Super Mutant: CR 4; Large Giant; HD 4d8+15; hp 31; Mas 17; Init +1; Spd 30 ft; Defense 18, touch 10, flat-footed 17 (-1 size, +1 Dex, +5 natural, +3 sports pads); BAB +3; Grap +14; Atk +9 melee (1d8+10, nail board), or +4 ranged (2d10, remington 700); FS 10 ft by 10 ft, Reach 10 ft.; SQ Darkvision 60 ft, low-light vision, radiation resistance (two degrees weaker); AL the master; SV Fort +5, Ref +2, Will+2; AP 0; Rep +0; Str 24, Dex 13, Con 17, Int 6, Wis 12, Cha 4.
Skills: Climb +7, Listen +3, Spot +3.
Feats: Toughness, Weapon Focus (remington 700).
Possessions: Nail board, remington 700, sports pads, 1d20 7.62mm rounds, 1d4-1 food.
Advancement: By Character Class.
Super Mutant Brute: CR 5; Large Giant; HD 6d8+27; hp 51; Mas 17; Init +1; Spd 30 ft, 20 ft. in armor; Defense 20, touch 10, flat-footed 19 (-1 size, +1 Dex, +5 natural, +5 brestplate); BAB +4; Grap +16; Atk +11 melee (1d8+12, 20/x3, sledgehammer), or +5 ranged (2d8, AK-47); FS 10 ft by 10 ft, Reach 10 ft.; SA Autofire +6 (10 ft square, 2d8 damage, Ref DC 15); SQ Darkvision 60 ft, low-light vision, radiation resistance (two degrees weaker); AL the master; SV Fort +6, Ref +3, Will+3; AP 0; Rep +0; Str 26, Dex 13, Con 17, Int 6, Wis 12, Cha 4.
Skills: Climb +8, Listen +4, Spot +4.
Feats: Improved Toughness, Toughness, Weapon Focus (AK-47).
Possessions: AK-47, brestplate, sledgehammer, 1d20 7.62mmR rounds, 1d4-1 food.
Advancement: By Character Class.
Super Mutant Master: CR 6; Large Giant; HD 8d8+43; hp 75; Mas 19; Init +2; Spd 40 ft, 30 ft. in armor; Defense 20, touch 11, flat-footed 18 (-1 size, +2 Dex, +2 natural, +7 brestplate); BAB +6; Grap +19; Atk +14 melee (1d10+13, 20/x3, supersledge), or +4 ranged (4d10, M134 minigun); Full Atk +14/+9 melee (1d10+13, 20/x3, supersledge), or +4/-1 ranged (4d10, M134 minigun); FS 10 ft by 10 ft, Reach 10 ft.; SA Autofire +8 (10 ft square, 2d10 damage, Ref DC 20), rock throwing +7 (2d6+9); SQ Darkvision 60 ft, low-light vision, radiation resistance (two degrees weaker); AL the master; SV Fort +8, Ref +4, Will+3; AP 0; Rep +0; Str 28, Dex 15, Con 19, Int 10, Wis 12, Cha 6.
Skills: Climb +9, Listen +8, Search +8, Spot +8.
Feats: Burst Fire, Improved Autofire, Improved Toughness, Toughness, Weapon Focus (M134 minigun).
Possessions: Half-plate, M134 minigun, supersledge, 1d20+10 7.62mm rounds, 1d4-1 food, 1d2-1 misc. items.
Advancement: By Character Class.
Super Mutant Overlord: CR 8; Mutated Large Giant; HD 10d10+63; hp 113; Mas 21; Init +6; Spd 40 ft; Defense 22, touch 11, flat-footed 20 (-1 size, +2 Dex, +8 natural, +3 sports pads); BAB +8; Grap +25; Atk +16 melee (1d10+13, 20/x3, supersledge), or +10 ranged (3d10, pulse rifle); Full Atk +16/+11 melee (1d10+13, 20/x3, supersledge), or +10/+5 ranged (3d10, pulse rifle); FS 10 ft by 10 ft, Reach 10 ft.; SA Autofire +10 (10 ft square, 3d10 damage, Ref DC 20), rock thowing +8 (3d6+9); SQ Darkvision 60 ft, low-light vision, radiation resistance (four degrees weaker); AL the master; SV Fort +14, Ref +5, Will+4; AP 0; Rep +0; Str 28, Dex 15, Con 21, Int 10, Wis 12, Cha 6.
