Chris Van Deelen

No. Enc: 1d3
Alignment:  Neutral
Movement: 90’ (30’)
AC: 6
HD: 9
Attacks: 1 bite and two claws or spit
Damage: 1d6+3 & radiation / 1d12+4 / 1d12+4
Save: L9
Morale: 8
Hoard Class: N/A

This is a mutant fish which thanks to radiation and random mutation, has taken on the appearance of a humanoid. The creature has grown to gargantuan proportions, and walks on two legs. It has an almost amphibious appearance about it, with rubbery skin intermingled with scales. The creature has a large mouth filled with sharp teeth, and a series of growths along the spine which look more like coral or plant formations than anything else. The most unique aspect of the creature is a long antenna-like protuberance on the head, which stretches out up to six feet from the skull. It ends in a brightly lit flower-like bit of flesh.

The creature is a deadly predator, using ambush as its primary method of obtaining food. The creature uses its natural chameleon epidermis to hide beneath the water, allowing only the glowing protuberance to appear above the surface. It always hides in plants, using the antenna to attract the curious and the unwary. When the beast attacks, it leaps out of the water, attempting to bite and claw the prey. The creature gains a surprise on 1-3 on a d6.

If they spot prey at a range and cannot close in on it, the creature will spit a toxic glob at the target. As soon as the toxin hits oxygen, it will burst into flame and this is considered a range attack. If the glob hits, it will burst, covering a 10’ radius around the target, inflicting 6d6 damage.  Everyone in this area of effect is allowed a saving throw versus energy for half damage. This is only the beginning. Another saving throw versus radiation is required, or the victim will suffer the effects of class 4 radiation. Anyone remaining in the area of effect will continue to suffer the damage from class 4 radiation until they leave. This area will remain radioactive for 4d10 hours before finally fading away.

The creature has a nasty bite and powerful claws making it a formidable opponent in combat. It will always attempt to claw and bite. The bite is as toxic as the glob it can use at a range, forcing a saving throw versus radiation against class 4 radiation.

The mutant is likewise immune to all poison and radiation, and oddly enough the strange glowing antenna gives the creature a natural resistance against mental assaults such as mind thrust and vampiric field. It has a damage reduction of 6 against mind thrust and similar mental attacks and is completely immune to vampiric field.

Being amphibious, the creature is fully functional in and out of the water, although they rarely stray far from any water source. They prefer to hunt in ponds and lakes, with such locations having heavy foliage and plant-life.

Mutations: Aberrant form (natural weapons, xenomorphism), chameleon epidermis, damage reduction (mental attacks), immunity (poison, radiation and vampiric field), thermal vision, toxic weapon, ultraviolet vision

Source: Fallout 4 – Far Harbor DLC (2016)