Gwolf

Chris Van Deelen

No. Enc: 4d6
Alignment:  Chaotic
Movement: 120’ (40’)
AC: 5
HD: 5
Attacks: 2 claws and 1 bite
Damage: 1d6+2 / 1d6+2 / 2d4+4
Save: L5
Morale: 8
Hoard Class: N/A

If it was not for the ability to reproduce so quickly, the wolves of the world may have gone extinct during the final wars. In fact, three is a good chance the wild creatures may have done so. Scholars have speculated that the destruction wrought during the final wars wiped out more than 95% of all species on the planet, and have argued as to why so many seemed to have survived in order to be mutated by the radiation released.

It has been debated there were ‘arks’ hidden across the globe, and these arks contained the genetic material, androids and synthetics and the equipment to either clone or birth through artificial means all the species which were lost during the wars. So not only did the species survive, they were mutated just like the rest of the creatures roaming the toxic wastelands.

This particular offshoot of the wolf is slightly larger than its ancestors, but tend to be hairless. The flesh of the beast is typically a dusky grey or black, although many members have been born albino and even more glow an emerald-green. The average specimen is about three to four feet in length, and weighs around eighty pounds.

Like their ancestors, these creatures are pack animals, living and working together in a small group led by an alpha male – always the strongest and toughest member. Like packs of old, the alpha male always mates with the females, and can be challenged at any time by other pack members. If the challenger wins, he becomes the new alpha and the old is killed during the challenge.

Radiation mutated these beasts, making deadly predators even worse. These creatures have developed mental mutations which allows them to target one individual in a group and mentally attack it. This causes the creature to become terrified and if the attack is successful, the creature will run away, leaving the protection of its allies. The victim will run for 2d8 rounds at its maximum movement speed. Once the prey has moved away, the wolves will make a second mental, which will shut down all voluntary muscle and nervous reactions, effectively paralyzing the target. Again this requires a successful mental attack, and the victim is allowed a saving throw versus death to avoid the effects.

Both attacks are used by the alpha, but his attacks are heightened by the rest of the pack, through a version of the metaconcert mutation. The alpha has a Will Power score of 3d6, but this increases by 1 for every two members of the pack who add their Will to the mental attack. For example, if the alpha has a Will Power of 10 and there are 12 members of the pack with him, his effective Will Power score is now 16 for purposes of the attack.

If a target is alone, then the creatures will simply surround it and attack. They will always stay at least ten feet out and two to four will attack each round, coming from both sides to ensure they get a flanking bonus. If any of the creatures attacking directly from the front or side roll a natural 20, they have hit the targets throat, inflicting triple damage and forcing the target to make a saving throw versus death or begin to bleed out at a rate of 1d10 points of damage per round. This can be mitigated by the use of medical healing drugs, healing mutations, or being bandaged, which requires 1d3 rounds.

The beasts with the glowing flesh are able to generate a powerful pulse of energy. This burst has a 45 foot radius and will inflict 5d6 points of light (laser) damage on all targets caught in the burst. A successful saving throw versus energy will inflict half damage. The creatures are reluctant to use this when pack members are around, as they are not immune to the effects of the burst, and it can quite easily harm or even kill members of the pack.

Mutations: Bizarre appearance, energy retaining cell structure (modified), fear generation, metaconcert, neural paralysis.

Source: Fallout 4 – Far Harbor DLC (2016)

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