Skills: Climb +9, Listen +11, Search +10, Spot +11.
Feats: Alertness, Improved Autofire, Improved Initiative, Improved Toughness, Toughness, Weapon Focus (pulse rifle).
Mutations: Enlarged Form, Festering Sores, Light Sensitivity, Very Thick Hide
Possessions: Pulse rifle, sports pads, supersledge, 1d4 power packs.
Advancement: By Character Class.
Super Mutant Behemoth: CR 10; Mutated Huge Giant; HD 12d10+99; hp 159; Mas 28; Init +6; Spd 40 ft; Defense 26, touch 10, flat-footed 24 (-2 size, +2 Dex, +11 natural, +2 makeshift shield, +3 makeshift armor); BAB +10; Grap +35; Atk +22 melee (3d8+19, 19-20/x3, makeshift hammer); Full Atk +22/+18 melee (3d8+19, 19-20/x3, makeshift hammer); FS 15 ft by 15 ft, Reach 15 ft.; SA Rock thowing +10 (5d6+13); SQ Darkvision 60 ft, low-light vision, radiation resistance (four degrees weaker); AL the master; SV Fort +17, Ref +6, Will+5; AP 0; Rep +0; Str 36, Dex 14, Con 25, Int 10, Wis 12, Cha 6.
Skills: Climb +10, Listen +12, Search +11, Spot +12.
Feats: Alertness, Improved Critical (makeshift hammer), Improved Damage Threshold, Improved Initiative, Improved Toughness, Toughness, Weapon Focus (makeshift hammer).
Mutations: Armor Plates (damage reduction 2/-), Enlarged Form, Festering Sores, Light Sensitivity, Very Thick Hide
Possessions: Makesift armor, makeshift hammer, makeshift shield, 1d4-1 food, 1d2-1 misc. items.
Advancement: By Character Class.
Small Radroach: CR 1/2; Small Vermin; HD 1d8; hp 4; Mas 10; Init +3; Spd 30 ft, climb 10 ft; Defense 16, touch 14, flat-footed 13 (+1 size, +3 Dex, +2 natural); BAB +1; Grap -4; Atk +5 melee (1d6-1plus disease, bite); Full Atk +5 melee (1d6-1plus disease, bite); FS 5 ft by 5 ft, Reach 5 ft.; SA Disease (injury/injested, DC 16, incubation 2d4 hours, initial 1 Con damage, secondary 1d2 Str plus 1d2 Con damage); SQ Blightsight 60 ft., immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5; AL none; SV Fort +2, Ref +3, Will+0; AP 0; Rep +0; Str 9, Dex 17, Con 10, Int 2, Wis 10, Cha 2.
Skills: Climb +10, Hide +11, Move Silently +7, Spot +4
Feats: Weapon Finesse (bite)
Advancement: 2-4 HD (small), 5-7 HD (medium)
Large Radroach: CR 2; Medium Vermin; HD 5d8+5; hp 25; Mas 12; Init +12; Spd 30 ft, climb 10 ft; Defense 15, touch 13, flat-footed 12 (+3 Dex, +2 natural); BAB +3; Grap +4; Atk +5 melee (1d6+1 plus disease, bite); Full Atk +5 melee (1d6+1 plus disease, bite); FS 5 ft by 5 ft, Reach 5 ft.; SA Disease (injury/injested, DC 17, incubation 2d4 hours, initial 1 Con damage, secondary 1d2 Str plus 1d2 Con damage); SQ Blightsight 60 ft., immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5; AL none; SV Fort +6, Ref +4, Will+1; AP 0; Rep +0; Str 13, Dex 16, Con 12, Int -, Wis 10, Cha 2.
Skills: Climb +12, Hide +11, Move Silently +9, Spot +6
Feats: Weapon Finesse (bite), Weapon Focus (bite)
Advancement: 6-7 (medium)
Radscorpion: CR 1; Medium Vermin; HD 2d8+4; hp 16; Mas 14; Init +0; Spd 40 ft; Defense 14, touch 10, flat-footed 14 (+4 natural); BAB +1; Grap +2; Atk +3 melee (1d4+1, claw); Full Atk +3 melee (1d4+1, 2 claws) and -3 melee (1d4 plus poison, sting); FS 5 ft by 5 ft, Reach 5 ft.; SA Constrict (1d4+1 each round of successful grapple), improved grab, poison (injury, DC 13, initial 1d3 Con, secindary 1d3 Con); SQ Darkvision 60 ft, immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5, tremorsense 60 ft; AL none; SV Fort +5, Ref +0, Will+0; AP 0; Rep +0; Str 13, Dex 10, Con 14, Int 2, Wis 10, Cha 2.
