Undying, Fog

Chris Van Deelen

No. Enc: 1d8
Alignment:  Neutral
Movement: 90' (30')
AC: 7
HD: 8
Attacks: 1 bite and two claws
Damage: 1d4 / 1d6 /1d6 and class 1 radiation
Save: L8
Morale: 11
Hoard Class: Incidental

Originally this particular type of Undying was found on the islands and coastal region of the Atlantic Northeast. They share many of the same traits as the undying found across the wastelands, appearing to be zombies or another type of undead. Over the centuries these creatures have migrated inland, always following waterways and staying close to large bodies of water. They are never found in deserts or more than five miles from a significant body of water. This can be a large lake (at least 10 miles in diameter), a significant river (such as the Mississippi) and are very common around the Great Lakes.

They are not such beasts. They are victims of the disease which has robbed them of their ability to think and reason, and as such could be considered undead, but they are living, breathing beings.

Albeit feral and dangerous.

What has set these creatures apart from the rest of their brethren is their limited ability to control the weather around them. They are able to conjure a thick fog-bank in order to conceal these beings and their movements. The fog generated by the creatures is so thick that line of sight is limited to ten feet in any direction, and as such they are fully capable of ambushing and surprising prey. When they have the fog surrounding them, the creatures gain a surprise of 1-2 on a d6. This fog-bank has a 1000 foot radius and can be conjured indoors! The beast does not have to be out-of-doors for this to work.

On top of being able to surprise, trying to combat these creatures in the fog has a detrimental effect on those using ranged weapons. Anyone trying to fire upon these beings past the 10 line of sight will suffer a -2 to hit for every 5 feet, and after 30 feet seeing and hitting a target is all but impossible, unless the shooter has thermal or Ultraviolet vision, in which case this will negate the effects of the fog.

Some of the creatures are able to generate a low-level radiation field in the fog, giving the covering layer class 1 radiation. Only one in five of these beings has this ability and it costs them 2 hit dice to do this. They recover 1 hit dice per day, unless exposed to class 5 radiation or higher. Like their brethren, these creatures cannot heal normally. They need radiation in order to heal any damage they have sustained, and it replaces their healing rate. For every class of radiation they are exposed to the Undying heal 1 hit point per 24 hours of exposure. For example, an Undying has sustained wounds in combat and finds a field of class 5 radiation. As long as the Undying stays in this field, it will heal 5 points of damage every 24 hours.

All members of this particular type of Undying are slightly radioactive, but not as much as the Glower versions. Anyone approaching within 10 feet of these creatures is exposed to class 1 radiation as long as they remain in the area of effect. It should be noted these creatures are fully capable of healing one another by simply staying in close proximity.

When not hunting for food, these creatures tend to stay at rest, lying wherever they happen to be, looking for all intents and purposes like nothing more than a desiccated corpse. Those who do not know any better often disregard these beings as harmless bodies, and this will often allow the creatures to gain surprise. Anyone approaching within 5 feet will be attacked, the monster gaining surprise on a 1. This can be negated by anyone looking at the creatures with thermal vision, as they will see the bodies are very warm, unlike that of a corpse.

Mutations: Bizarre appearance, control weather (modified), extended life span, immunity to radiation and all toxins, toxic weapon (radiation)

Source: Fallout 4: Far Harbor DLC (2016)

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