Glowing One (Fallout Supplement)

From D&D Wiki

Jump to: navigation, search
GlowingOne.png
Glowing One
Size and Type: Medium Humanoid(Human)
Hit Dice: 10d10+36 (136 hp)
Mas: 60
Initiative: +3
Speed: 35 ft
Defense: 18 (+3 Dex, +5 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +7/+7
Attack: +11 Melee (1d10+3, HtH strike)
Full Attack: +11 Melee (1d10+3, HtH strike), +6 Melee (1d10+3, HtH strike)
Space/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Radioactive Burst, Radioactive, Ghoulification, Radiation Resistance, Unnatural Skin(green glowing)
Saves: Fort +7, Ref +7, Will +7
Abilities: Str 17, Dex 17, Con 17, Int 3, Wis 3, Cha 1
Skills: Hide +7, Listen +9, Move Silently +7, Spot +9
Feats: Alertness, Weapon Focus(HtH strike)
Possessions: 1d4-1 misc item(s), 1d4-1 ammo, 1d6-1 TU(s)/1d6-1x10 Caps, 1d3-2 chem(s)
Organization:
Challenge Rating: 10
Allegiances: Ghouls
Advancement: None
Level Adjustment: None


Glowing Ones: Living night-lights.

Glowing ones or luminous necrotic post-humans are ghouls who have absorbed so much radiation that they glow in the dark. They have become living conduits of radiation to the point that radiation actually heals their combat injuries. They are most often considered outsiders even by other ghouls. The glowing ones emit radiation, so they can still be dangerous to normal humans even after their death.

Combat[edit]

Upon detecting a non-ghoul, most ferals will make a high-pitched gurgle or screech, and set out to search the area. Upon sighting prey, they will often scream once more, alerting any nearby ghouls, and attack. There is no rank or pecking order to these attacks; all attack at the same time in a rampant onslaught. Because of this, in enclosed areas like Vaults, it is very easy to get overwhelmed. Feral ghouls mainly attack with their hands, slashing and smashing in an insane fury. Some feral ghouls can be seen to use weapons, such as the trooper ghouls in Camp Searchlight, likely indicating that they have only gone feral recently.

Radioactive Burst(Ex): 1/day, 60 ft. radius centered on Glowing One, Moderate Radiation(Fort DC 18, incubation 3d6 hours, initial 1d6-1 Con, secondary 1d6-1 Con). Heals 1d20 HP of all Ghouls(regardless of Radiation Resistance).

Radioactive: The Glowing One constantly emits Mild Radiation(Fort DC 12, incubation 1 day, initial 1d4-2 Con, secondary 1d4-2 Con) within a radius of 30 ft, even after death.

Ghoulification(Ex): +7 Str, +7 Dex, +7 Con (already factored into stats). Regains 2 HP per radiation level per turn when in irradiated areas not being resisted. Meaning that a Ghoul with a higher radiation resistance must be in areas with higher radiation in order to be healed by it.

Radiation Resistance(Ex): Radiation does not heal at level 1.



Back to Main PageD20 ModernCreaturesCR 5
Back to Main PageD20 ModernCampaign SettingsFalloutCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Fallout franchise, and/or include content directly affiliated with and/or owned by ZeniMax Media. D&D Wiki neither claims nor implies any rights to Fallout copyrights, trademarks, or logos, nor any owned by ZeniMax Media. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: