Tunnelers

Chris Van Deelen

makes the mistake of entering their territory underground. They attack with two claws, and can bite if need be.  The bite of these creatures is slightly toxic and each bite subjects the victim to class 2 poison.  These creatures can also use the spikes on their heads and shoulders to attack with, but they only resort to this attack if they choose to bite instead of clawing. They are expert ambushers, however, and can lay in wait for hours, burrowed only a few scant inches from the surface and launch a surprise attack, gaining surprise on a 1-3.

The best way to deal with these creatures is to expose them to light. Laser and other light based weapons do double damage, and when they are exposed to such attacks they must make a saving throw versus death or become blinded for 3d6 rounds. Other light based attacks, such as using a flash-bang grenade or other similar weapon will result in the same effect. Also, using such weapons in the presence of these creatures will force them to make an instant moral check, and those who fail are forced to flee.

At this time, these creatures are confined to the Mojave wasteland, but scholars fear that they will eventually find a way out of these trackless desert wastes and spread across the countryside. The only reason they haven’t spread further is the lack of tunnels or similar underground paths they can use to escape the region. It is only a matter of time though.

Mutations: Aberrant form (natural weapons), bizarre appearance (d), natural armor (scales), quickness, thermal vision, toxic weapon, ultraviolet vision, vulnerability to light (d).

Source: Fallout New Vegas