medium range to make an instant opportunity attack or shift action. Every 5 points they get
beyond the DC allows them to affect another scorched within medium range. They cannot affect themselves with this ability.

Special Ability (Scorched): Scorched humans are hostile to all non-scorched life forms. They are not susceptible to combat
influence and only the scorched hive mind and presiding scorched beasts can control them. Scorched can use any skill or weapon
that a character can. Scorched are immune to radiation.

Special Ability (Scorched Hive Mind): Scorched can share their perceptions and senses with one another, including the result of
spotter actions. When they are flanking with another scorched or scorched beast, they gain a bonus +4 accuracy. Finally, they
cannot be flat-footed if they are adjacent to another scorched or scorched beast.

Scorched Wanderer
Level 4 Medium-sized Creature (Non-heroic Scorched), Medium Threat
Hit Points: 59 Healing Threshold: 7 Damage Threshold: 25
Defense: 15 Toughness: 15 Resolve: 15
Speed: 5 Shift Speed: 1 Initiative: +3
Space: 1 square Reach: 1 square
Damage Resistance: 2 Radiation Resistance: Immune
-Rifle Butt 1d20+1 accuracy, 20 damage, 1 strike maximum; Special Traits: NA
-Sawed-off Shotgun 1d20+2 accuracy, 14 damage, 1 strike maximum, Special Traits: Scatter, Hailfire 1, Burns through Bullets
Skills: Acrobatics 2, Athletics 2, Defensive Training 2, Detection 2, Durability 3, Guns 3, Melee 3, Mental Training 4, Repair 1,
Sneak 2, Survival 1
Perks: Tough Guy
Strength: 3 Perception: 3 Endurance: 4 Charisma: 1
Intelligence: 1 Agility: 3 Luck: NA
Gear: Sawed-off Shotgun, Ragged Clothing, 6 Bottle Caps

Special Ability (Scorched): Scorched humans are hostile to all non-scorched life forms. They are not susceptible to combat
influence and only the scorched hive mind and presiding scorched beasts can control them. Scorched can use any skill or weapon
that a character can. Scorched are immune to radiation.

Special Ability (Scorched Hive Mind): Scorched can share their perceptions and senses with one another, including the result of
spotter actions. When they are flanking with another scorched or scorched beast, they gain a bonus +4 accuracy. Finally, they
cannot be flat-footed if they are adjacent to another scorched or scorched beast.
37

Scorched Zealot
Level 15 Medium-sized Creature (Non-heroic Scorched), Medium Threat
Hit Points: 115 Healing Threshold: 8 Damage Threshold: 29
Defense: 20 Toughness: 22 Resolve: 18
Speed: 7 Shift Speed: 2 Initiative: +6
Space: 1 square Reach: 1 square
Damage Resistance: 6 Radiation Resistance: Immune
-Rifle Butt 1d20+4 accuracy, 24 damage, 1 strike maximum; Special Traits: NA
-Assault Rifle 1d20+10 accuracy, 18 damage, +3 strikes maximum, Special Traits: Penetration 4, Iron Sights
-Combat Shotgun 1d20+9 accuracy, 19 damage, +1 strike maximum, Special Traits: Penetration 4, Scatter, Close Quarters
Skills: Acrobatics 4, Athletics 4, Defensive Training 7, Detection 6, Durability 7, Guns 7, Melee 6, Mental Training 6, Repair 2,
Sneak 5, Survival 4, Tactics 4
Perks: Close Combat Shot, Commando, Marksmanship III, Toughness, Weapon Mastery (guns, melee)
Strength: 5 Perception: 7 Endurance: 6 Charisma: 2
Intelligence: 2 Agility: 6 Luck: NA
Gear: Assault Rifle with 2 magazines OR Combat Shotgun with 2 magazines, Scrapper Leather Armor, 30 Bottle Caps

Special Ability (Scorched): Scorched humans are hostile to all non-scorched life forms. They are not susceptible to combat
influence and only the scorched hive mind and presiding scorched beasts can control them. Scorched can use any skill or weapon
that a character can. Scorched are immune to radiation.

Special Ability (Scorched Hive Mind): Scorched can share their perceptions and senses with one another, including the result of
spotter actions. When they are flanking with another scorched or scorched beast, they gain a bonus +4 accuracy. Finally, they
cannot be flat-footed if they are adjacent to another scorched or scorched beast.
38

Scorchbeasts
Scorchbeasts are the greatest threat in the Appalachian region. Like many Aberrations, they were the result of genetic
modification, mutation, and extreme radiation exposure. The target creature was once a form of harmless, pygmy bats. The result
was a race of flying monsters capable of threatening the world.

The Appalachian region is the haunt of the scorchbeasts. They live in a vast network of caves that spans the entire
countryside. Occasionally, a scorchbeast will dig its way out of the caverns, opening a radioactive fissure in their wake. They
then proceed to infect and terrorize all life they come across. The infection is almost the greater threat; the scorchbeast are
carriers of a disease that converts biological matter in a form of ghoul known as a scorched. The scorched possess a sort of hive
mind, linking all scorched together on a communal intelligence. The scorchbeasts are the progenitors and masters of the scorched
plague, controlling their scorched minions like an army to conquer the world.

Even without their diseased followers, scorchbeasts are already some of the most powerful creatures in the wastes.
They possess powerful sonic blasts that can stun and kill prey and possess flight and incredible agility. The only known way to
close a scorchbeast fissure is to blast it with a nuclear warhead.

