Chris Van Deelen

No. Enc: 1d6
Alignment:  Neutral
Movement: 90’ (30’)
                     60’ (20’) climbing or clinging
                     150’ (50’) swimming
AC: 5
HD: 7
Attacks: 1 bite and two claws
Damage: 1d10 / 1d6+2 / 1d6+2
Save: L10
Morale: 11
Hoard Class: Incidental

Gargantuan mutated Salamanders which are most commonly found along the shores and island chains across the globe. These monsters stand around seven feet in height, weigh in excess of three hundred pounds, and have a vaguely humanoid appearance. Their skin is slick, from the slime the body constantly generates.

The beasts are quite aggressive and seem to be hungry all the time. They are patient however, being able to stay submerged for long periods of time or hang in trees, off ruins and other similar places in order to ambush the unwary.

In combat the monsters will attempt to ambush, and due to their skill in hiding and laying in wait, they surprise prey on a 1-2 on a d6. When they do manage to gain surprise these creatures will enjoy the benefit of a +2 to hit and +2 to damage inflicted.

They will always attempt to bite and slash with their clawed, webbed hands. If they are attempting to bite a creature that is small sized or less, they will swallow the creature on a 18-20. Any being swallowed will automatically suffer 3d6 points of acid damage and has to cut their way out of the gullet, inflicting at least 25% of the monsters total hit-points to do so and may only use slashing or piercing-type weapons.

These creatures have an almost preternatural ability to avoid missile attacks. Anyone firing any type of ranged attack at the monster will discover they are far more difficult to hit. The creatures enjoy -3 to their AC whenever someone is firing at them. Furthermore, due to the slime coating their bodies, they benefit from damage reduction of 6 points when it comes to any slashing weapon attack. These creatures are likewise immune to thermal-based weapons, as the slime coating their bodies protect them from the heat.

Whenever the creatures are near a source of radiation, the skin begins to glow a pale green. The higher the source of radiation, the brighter the glow. This begins as soon as the creature comes within 100 feet of any source of radiation and as such they will avoid any such locations, always moving away from the source until their flesh stops glowing. When this happens, the creatures lose their ability to ambush and cannot gain surprise.

The beasts are meat-eaters, and prefer a diet of fresh meat. They cannot consume cooked meat of any type, and must only eat raw flesh. Eating cooked flesh is treated as if they were consuming class 5 poison without a saving throw.

Once a year, typically in the fall, the beasts congregate for mating. Oddly enough it is the females who battle one another for the right to mate with the males, always choosing the largest and strongest specimens. After mating, the females lay a cluster of clear eggs in fresh water ponds or slow-moving rivers, where the eggs will gestate for 4 months. After hatching, the creatures resemble tadpoles and take another six months to undergo the metamorphosis into their mature adult bodies. It requires another 6 years before they are sexually mature.

The females always stay near the egg clusters and continue to watch over the young once they have hatched. After the metamorphosis has occurred, she leaves the young, never to return.

Mutations: Aberrant form (natural weapons), clinging, dermal poison slime (modified), gigantism, precognition (modified)

Source: Fallout 4 – Far Harbor DLC (2016)

Conversion Index