Chris Van Deelen

No. Enc: 1d4
Alignment:  Neutral
Movement: 150' (50')
AC: 5
HD: 4
Attacks: 2 antlers
Damage: 2d6+3 / 2d6+3
Save: L4
Morale: 5
Hoard Class: N/A

Radstag Type

Hit Dice




























These creatures are mutant deer which are surprisingly common in the wastelands. What sets these deer apart from most other mutated descendants of these herbivores is that they have two heads, similar to that of the Brahman cattle. Otherwise they are physically very similar to that of their ancestors.

For the most part, these creatures are relatively harmless, typically running away from anything that comes within their sensory range, but there are three variants that are decidedly unlike the usual creatures. These are the Albino, Glowing and Rabid. All three versions are very aggressive and will typically attack on sight.

The Albino are usually found only at night, relying on their infrared vision to see. These are actively aggressive and are in fact meat-eaters, needing flesh to survive. They have long jagged teeth that, when combined with their antlers, can deliver devastating attacks. These creatures typically will attack with one antler and then one bite, but every time it gets a taste of flesh, it has to make a saving throw versus death or be forced to use the bite only. If this happens the creatures will end up gaining the quickness mutation for 1d6 rounds, at which time it will only attack with the bite, eating savagely as it does so.

Sunlight or ultraviolet rays are deadly to the creatures, and as such they are always hiding away during the daylight hours. If they are exposed to UV, they will suffer 1d8 points of damage per round, and suffer from the slow mutant mutation.

The Glowing creatures are easily distinguishable from their counterparts due to the intense radiation they produce. Everyone within a 20 foot radius of the creature will be subjected to a class five radiation as long as they remain in that range. Once every 3 rounds, the creature can release a burst of powerful class 10 radiation in a 40 foot radius, and after they do this they must spend the next three rounds ‘recharging’. During this period they no longer emit radiation and are safe to approach. Like the albinos, these have developed a taste for flesh and will actively seek out prey to feast upon, but they do not have the benefit of the quickness mutation.

Unlike the albino’s, these are able to travel during day or night, and do not suffer damage from exposure to sunlight or UV. They do gain special benefits from exposure to radiation. If they are inside radiation of any intensity (except that produced by their own bodies), they will automatically gain regeneration equal to 1d3+ class level of radiation per round. If they are hit by a weapon that uses radiation, it will instead of harming, heal them for 1d6 damage per class level. If this goes over their hit-point score, they will gain additional hit points that will last for exactly 24 hours before fading.

Finally there are the Rabid versions of these creatures. These are like the Albino version, actively seeking out prey, but unlike their cousins, they are not limited to nocturnal hunting. They have the same need for flesh, and if they get the taste of blood or flesh, they must make the same saving throw or attack only with their bite attack, gaining the quickness mutation for 1d6 rounds.

Mutations: Aberrant form (multiple body parts, natural weapons), albinism, dietary requirement change (meat),  energy emission (modified), immunity (radiation), quickness (modified), slow mutant (modified)

Source: Fallout 4 (2015)