Undying, Glowing

Chris Van Deelen

No. Enc: 1d3
Alignment:  Neutral
Movement: 90' (30')
AC: 3
HD: 12
Attacks: 3 (bite, claw, claw) and special, or radiation burst
Damage: 1d4 / 1d6 /1d6, special (see description) and class 10 radiation
Save: L12
Morale: 11
Hoard Class: None

These mutants are a far deadlier version of the mutants known as the feral Undying. These creatures share many of the same traits, and were created in the same manner as the other versions. The difference between these creatures and the other Undying is that they are typically deadly to any other creatures to even be near them.

They constantly radiate a powerful field of deadly radiation at a range of 5’ from their bodies. This radiation is so powerful that it kills most creatures that encounter it, and cause flammable materials to burst into flame. Any item coming within the radiation field emitted by the creature must save versus energy (using the victim’s saving throw) or save versus thermal (if the Mutant Lord is using the saving throw tables included in Wisdom from the Wastelands issue 1 ). The heat is so intense that it also does 3d6 points of damage per round to anyone who is in close physical proximity to the creature.

Due to the radiation and thermal emissions of the creature, attacking them with melee weapons or any sort of physical attack or natural weapon is a very dangerous proposition at the best of times.  The best way to deal with these monsters is from a distance.

Unfortunately these creatures are as mindless as the feral Undying creatures, their minds having been long since destroyed by the radiation that keeps them alive –if you could call this state of existence living.

Physically these mutants appear to be feral Undying with one major exception. The feral creatures do not possess the same powerful greenish glow that these monsters possess. That in of itself should be an indication of just how dangerous these creatures can be. This hellish glow can be clearly seen for miles in any direction and provide the same illumination as a torch would. What makes it even more unsettling is that the bones and circulatory system is clearly visible.

It has been discovered that these creatures cannot survive without hard radiation for very long. As a result, they are typically found only in locations where there is a source of high intensity radiation. They are most commonly found in or near the ground zero inside ruined cities or other locations that had been targeted by conventional nuclear weapons during the Ancient’s final wars.  

When they are forced to move away from intense radiation, these creatures will suffer 2d12 hit-points of damage for every 12 hours they cannot bathe in the glowing energies. Even class 1 radiation will sustain them but they prefer the more intense radiation zones.

In fact, these mutants can’t heal any damage they sustain without radiation. Instead of having a healing rate, these mutants will restore 1 hit point per level of radiation that they are exposed to every 24