Skills: Climb +5, Hide +4, Spot +4
Feats: Weapon Focus (claw)
Advancement: 3-4 (medium)
Radscorpion, Giant: CR 3; Large Vermin; HD 5d8+13; hp 37; Mas 14; Init +0; Spd 50 ft; Defense 16, touch 9, flat-footed 16 (-1 size, +7 natural, ); BAB +3; Grap +11; Atk +7 melee (1d6+4, claw); Full Atk +7 melee (1d6+4, 2 claws) and +1 melee (1d6+2 plus poison, sting); FS 10 ft by 10 ft, Reach 5 ft.; SA Constrict (1d6+4 each round of successful grapple), improved grab, poison (injury, DC 14, initial 1d4 Con, secindary 1d4 Con); SQ Darkvision 60 ft, immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5, tremorsense 60 ft; AL none; SV Fort +6, Ref +1, Will+1; AP 0; Rep +0; Str 19, Dex 10, Con 14, Int 2, Wis 10, Cha 2.
Skills: Climb +9, Hide +0, Spot +8
Feats: Toughness, Weapon Focus (claw)
Advancement: 6-9 (large)
Radscorpion, Albino: CR 9; Mutated Huge Vermin; HD 10d8+43; hp 87; Mas 16; Init ++0; Spd 50 ft; Defense 20, touch 8, flat-footed 20 (-2 size, +12 natural, ); BAB +8; Grap +21; Atk Atk +12 melee (1d8+6, claw); Full Atk +12 melee (1d8+6, 2 claws) and +6 melee (2d4+3 plus poison, sting); FS 15 ft by 15 ft, Reach 10 ft.; SA Constrict (1d8+6 each round of successful grapple), improved grab, poison (injury, DC 18, initial 1d6 Con, secindary 1d6 Con); SQ Darkvision 60 ft, immune to mind-influencing attacks, radiation resistance (four degrees weaker), resistance to massive damage +5, tremorsense 60 ft; AL none; SV Fort +12, Ref +3, Will+3; AP 0; Rep +0; Str 23, Dex 10, Con 18, Int 2, Wis 10, Cha 2.
Skills: Climb +12, Hide +0, Spot +8
Feats: Toughness, Weapon Focus (claw)
Mutations: Armor Plates (DR 4/-), Light Sensitivity, Photosynthetic (no need for food if sunshine is available)
Advancement: 11-19 (huge)
Rat, Giant: CR 1/4; Small animal; HD ½ d8; hp 4; Mas 10; Init +1; Spd 30 ft., climb 30 ft., swim 15 ft.; Defense 12, touch 12, flat-footed 11 (+1 size, +1 Dex); BAB +0; Grap -8; Atk +2 melee (1d4-2, bite); Full Atk +2 melee (1d4-2, bite); FS 5 ft by 5 ft, Reach 5 ft.; SQ scent, low-light vision; AL none; SV Fort +1, Ref +2, Will +1; AP 0; Rep +0; Str 6, Dex 13, Con 10, Int 2, Wis 12, Cha 2.
Skills: Balance +9, Climb +13, Hide +13, Move Silently +9, Swim +11.
Feats: Weapon Finesse (bite).
Advancement: 1 HD (Medium-size); 2-4 HD (Large).
Pig Rat: CR 1/2; Medium animal; HD 1d8+1; hp 9; Mas 12; Init +0; Spd 30 ft., climb 30 ft., swim 15 ft.; Defense 10, touch 10, flat-footed 10 (+0 Dex); BAB +0; Grap +0; Atk +1 melee (1d6, bite); Full Atk +1 melee (1d6, bite); FS 5 ft by 5 ft, Reach 5 ft.; SQ scent, low-light vision; AL none; SV Fort +2, Ref +1, Will +1; AP 0; Rep +0; Str 10, Dex 11, Con 12, Int 2, Wis 12, Cha 2.
Skills: Balance +8, Climb +14, Hide +8, Move Silently +8, Swim +12.
Feats: Weapon Focus (bite).
Advancement: 2-4 HD (Large).
