Undying, Reaver

Undying, Reaver

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This particular version of the Undying is the deadliest and most feared by far of the various versions that have been encountered in the wastelands. These mutants appear to be the feral version of the creature, but upon closer inspection it is quickly noted that they have a far more ‘decayed’ appearance than the others of their kind, and a heavy scent of death lingers when they are near. This scent is so powerful that it can be detected within 500’ of the creatures and anyone closing within 30 feet must make a saving throw versus poison or become nauseated (see Wisdom from the Wastelands issue 8: Disease and Medical Options for more information.) Note that every round that someone is within the 30’ radius they have to make a saving throw.

No. Enc: 1d3
Alignment: Neutral
Movement: 120’ (40’) or 240’ (80’) see description
AC: 0
HD: 20
Attacks: 3 (bite, claw, claw) or 6 (bite, bite, claw, claw, claw, claw) see description
Damage: 4d6 / 1d8+3d6 /1d8+3d6
Save: L20
Morale: 11
Hoard Class: Incidental

This particular version of the Undying is the deadliest and most feared by far of the various versions that have been encountered in the wastelands. These mutants appear to be the feral version of the creature, but upon closer inspection it is quickly noted that they have a far more ‘decayed’ appearance than the others of their kind, and a heavy scent of death lingers when they are near. This scent is so powerful that it can be detected within 500’ of the creatures and anyone closing within 30 feet must make a saving throw versus poison or become nauseated (see Wisdom from the Wastelands issue 8: Disease and Medical Options for more information.) Note that every round that someone is within the 30’ radius they have to make a saving throw.

Like the feral Undying, these monsters are utterly mindless, driven only through the need to feed and run on pure animal instinct. They do possess certain cunning though, which allows them to avoid simple traps and move around obstacles in order to get at prey.

Even though these mutants appear to be badly decayed, they are in fact healthy and are not hampered by the rot that afflicts their bodies. It never seems to change and even wounds that are inflicted upon the creatures heal with time, reverting the monster back to its original state.

It is not known why these particular mutants are so incredibly tough and hard to kill, but during the process that created them, something mutated these unfortunate souls far more than their brethren. They are incredibly strong and have been known to rip through even the toughest EMA to get at the individual inside.

If the pure unbridled strength of these monsters was not bad enough, they are also incredibly fast, moving far quicker than members of the less mutated versions. Once per day these mutants are able to perform incredible bursts of speed for 2d6 rounds. During this period, they are truly terrifying to witness, as they appear to be a blur when they fight, getting an average of six individual attacks per round! Normally when they do not use this burst of speed they only get three attacks per round.

The strange mutation that altered these creatures also instills within them an insatiable hunger. These mutants are always on the hunt for prey and it does not matter as long as the creature is living meat. They are so dangerous that even other Undying will avoid these mutants, because the hunger that drives them will not protect even their own kind (except for other Reavers).

When facing one of these monsters in combat, the best tactic to employ when facing one of these monsters is to run away and hope that by some miracle they are able to outdistance the creatures. The best way to deal with the monsters is to use artifact weapons that deal incredible amounts of damage in a short period of time, and from a long range.

If their strength and speed was not bad enough, these monsters are constantly emitting an aura of radiation that spreads 30’ out from their bodies. It is always different from individual to individual, being class 2+1d3.

Entire communities have been known to flee if even a rumor of one of these monsters has come within 100 miles.

Mutations: Bizarre appearance(d),extended life span, increased physical attributes (strength), immunity to radiation and all toxins, quickness(modified), toxic weapon (radioactive aura, stench).

Source: Fallout 3

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