It is unknown how many scorchbeast there are buried under Appalachia- though there are certainly far too many- but it
is known there is only one queen. This matriarch of their species is the largest and greatest threat known. If there is any hope of
defeating the scorched plague, the queen must be killed.

Scorchbeast
Level 24 Huge-sized Creature (Heroic Animal/ Aberration/ Mutant), Extreme Threat
Hit Points: 547 Healing Threshold: 9 Damage Threshold: 62
Defense: 27 Toughness: 46 Resolve: 23
Speed: 13, 20 fly Shift Speed: 2 Initiative: +9
Space: 3 by 3 squares Reach: 3 squares
Luck Points: 4 Luck Bonus: +13
Damage Resistance: 17 Radiation Resistance: Immune
-Claw 1d20+12 accuracy, 49 damage, +5 strikes maximum; Special Traits: Penetration 8, Rending 1
-Bite 1d20+13 accuracy, 66 damage, +1 strike maximum; Special Traits: Penetration 9, Rending 2
-Sonic Screech 1d20+12 accuracy, 60 damage, +2 strikes maximum, long range; Special Traits: Penetration 10, Burst 4
Skills: Acrobatics 10, Athletics 10, Defensive Training 10, Detection 10, Durability 10, Energy Weapons 10, Melee 10, Mental
Training 10, Sneak 10, Survival 10
Perks: Combat Reflexes, Dodger, Improved Evasion, Life Giver II, Night Vision, Pathfinder, Piercing Strikes, Power Strike II,
Slayer, Slugger V, Staggering Strike, Swift Strikes, Tough Guy V, Toughness V, Unstoppable Movement, Weapon Mastery
(energy weapons II, melee II)
Strength: 18 Perception: 8 Endurance: 9 Charisma: 6
Intelligence: 3 Agility: 9 Luck: 8
Gear: Tier 3 Huge-sized Claw, Tier 3 Huge-sized Bite, Tier 3 Sonic Screech, Tier 3 Thick Creature Hide

Special Ability (Sonic Screech): The scorchbeast’s primary offense is to bombard enemies with hails of sonic screeches. These
attacks count as an energy weapon with the profile listed below. The scorch beast only uses its sonic screech while flying.

Sonic Screech
Creature Natural Ranged Weapon
Damage: 40 Accuracy: +0
RoF: Average Range: Long
Shots: Infinite
Power Rating: +5
Special Traits: Penetration (10), Burst (2)

Special Ability (Radiation Fog): Once per 5 rounds, if the scorch beast is flying, it can lay down a radiation fog. Doing so is a
full-round action where the scorch beast flies 40 squares in a straight line. As it flies, it lays down a cloud that settles down to the
ground. The cloud is 5 squares wide, 2 squares deep, and 20 squares long, following the path of the scorchbeast’s flight but being
placed anywhere in its travel path. Anyone who ends their turn within the area suffers 30 radiation damage and must make a DC
20 durability check or be inflicted with the scorched plague. The fog settles along the ground, seeping through windows and
doorways, making cover useless against it. The radiation fog lasts for 3 rounds before dissipating.
39

Special Ability (Plague Aura): The scorchbeast exudes a radioactive diseases and toxins. Any creature that ends their turn
within the scorchbeast’s reach suffers 25 radiation damage. Furthermore, they must make a DC 20 durability check or be inflicted
with the scorched plague.

Special Ability (Plague Carrier): Any non-infected creature that is wound by the scorchbeast’s melee attacks must make a DC
20 durability check or be inflicted with the scorched plague.

Special Ability (Summon Scorched): Once per 10 rounds, the scorchbeast can let out a call as a standard action, summoning
lesser scorched minions to its side. This power summons 1 scorched champion and 4 scorched zealots. These minions arrive after
3 rounds.

Special Ability (Swift): Animals are swift-footed and move faster than other beings. Animals gain +1 to their base movement
speed based on size.

Special Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.

Special Ability (Mutant Resistance): Mutants are already victims of radiation and have through time become immune to its
effects any further. Mutants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.

Special Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
40

Scorchbeast Queen
Level 30 Gargantuan-sized Creature (Heroic Animal/ Aberration/ Mutant), Formidable Threat
Hit Points: 914 Healing Threshold: 10 Damage Threshold: 76
Defense: 28 Toughness: 62 Resolve: 28
Speed: 15, 30 fly Shift Speed: 3 Initiative: +10
Space: 6 by 6 squares Reach: 6 squares
Luck Points: 5 Luck Bonus: +16
Damage Resistance: 20 Radiation Resistance: Immune
-Claw 1d20+15 accuracy, 58 damage, +5 strikes maximum; Special Traits: Penetration 8, Rending 1
-Bite 1d20+16 accuracy, 77 damage, +1 strike maximum; Special Traits: Penetration 9, Rending 2
-Sonic Screech 1d20+15 accuracy, 70 damage, +2 strikes maximum, long range; Special Traits: Penetration 10, Burst 5
Skills: Acrobatics 12, Athletics 12, Defensive Training 12, Detection 12, Durability 12, Energy Weapons 12, Melee 12, Mental
Training 12, Sneak 12, Survival 12
Perks: Combat Reflexes, Dodger, Improved Evasion, Life Giver III, Night Vision, Pathfinder, Piercing Strikes, Power Strike II,
Slayer, Slugger V, Staggering Strike II, Swift Strikes, Tough Guy V, Toughness V, Unstoppable Movement, Weapon Mastery
(energy weapons III, melee III)
Strength: 24 Perception: 10 Endurance: 10 Charisma: 8
Intelligence: 6 Agility: 10 Luck: 10
Gear: Tier 4 Gargantuan-sized Claw, Tier 4 Gargantuan-sized Bite, Tier 4 Sonic Screech, Tier 4 Thick Creature Hide

Special Ability (Sonic Screech): The scorchbeast queen’s primary offense is to bombard enemies with hails of sonic screeches.
These attacks count as an energy weapon with the profile listed under the scorchbeast entry. The queen only uses its sonic
screech while flying.