Mole Rat: CR 1; Large animal; HD 2d8+6; hp 18; Mas 16; Init -1; Spd 30 ft., climb 30 ft., swim 15 ft.; Defense 11, touch 9, flat-footed 11 (-1 size, +0 Dex, +2 natural); BAB +0; Grap +8; Atk +4 melee (1d8+4, bite); Full Atk +4 melee (1d8+4, bite); FS 10 ft by 10 ft, Reach 5 ft.; SQ scent, low-light vision; AL none; SV Fort +4, Ref +0, Will +1; AP 0; Rep +0; Str 18, Dex 10, Con 16, Int 2, Wis 12, Cha 2.
Skills: Balance +8, Climb +22, Hide +4, Move Silently +8, Swim +20.
Feats: Weapon Focus (bite).
Advancement: 3-4 HD (Large).
Raider, Low-Level (Strong Ordinary 1/Tough Ordinary 1): CR 1; Medium Humanoid (human); HD 1d8+2 plus 1d10+2; hp 17; Mas 15; Init +1; Spd 30 ft; Defense 14, touch 13, flat-footed 13 (+1 Dex, +2 class, +1 leather jacket); BAB +1; Grap +3; Atk +4 melee (1d6+2 nonlethal, unarmed strike), or +4 melee (1d4+2/19-20, knife); Full Atk +4 melee (1d6+2 nonlethal, unarmed strike), or +4 melee (1d4+2/19-20, knife), or +2 ranged (2d6, Ruger Service-Six); FS 5 ft by 5 ft, Reach 5 ft.; AL chaos, evil; SV Fort +4, Ref +1, Will+0; AP 0; Rep +0; Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8.
Occupation: Blue Collar (class skills: Drive, Intimidate).
Skills: Craft (mechanical) +5, Drive +5, Intimidate +5, Knowledge (tactics) +2, Knowledge (streetwise) +2, Swim +5
Feats: Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency.
Possessions: Leather jacket, Ruger Service-Six, 5d10 .38S rounds, knife, 1d2-1 food, 1d2-1 misc. items.
Raider, Mid-Level (Strong Ordinary 3/Tough Ordinary 3): CR 5; Medium Humanoid (human); HD 3d8+6 plus 3d10+6; hp 43; Mas 15; Init +1; Spd 30 ft; Defense 16, touch 15, flat-footed 15 (+1 Dex, +4 class, +1 leather jacket); BAB +5; Grap +7; Atk +9 melee (1d8+2 nonlethal, improved unarmed strike), or +9 melee (1d6+2, club); Full Atk +9 melee (1d8+2 nonlethal, improved unarmed strike), or +9 melee (1d6+2, club), or +6 ranged (2d8, Sawed-off shotgun); FS 5 ft by 5 ft, Reach 5 ft.; AL chaos, evil; SV Fort +6, Ref +3, Will+2; AP 0; Rep +1; Str 15, Dex 12, Con 15, Int 13, Wis 10, Cha 8.
Occupation: Blue Collar (class skills: Drive, Intimidate).
Skills: Climb +5, Craft (mechanical) +6, Drive +7, Intimidate +7, Knowledge (tactics) +2, Knowledge (streetwise) +3, Repair +4, Spot +3, Swim +5
Feats: Brawl, Improved Brawl, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Possessions: Leather jacket, Sawed-off shotgun, 2d10 12-gauge rounds, club, 1d2-1 food, 1d2-1 misc. items.
Raider, High-Level (Strong Ordinary 5/Tough Ordinary 5): CR 9; Medium Humanoid (human); HD 5d8+15 plus 5d10+15; hp 82; Mas 16; Init +1; Spd 30 ft; Defense 20, touch 17, flat-footed 19 (+1 Dex, +6 class, +3 sports pads); BAB +8; Grap +10; Atk +12 melee (1d8+2 nonlethal, improved unarmed strike), or +12 melee (1d8+2, ratchet); Full Atk +12/+7 melee (1d8+2 nonlethal, improved unarmed strike), or +12/+7 melee (1d8+2, ratchet), or ++9/+4 ranged (2d10, HK G3); FS 5 ft by 5 ft, Reach 5 ft.; AL chaos, evil; SV Fort +9, Ref +3, Will+2; AP 0; Rep +2; Str 15, Dex 12, Con 16, Int 13, Wis 10, Cha 8.
Occupation: Blue Collar (class skills: Drive, Intimidate).