Special Ability (Radiation Fog): Once per 5 rounds, if the scorch beast queen is flying, it can lay down a radiation fog. Doing so
is a full-round action where the scorchbeast queen flies 60 squares in a straight line. As it flies, it lays down a cloud that settles
down to the ground. The cloud is 10 squares wide, 4 squares deep, and 40 squares long, following the path of the scorchbeast
queen’s flight but being placed anywhere in its travel path. Anyone who ends their turn within the area suffers 60 radiation
damage and must make a DC 30 durability check or be inflicted with the scorched plague. The fog settles along the ground,
seeping through windows and doorways, making cover useless against it. The radiation fog lasts for 3 rounds before dissipating.

Special Ability (Plague Aura): The scorchbeast queen exudes a radioactive diseases and toxins. Any creature that ends their turn
within the scorchbeast’s reach suffers 40 radiation damage. Furthermore, they must make a DC 30 durability check or be inflicted
with the scorched plague.

Special Ability (Plague Carrier): Any non-infected creature that is wound by the scorchbeast queen’s melee attacks must make
a DC 30 durability check or be inflicted with the scorched plague.

Special Ability (Summon Scorched): Once per 5 rounds, the scorchbeast queen can let out a call as a standard action,
summoning lesser scorched minions to its side. This power summons 4 scorched champions and 2 scorched conquerors, or an
equivalent number of creatures with the scorched template. These minions arrive after 1 round.

Special Ability (Queen of the Scorched): While the scorchbeast queen is present in an area, all scorchbeasts and scorched
followers within 100 squares gain 10 temporary hit points each round. These temporary hit points refresh each round but do not
stack.

Special Ability (Invincible): The scorchbeast queen is nigh invincible. She takes half damage from all weapons, applied after
damage resistance and hailfire. The only attacks that deal full damage to her are weapon’s that are specifically designed to harm
the scorched or ultracite ammunition.

Special Ability (Swift): Animals are swift-footed and move faster than other beings. Animals gain +1 to their base movement
speed based on size.

Special Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.

Special Ability (Mutant Resistance): Mutants are already victims of radiation and have through time become immune to its
effects any further. Mutants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
41

Special Ability (Genetic Resistance): Aberrations gain great strength from their genetic oddities. Aberrations add ½ their
strength to their endurance for determining hit points whenever endurance would be used to determine or add to their hit points.
42

Aliens
Aliens have had an impact on the planet for centuries before the bombs fell. They have watched and observed from
their spaceships, occasionally abducting individuals from their homes and experimenting on them aboard their ships. In recent
years, their spaceships have crashed in the wastes, allowing these alien ‘zetans’ to come into contact with the denizens of Earth.

Aliens are incredibly intelligent and have vastly superior technology. However, they have weak bodies and are few in
number. Most often, an alien is encountered when their ship crashes or they are abducting Earthlings.

Aliens follow many of their own rules and have their own creature type. They also have a selection of their own
equipment.

Alien Creature Type


Aliens use this creature type instead of others, such as mutant, aberration, or animal. This represents that they are very
unique, beings that don’t fall under any other category.

Alien
Special Ability (Alien Intellect): Aliens are far beyond humans in societal advancement and use their intellect for all tasks. Their
maximum intelligence is 2 higher than their level would normally allow. In addition, they add ½ their intelligence to all skill
checks and all attack rolls. However, aliens also have -1 strength and endurance maximums based on size.
Special Ability (Alien Gear): Alien armor cannot be used by characters of any other race. Alien blasters, however, can be used
by other races.
Descriptions: Aliens, also known as zetans, are a race of extraterrestrials that have observed humanity for generations from their
motherships in Earth’s orbits. Occasionally, one of their expedition craft will crash on Earth, stranding an alien on the surface.
Other times, individuals will come to Earth to capture specimens or take samples.

Alien Equipment
While alien armor is unique to that race’s physiology, their weapons are usable by others and are highly coveted.

Alien Flight Suit


Light Armor
Damage Resistance: 5 Radiation Resistance: 20
Defense Penalty: -0 Resistance Rating: +2

Alien Expeditionary Combat Suit


Heavy Armor
Damage Resistance: 12 Radiation Resistance: 40
Defense Penalty: -2 Resistance Rating: +3

Alien Blaster
Pistol Energy Weapon
Base Cost: Cannot be purchased
Damage: 60 Accuracy: +0
RoF: Average Range: Short
Shots: 10 alien power cells Power Rating: +5 Weight: 2lbs
Component Cost: Cannot be crafted
Special Traits: Penetration (25), Rending (5), Laser
Description: The alien blaster was constructed by extra-terrestrials using technology beyond human understanding. They are
occasionally found once their scouting vessels crash on the earth’s surface. Alien blasters are unimaginably powerful, essentially
hand-held disintegration beams. They are also incredibly rare, and cannot be purchased or crafted, and are rarely found. Alien
Blasters do not have multiple equipment tiers.
43

Alien Pilot
Alien pilots are the most encountered variant of Zetan. They control the scout ships that explore the skies and space,
and occasionally abduct victims. When their ship crashes, or the abduction goes wrong, they are forced into conflict with angry
natives.

Alien Pilot
Level 12 Medium-sized Creature (Non-heroic Alien), Medium Threat
Hit Points: 68 Healing Threshold: 6 Damage Threshold: 24
Defense: 25 Toughness: 18 Resolve: 24
Speed: 7 Shift Speed: 2 Initiative: +6
Space: 1 square Reach: 1 square
Damage Resistance: 8 Radiation Resistance: 23
-Alien Blaster 1d20+10 accuracy, 65 damage, +1 strike maximum, 10 shots at short range, Special Traits: Penetration 25,
Rending 5, Laser
-Unarmed 1d20+4 accuracy, 8 damage, +3 strikes maximum; Special Traits: NA
Skills: Computers 6, Defensive Training 6, Detection 6, Durability 6, Energy Weapons 6, Lore 6, Mental Training 6, Medicine 4,
Repair 4, Science 5, Sneak 4, Survival 4, Tactics 6
Perks: Close Combat Shot, Dodger, Far Shot, Night Vision, Try Again III, Weapon Mastery (energy weapons)
Strength: 2 Perception: 6 Endurance: 2 Charisma: 1
Intelligence: 8 Agility: 7 Luck: NA
Gear: Alien Blaster Pistol with 4 magazines, Tier 2 Alien Flight Suit

Special Ability (Alien Intellect): The alien pilot gains a +4 bonus on all attack accuracy and skill checks. This is already
included in their attack accuracy listed above.

Special Ability (Scanner Sweep): The alien pilot can use a technological device in their suit to make a quick scanner sweep as a
minor action. This counts as a detector action with a range of 15 squares.

Alien Scientist
When someone is abducted, they are brought aboard a Zetan mothership to be experimented on. It is the scientists who
perform these gruesome tests. If the subjects get loose, they will work with pilots to subdue them with their alien blasters and
tricks from their toolkit.

Alien Scientist
Level 16 Medium-sized Creature (Non-heroic Alien), Medium Threat
Hit Points: 68 Healing Threshold: 6 Damage Threshold: 24
Defense: 20 Toughness: 17 Resolve: 28
Speed: 5 Shift Speed: 1 Initiative: +6
Space: 1 square Reach: 1 square
Damage Resistance: 8 Radiation Resistance: 23
-Alien Blaster 1d20+12 accuracy, 65 damage, +2 strikes maximum, 10 shots at short range, Special Traits: Penetration 25,
Rending 5, Laser
-Unarmed 1d20+5 accuracy, 7 damage, +2 strikes maximum; Special Traits: NA
Skills: Computers 8, Defensive Training 6, Detection 8, Durability 6, Energy Weapons 7, Lore 8, Mental Training 8, Medicine 8,
Repair 8, Science 8, Sneak 4
Perks: Close Combat Shot, Energy Spaz, Living Anatomy, Medic, Night Vision, Try Again V, Weapon Mastery (energy
weapons)
Strength: 1 Perception: 6 Endurance: 2 Charisma: 2
Intelligence: 10 Agility: 4 Luck: NA
Gear: Alien Blaster Pistol with 4 magazines, Tier 2 Alien Flight Suit, Alien Toolkit

Special Ability (Alien Intellect): The alien scientist gains a +5 bonus on all attack accuracy and skill checks. This is already
included in their attack accuracy listed above.
44

Special Ability (Alien Toolkit): The alien toolkit is a universal device that an alien scientist can use for a wide variety of effects.
Non-aliens cannot use the alien toolkit. Using one function of the alien toolkit is a standard action.
-The toolkit can be used to heal a living target within 3 squares. The alien makes a medicine check with a +10 bonus.
The target spends a healing threshold to regain that many hit points.
-The toolkit can be used to heal a robot or piece of terrain within 3 squares. The alien makes a repair check with a +10
bonus. The target recovers that many spent hit points. For every 20 hit points they heal, they also heal 1 crippling wound.
-The toolkit can be used offensively, targeting an enemy within 6 squares. The alien makes a +12 attack roll versus the
target’s defense and toughness. If the attack hits, the target gains the Blinded condition for 3 rounds.
-The toolkit can blast a target with radiation, targeting an enemy within 6 squares. The alien makes a +12 attack roll
versus the target’s defense. If the attack hits, the target suffer 50 radiation damage.

Alien Captain
Every alien mothership has a captain that governs their ship’s actions. These are the most skilled and experienced
aliens onboard.