Skills: Climb +6, Craft (mechanical) +6, Drive +9, Intimidate +9, Knowledge (tactics) +3, Knowledge (streetwise) +5, Repair +6, Spot +6, Swim +5
Feats: Armor Proficiency (light), Brawl, Improved Brawl, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Possessions: Sports pads, HK G3, 5d10 7.62mm rounds, ratchet, 1d2-1 food, 1d2-1 misc. items.
Brahmin: CR 4; Large Magical Beast; HD 7d8+28; hp 60; Mas 18; Init +4; Spd 40 ft; Defense 14, touch 9, flat-footed 13 (-1 size, +0 Dex, +5 natural); BAB +5; Grap +15; Atk +12 melee (1d8+9, gore); Full Atk +12/+12 melee (1d8+9, gore); FS 10 ft by 10 ft, Reach 5 ft.; SA Stampede (1d12 per 5 Brahmin in the heard, Ref DC 18 half); SQ Darkvision 90 ft., low-light vision, scent; AL none; SV Fort +9, Ref +5, Will +2; AP 0; Rep +0; Str 22, Dex 10, Con 18, Int 2, Wis 11, Cha 4.
Skills: Listen +9, Search +4, Spot +7
Feats: Alertness, Combat Reflexes, Endurance, Improved Initiative, Weapon Focus (gore)
Advancement: 8-9 (Large)
Yao Guai: CR 7; Large Animal; HD 12d8+51; hp 103; Mas 19; Init +1; Spd 40 ft; Defense 17, touch 10, flat-footed 16 (-1 size, +1 Dex, +7 natural); BAB +9; Grap +23; Atk +19 melee (2d4+10, claw); Full Atk +19/+19 melee (2d4+10, claw) and +13 melee (2d8, bite); FS 10 ft by 10 ft, Reach 5 ft.; SA Improved grab; SQ Low-light vision, scent; AL none; SV Fort +12, Ref +9, Will +9; AP 0; Rep +0; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10.
Skills: Listen +10, Spot +10, Swim +13
Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw)
Advancement: 13-16 HD (Large); 17-36 HD (Huge)
Wasp, Giant: CR 3; Large Vermin; HD 5d8+10; hp 38; Mas 14; Init +1; Spd 20 ft, fly 60 ft. (good); Defense 14, touch 10, flat-footed 13 (-1 size, +1 Dex, +4 natural); BAB +3; Grap +11; Atk +7 melee (1d3+6 plus poison, sting); Full Atk +7 melee (1d3+6 plus poison, sting); FS 10 ft by 10 ft, Reach 5 ft.; SA Poison (injury, DC 14, initial 1d6 Dex, secondary 1d6 Dex); SQ Darkvision 60 ft, immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5; AL none; SV Fort +6, Ref +6, Will +6; AP 0; Rep +0; Str 18, Dex 12, Con 14, Int 2, Wis 13, Cha 11.
Skills: Listen +6, Spot +9, Survival +1 (+5 for orientation)
Feats: Weapon Focus (sting)
Advancement: 6-8 HD (Large); 9-15 (Huge)
Feral Ghoul: CR 1; Medium Humanoid (human); HD 1d8+4; hp 12; Mas 19; Init +2; Spd 30 ft; Defense 10, touch 10, flat-footed 8 (+2 Dex, -2 rage); BAB +0; Grap +4; Atk +4 melee (1d4+6, slam); Full Atk +4 melee (1d4+6, slam),; FS 5 ft by 5 ft, Reach 5 ft.; SQ Festering sores (max Dex bonus for armor is -2 and armor penalties is +4), constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], but can still use all skills abilities), radiation resistance (two degrees weaker); AL evil; SV Fort +6, Ref +2, Will +4; AP 0; Rep +0; Str 18, Dex 15, Con 19, Int 3, Wis 14, Cha 8.
Skills: Hide +4, Listen +4, Move Silently +4, Spot +4.
Feats: Alertness.
Possessions: 1d2 misc. items.