Alien Captain
Level 20 Medium-sized Creature (Heroic Alien), Medium Threat
Hit Points: 124 Healing Threshold: 7 Damage Threshold: 28
Defense: 29 Toughness: 22 Resolve: 29
Speed: 8 Shift Speed: 2 Initiative: +9
Space: 1 square Reach: 1 square
Luck Points: 3 Luck Bonus: +7
Damage Resistance: 9 Radiation Resistance: 26
-Alien Blaster 1d20+14 accuracy, 70 damage, +3 strikes maximum, 10 shots at short range, Special Traits: Penetration 25,
Rending 5, Laser
-Unarmed 1d20+5 accuracy, 8 damage, +3 strikes maximum; Special Traits: NA
Skills: Acrobatics 2, Athletics 2, Computers 8, Defensive Training 9, Detection 8, Durability 8, Energy Weapons 9, Lore 9,
Mental Training 9, Medicine 8, Repair 8, Science 8, Sneak 5, Survival 5, Tactics 9
Perks: Close Combat Shot, Dodger, Energy Spaz, Far Shot, Life Giver, Night Vision, Refractor, Try Again III, Weapon Mastery
(energy weapons II)
Strength: 3 Perception: 8 Endurance: 4 Charisma: 3
Intelligence: 10 Agility: 8 Luck: 6
Gear: Alien Blaster Pistol with 4 magazines, Tier 3 Alien Flight Suit

Special Ability (Alien Intellect): The alien captain gains a +5 bonus on all attack accuracy and skill checks. This is already
included in their attack accuracy listed above.

Special Ability (Deploy Turret): The alien captain can spend a standard action deploying a floating gun turret. At the end of
every of the alien captain’s turns, the turret fires an alien blaster attack identical to the one the captain makes. This turret can be
attacked separately and destroyed: it has a 100 hit points, 15 damage resistance, and 20 defense. The captain can only set up one
turret per encounter.
45

~Alien Zetan Pilot (above) ~Flatwoods Monster (below)


46

Flatwoods Monster
The flatwoods monster is a mythical creature spotted near the town of Flatwoods. It is believed to be a mythical
creature with great power that steals victims. In reality, the flatwoods monster is a small alien in an advanced armor suit that has
impressive capabilities. These aliens are deployed in secret as expeditionary forces to explore Earth, capture specimens, and
recover samples. They are not intended to engage with enemies, and usually teleport aware once the purple glow of their suit is
detected by others. However, they will fight when trying to capture a victim.

Flatwoods Monster
Level 20 Medium-sized Creature (Heroic Alien), High Threat
Hit Points: 175 Healing Threshold: NA Damage Threshold: 31
Defense: 29 Toughness: 25 Resolve: 29
Speed: 6 fly Shift Speed: 2 Initiative: +9
Space: 1 square Reach: 1 square
Luck Points: 3 Luck Bonus: +7
Damage Resistance: 21 Radiation Resistance: 49
-Laser Blaster w/ Dual-Wielding 1d20+18 accuracy x2, 32 damage, +4 strikes maximum, unlimited shots at long range, Special
Traits: Penetration 7, Laser, Close Quarters
-Laser Blaster w/ Concentrated Blast 1d20+18 accuracy, 32 damage, +4 strikes maximum, unlimited shots at long range,
Special Traits: Penetration 27, Laser, Close Quarters
-Bash 1d20+12 accuracy, 27 damage, +2 strikes maximum; Special Traits: Penetration 2
Skills: Acrobatics 9, Athletics 4, Computers 9, Defensive Training 9, Detection 9, Durability 7, Energy Weapons 9, Lock Picking
5, Lore 9, Melee 6, Mental Training 9, Medicine 4, Repair 9, Science 9, Sneak 9, Survival 6, Tactics 9
Perks: Action Boy, Close Combat Shot, Combat Reflexes, Dodger, Energy Spaz, Entomologist, Far Shot, Life Giver II, Living
Anatomy, Marksmanship IV, Night Vision, Refractor, Rifleman, Try Again V, Weapon Mastery (energy weapons II)
Strength: 6 Perception: 8 Endurance: 6 Charisma: 1
Intelligence: 10 Agility: 8 Luck: 6
Gear: Tier 3 Alien Expeditionary Combat Suit

Special Ability (Alien Intellect): The flatwoods monster gains a +5 bonus on all attack accuracy and skill checks. This is already
included in their attack accuracy listed above.

Special Ability (Mind Control): The flatwoods monster can spend a standard action to try to mind control a target within sight
and medium range. This is a +14 attack against the target’s resolve. If they succeed, the target is controlled by the flatwoods
monster and their turn is controlled by the monster. They usually use their controlled minions to attack or subdue their allies. The
control lasts until the alien is killed or the target succeeds a DC 22 intelligence check at the end of their turn. The flatwood
monster can only control one character at a time.

Special Ability (Expeditionary Combat Suit): The flatwoods monster is actually a tiny alien implanted within an advanced
alien expeditionary combat suit. This combat suit gives the alien a number of powerful abilities based on traits included in the
armor.

-Flight: The flatwoods monsters can use the suit to fly at a speed of 6 squares per round. It always flies instead of
walking.
-Teleportation: Once per 5 rounds, the flatwoods monster can use the suit to teleport up to 100 squares. They must
know of the location they are teleporting to.
-Laser Blasters: Each arm of the flatwoods monster is a concentrated beam weapon. These weapons are identical to a
Tier 3 Laser Rifle weapon. They have two of these weapons and can dual-wield them without penalty. Alternatively, they can use
them in concert to make a single powerful beam. As a full-round action, they make 1 attack that gains +20 penetration.
-Smashing Arms: The suit gives the flatwood monster the Tier 3 Bash natural weapon.
-Automated Repair: The suit automatically fixes itself. The flatwoods monster recovers 10 hit points and recovers
from 1 crippling wound at the start of each turn.
47

Creature Templates
Templates are modifications that can be applied to creatures to change them. Templates generally have a theme as to
how they change the creature, representing a mutation or other factor that makes them different than others of their kind.

To apply a template to a creature, simply chose a template and follow the instructions and restrictions to remodel the
creature. Templates do not cost characteristic points. Most templates are restricted to certain creature types. Templates may
increase or decrease a creature’s threat level. Once all the changes have been applied, recalculate their statistics based on any
changes to ability scores, skills, size, etc.

Diseased Creature Template


A diseased creature is a carrier for a sickness or disease. While radiation allows it to suffer minimal effects from the
illness, it is a carrier for the disease and can spread it to other creatures.

Any creature except those of the robot type can gain the ‘Diseased Creature’ template.

-Every diseased creature is the carrier of a disease. Refer to the following chart to see the list of diseases. Included with
each disease is the effects if the disease is contracted, the durability DC to resist being affected with the disease, and the most
common creatures to inflict that disease. Refer to the disease sidebar for how diseases work.

-If a diseased creature deals damage with a melee attack, the target must make a durability check against the DC of the
creature’s disease. If they fail the check, they are afflicted with the disease. See the disease sidebar below for how diseases work.

-Diseased creatures are the same threat level as normal.

Disease DC Effect Common Source


The Blight 22 -2 to attack accuracy, defense, toughness, resolve, and all skill Scorchbeasts and extreme
checks threat enemies
Blood Worms 10 -2 healing thresholds Insects
Bone Worms 12 -6 damage threshold Rats, Molerats, Punctured by
dirty tools
Buzz Brain 12 -4 to all skill checks Insects
Dysentery 15 Requires twice as many fluids, gains twice as much fatigue from Eating Rotten Food
thirst
Fever Claw 14 -2 perception and -2 ranged accuracy Mirelurks
Flap Limb 14 -2 melee accuracy, -5 melee attack damage Mirelurks
Glowing Pustules 16 Suffers radiation damage upon taking damage equal to ½ hit Feral Ghouls, Creatures with
point lost, damage ignores armor bonus to radiation resistance the Glowing template
Heat Flashes 18 -25 maximum hit points Large-sized Insects, Honey
Beasts
Jelly Fingers 16 Count agility as half normal value for determining number of Flying Insects
ranged attack strikes based on attack speed, -5 accuracy with
auto bursts
Lock Joint 16 Count agility as half normal value for determining number of Mongrels, Canines,
melee attack strikes based on attack speed, cannot perform Nightstalkers
heavy strike combat behavior
Needle Spine 16 -25 weight carrying capacity Aquatic Animals and
Insects, Anglers
Parasite 12 Requires twice as many food, gains twice as much fatigue from Insects, Swimming or
famine drinking in unclean water
Rad Worms 14 Increases all radiation damage suffered by 10 Feral Ghoul, Mutant Hound,
Creature with Glowing
template
Rattle Hands 15 Disadvantage with ranged attacks, lock picking, surgery checks, Large-sized creatures,
and anything else requiring fine manipulation (GM’s discretion) Mirelurks
Shell Shock 18 Upon suffering damage from an attack, must make a mental Deathclaws, Large or huge
training check or be staggered for 1 round, DC equal to damage animals or aberrations
taken, rounds of being staggered cumulative across multiple hits
Sludge Lung 18 Lose your move action every turn Wendigos, Aberrations,
48

Exposure to toxic air


Snot Eat 18 Disadvantage on perception checks, no ranged attack overages Snallygaster, Aberrations
Swamp Itch 10 Lose your minor action every round Insects, Sleeping on open
ground
Weeping Sores 16 Every time you take hit point damage, you gain Bleeding (2) Radscorpions, Large animals
or insects

Diseases
When you are inflicted with a disease, it does not manifest immediately. Instead, it activates a day cycle (4 hours), after
you were inflicted the disease. At that point you suffer all penalties from the disease. Once a disease manifests, getting it to go away
is difficult.

When you take a long rest for at least 2 day cycles, you can remake your durability check to try and shake the disease.
You suffer a -4 penalty to this check. If you succeed, the disease is broken once your rest is finished. If you fail, you are still
affected by the disease. However, the next long rest you take you gain a +1 bonus to your durability check (normally bringing the
durability check to -3). Every time you fail your durability check on a long rest you gain a +1 bonus to your next durability check to
shake the disease, stacking. Thus, it is difficult to break a disease when you first succumb to it, but it gets easier over a long period
of time.

If you wish to break the disease more quickly, you can use a Disease Cure drug on the sick patient. This allows you to
make a medicine check against the DC of the disease. If you succeed, then the disease is automatically broken after your next long
rest.

Disease Cure
Base Cost: 300 caps
Benefit: The character can make a medicine check against the DC of all diseases you are currently suffering from. The check
succeeds, the disease(s) are broken on your next long rest.
Drawback: The drug has some narcotic traits, giving you 5 wear fatigue every time it is taken, as well as using up 1 healing
threshold.
Addiction: None
Description: This powerful narcotic purges your system of all ailments and illnesses if applied properly. It is quite rare, made of
different blends of natural compounds that purifies your body of disease. They are foul tasting, rare, and hard to make, but the
results cannot be argued with.

Natural Diseases
As you may have noticed on the disease table, not all diseases come from plagued monsters. Some diseases come
naturally, by exposure to different environmental concerns. This includes:

Bone Worms: Bone worms can be contracted by cutting or exposing a wound to a dirty device. This includes using an infected
stimpack, cutting yourself on a rusty piece of metal, or stepping on a nail.

Dysentery: This is usually gained when you eat rotten vegetables or eat meat that has not been cooked. The threat of dysentery
makes adventurers prepare their food more extensively.

Parasites: Unclean water is usually filled with parasites of all sources. If you drink water without boiling it, roll a d20. On a 16+,
you must make a check against parasites. In certain environments, such as swamps and bogs, it may even be more likely. Parasites
also come from consuming expired drinks.

Sludge Lung: Prolonged exposure to toxic air can give you sludge lung. This includes some swamp gasses as well as unsafe
industrial plants.

Swamp Itch: Swamp itch is gained from sleeping on open ground in an area that has a large quantity of insects, leeches, or similar
disease carrying micro biological pests. If you use a sleeping bag, you are less likely to get the itch, but not immune.
49

Scorched Creature Template


A scorched creature is a creature that has been exposed to the plague of the scorchbeasts. They have become withered,
distorted creatures that live as part of the scorched hive mind and help protect their bat-like overlords.

Any creature except those of the robot type can gain the ‘Scorched Creature’ template.

-The scorched creature gains +1 strength and endurance, even if this would take them over their normal ability score
maximums based on level. They also suffer -1 to their perception and charisma scores, to a minimum of 1. If they had a luck
score, they lose it.

-Scorched creatures are immune to any form of influence or animal handling. They are hostile to all other life forms
and will attacked non-scorched on sight. They cannot be flat-footed if they are adjacent to another creature with the scorched
template, a scorched humanoid, or a scorchbeast. They also gain +4 to their accuracy when flanking instead of +2 if they are
flanking with another scorched family member.

-Scorched creatures are the same threat level as the base creature.

~Scorched-infected creatures are noticeable for their hairless bodies, pink and pale complexion, and rotting skin

Scorched Plague
The scorched plague is a disease dealt by scorchbeasts. Once a character fails their durability check against the DC,
they will gradually transform into a scorched. Every 2 day cycles, they will lose 1 point of endurance, intelligence, and
charisma. Once their intelligence or charisma is reduced to 0, they go into a coma. Once their endurance is reduced to 0, they
effectively ‘die’ and will be reborn as a scorched after another day cycle.

Once a human is converted into a scorched by the virus, maintain all their original statistics, before the draining effect
began, but give them a -3 penalty to intelligence and charisma (minimum of 1). They lose any luck score they had. They also
gain +1 strength and endurance and the Scorched Hive Mind trait. They retain all their equipment. Unfortunately, they become
hostile to all non-scorched.

There is no cure for the scorched plague. However, there is an inoculation. The inoculation is a process that several
factions in Appalachia has been working on to protect themselves from the plague. Becoming inoculated is an important part to
surviving in the region and is likely the reward of a great quest. When you are inoculated, you cannot suffer the scorched plague.
It does not, however, remove the plague from you, only prevents you from gaining it.
50

Scorched Anglers
A large amount of scorchbeast territory is toxic, parasite filled bogs that are natural homes to anglers and other aquatic
monsters. Many anglers get infected with the plague, and become roaming predators securing the swamps for the scorched
hierarchy.

Scorched Angler
Level 16 Medium-sized Creature (Non-Heroic Animal/ Mutant), Medium Threat
Hit Points: 157 Healing Threshold: 8 Damage Threshold: 35
Defense: 26 Toughness: 26 Resolve: 16
Speed: 8 Shift Speed: 2 Initiative: +6
Space: 1 square Reach: 1 square
Damage Resistance: 9 Radiation Resistance: Immune
-Claw 1d20+9 accuracy, 23 damage, +4 strikes maximum; Special Traits: Penetration 2, Rending 1
-Bite 1d20+10 accuracy, 33 damage, +1 strike maximum; Special Traits: Penetration 3, Rending 2
-Oil Glob 1d20+7 accuracy, 36 damage, 1 strike maximum, infinite shots at long range, Special Traits: Burst 2, Hailfire (1),
Flames, Burning Tar
Skills: Acrobatics 2, Athletics 6, Defensive Training 8, Detection 4, Durability 8, Energy Weapons 6, Melee 8, Mental Training
5, Sneak 6, Survival 2
Perks: Dodger, Life Giver, Slugger, Swift Strikes, Weapon Mastery (melee II), Weapon Mastery (energy weapons I)
Strength: 8 Perception: 3 Endurance: 7 Charisma: 1
Intelligence: 1 Agility: 6 Luck: NA
Gear: Tier 2 Bite, Tier 2 Claw, Tier 2 Oil Glob, Tier 2 Thick Creature Hide

Special Ability (Oil Glob): The angler can spit a glob of flaming tar at its enemies from afare. This attack functions identically
to a heavy incinerator weapon that has a Slow attack speed. Otherwise, it functions like a natural weapon.

Special Ability (Burning Tar): When the angler attacks a character with their Oil Glob attack, the attack sets the target’s
location on fire. A Burst (2) area centered on the target now counts as a Blaze for 2 rounds. Every round that a character starts
their turn in the area, they suffer 30 damage, and suffer a 1d20+10 hit against them. If the attack hits, the target is set on fire as
well.

Special Ability (Ambush Strike): An angler gains two full-round actions as part of a surprise round. In addition, when attacking
a flat-footed target with a melee attack, the angler’s natural melee weapons gain Hailfire (1).

Special Ability (Bait and Lure): Angers can remain motionless and invisible underwater, while using a weedy lure above water
to lure victims to them. Anglers always count as cloaking while underwater and not moving, not requiring stealth checks, actions,
or special conditions to enter the cloaking state. Anyone using a detector action must make a DC 21 detection test (DC 15 +
angler’s sneak score) to reveal the angler. Even detected anglers are automatically sneaking again at the start of their next turn if
they remain motionless and underwater. Additionally, a character can make a DC 25 survival test as a standard action to reveal
any hidden anglers within 6 squares, by spotting which lures are real plants and which belong to an angler.

Special Ability (Aquatic): The angler is an amphibious creature and survive both underwater or on land. In addition, it can swim
at its normal movement speed without it being considered limited movement. It does not need to make athletics tests to swim.

Special Ability (Swift): Animals are swift-footed and move faster than other beings. Animals gain +1 to their base movement
speed based on size.

Special Ability (Scorched Hive Mind): Scorched creatures are immune to any form of influence or animal handling. They are
hostile to all other life forms and will attacked non-scorched on sight. They cannot be flat-footed if they are adjacent to another
creature with the scorched template, a scorched humanoid, or a scorchbeast. They also gain +4 to their accuracy when flanking
instead of +2 if they are flanking with another scorched family member.

Special Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.

Special Ability (Mutant Resistance): Mutants are already victims of radiation, and have through time become immune to its
effects any further. Mutants are immune to radiation damage, never keep track of gathering radiation, and do not die from
radiation exposure.
51

Scorched Mega Sloth


The gigantic mega sloths share a lot of home ground with scorchbeasts and can even challenge them in close combat.
Thus, they are often targeted by the scorched plague, to turn a potential rival into a vicious guardian of scorchbeast territory.

Scorched Mega Sloth


Level 22 Large-sized Creature (Heroic Animal/ Mutant), High Threat
Hit Points: 337 Healing Threshold: 9 Damage Threshold: 52
Defense: 22 Toughness: 39 Resolve: 21
Speed: 4 Shift Speed: 0 Initiative: +4
Space: 2 by 2 squares Reach: 2 squares
Damage Resistance: 15 Radiation Resistance: Immune
-Claw 1d20+12 accuracy, 35 damage, +2 strikes maximum; Special Traits: Penetration 8, Rending 1
-Earth Strike 1d20+8 accuracy, 50 damage, 1 strike maximum, 1 shot at medium range; Special Traits: Close Quarters, Grenade
Skills: Acrobatics 4, Athletics 10, Defensive Training 10, Detection 5, Durability 10, Guns 8, Melee 10, Mental Training 10,
Sneak 6, Survival 10
Perks: Lifegiver III, Piercing Strikes, Power Strike II, Slugger V, Snakeeater, Tough Guy III, Toughness III, Weapon Mastery
(melee II, guns II), Wrestling Combatant
Strength: 15 Perception: 5 Endurance: 9 Charisma: 4
Intelligence: 1 Agility: 4 Luck: NA
Gear: Tier 3 Large-sized Claw, Tier 3 Thick Creature Hide

Special Ability (Mauling Attack): The mega sloth can make its claws attack as a full-round action. If it does, it has a chance of
getting a mauling attack on top of the normal claw attack. In this circumstance, if the mega sloth hits both a target’s defense and
toughness with a claw attack, it can choose to make a smash action. The target is knocked prone and the mega sloth makes a +28
attack versus the target’s toughness. It deals 28 damage on a success, +2 damage for every point it surpasses the target’s
toughness.

Special Ability (Earth Strike): As a move action, a mega sloth can use its free hand to scoop up a rock, pile of earth, or debris
that it can hurl as a weapon. This attack uses the earth strike weapon profile.

Earth Strike
Thrown Gun
Damage: 40 Accuracy: +0
RoF: Thrown Range: Medium
Shots: 1 (Consumable)
Power Rating: +5
Special Traits: Grenade, Close Quarters

Special Ability (Shroom Poison): The mega sloth can spend a standard action to scratch the mushrooms growing out of its hide,
releasing a poison cloud around it. All enemies within 2 squares of the mega sloth must make a DC 24 durability check or be
poisoned for 5 rounds. Poisoned characters suffer 5 poison damage a turn and suffer a hallucination effect. Hallucinating
characters suffer disadvantage on all attacks and skill checks while poisoned. After activating this ability, the mega sloth cannot
use it again for 10 rounds.

Special Ability (Slow Movement): The mega sloth is a slow and ponderous creature. Its movement speed is half that of normal,
and it has a shift speed of 0.

Special Ability (Swift): Animals are swift-footed and move faster than other beings.

Special Ability (Hardy): The animals that have survived the apocalypse have done so by being tough and hardy, and able to
compete with the horrors of the new world. Animals add 1/2 their strength in addition to endurance to their damage threshold.

Special Ability (Scorched Hive Mind): Scorched creatures are immune to any form of influence or animal handling. They are
hostile to all other life forms and will attacked non-scorched on sight. They cannot be flat-footed if they are adjacent to another
creature with the scorched template, a scorched humanoid, or a scorchbeast. They also gain +4 to their accuracy when flanking
instead of +2 if they are flanking with another scorched family member.

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