Advancement: –
Feral Ghoul Reaver: CR 6; size creature type (subtype); HD 16d8+80; hp 148; Mas 20; Init +3; Spd 30 ft; Defense 15, touch 11, flat-footed 12 (+3 Dex, +4 partial full plate, -2 rage); BAB +12; Grap +17; Atk +18 melee (1d6+7 plus radiation/19-20, slam), or +15 ranged (2d6 plus radiation, radioactive gore); Full Atk +18 melee (1d6+7 plus radiation/19-20, slam), or +15 ranged (2d6 plus radiation, radioactive gore); FS 5 ft by 5 ft, Reach 5 ft.; SA Radioactive burst (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]), radioactive gore (ranged attack, 5/day, 2d6 concussion damage and exposure to low radiation [Fort DC 15, 4d6 hours, initial 1d6-2 Con, secondary 1d6-2 Con]), radioactive touch (hitting or being hit in melee combat exposes it's opponent to mild radiation [Fort DC 12, incubation 1 day, initial 1d4-2 Con, secondary 1d4-2 Con]); SQ Festering sores (max Dex bonus for armor is -2 and armor penalties is +4), constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], but can still use all skills abilities), radiation resistance (four degrees weaker), unnatural skin (bubbling and smoking); AL evil; SV Fort +15, Ref +8, Will +9; AP 0; Rep +0; Str 20, Dex 16, Con 20, Int 3, Wis 14, Cha 8.
Skills: Hide +12, Listen +12, Move Silently +12, Spot +12.
Feats: Alertness, Improved Critical (slam), Improved Natural Attack (slam), Weapon Focus (radioactive gore), Weapon Focus (slam).
Possessions: Partial full plate, 1d6 misc. items.
Advancement: –
Feral Ghoul Roamer: CR 2; Medium Humanoid (human); HD 5d8+25; hp 49; Mas 20; Init +2; Spd 30 ft; Defense 13, touch 10, flat-footed 11 (+2 Dex, +3 partial land warrior armor, -2 rage); BAB +3; Grap +7; Atk +8 melee (1d4+6, slam); Full Atk +8 melee (1d4+6, slam); FS 5 ft by 5 ft, Reach 5 ft.; SQ Festering sores (max Dex bonus for armor is -2 and armor penalties is +4), constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], but can still use all skills abilities), radiation resistance (two degrees weaker); AL evil; SV Fort +9, Ref +3, Will +5; AP 0; Rep +0; Str 18, Dex 15, Con 20, Int 3, Wis 14, Cha 8.
Skills: Hide +6, Listen +6, Move Silently +6, Spot +6.
Feats: Alertness, Weapon Focus (slam).
Possessions: Partial land warrior armor, 1d3 misc. items.
Advancement: –
Glowing One: CR 4; Medium Humanoid (human); HD 9d8+45; hp 85; Mas 20; Init +3; Spd 30 ft; Defense 11, touch 11, flat-footed 8 (+3 Dex, -2 rage); BAB +6; Grap +10; Atk +11 melee (1d6+6 plus radiation, slam); Full Atk +11 melee (1d6+6 plus radiation, slam); FS 5 ft by 5 ft, Reach 5 ft.; SA Radioactive burst (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]), radioactive touch (hitting or being hit in melee combat exposes it's opponent to mild radiation [Fort DC 12, incubation 1 day, initial 1d4-2 Con, secondary 1d4-2 Con]); SQ Festering sores (max Dex bonus for armor is -2 and armor penalties is +4), constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], but can still use all skills abilities), radiation resistance (four degrees weaker), unnatural skin (green glowing); AL evil; SV Fort +11, Ref +6, Will +7; AP 0; Rep +0; Str 18, Dex 16, Con 20, Int 3, Wis 14, Cha 8.
Skills: Hide +9, Listen +8, Move Silently +8, Spot +9.
Feats: Alertness, Improved Natural Attack (slam), Weapon Focus (slam).
Possessions: 1d4 misc. items.
Advancement: –
Deathclaw: CR 10; Large Monstrous Humanoid; HD 10d8+30; hp 70; Init +4; Spd 40 ft.; Defense 17, touch 9, flat-footed 17 (+0 Dex, +8 natural, -1 size); BAB +10; Grap +22; Atk +18 (1d8+8, 19-20/x3, 2 claws); Full Atk +18 (1d8+8, 19-20/x3, 2 claws) and +12 (1d10+4, bite); SA Pounce, rend (2d8+16); SQ Aumented critical (claw), darkvision 120 ft., fast healing 5, improved critical (claw); AL none; SV Fort +7, Ref +7, Will +9; AP 0; Rep +0; Str 27, Dex 10, Con 18, Int 4, Wis 15, Cha 6.
Skills: Jump +12, Listen +6, Spot +6.
Feats: Alertness, Improved Initiative, Power Attack, Weapon Focus (claw).
Advancement: –
Dog: CR 1; Medium-size animal; HD 2d8+4; hp 13; Mas 15; Init +2; Spd 40 ft.; Defense 13, touch 12, flat-footed 11 (+2 Dex, +1 natural); BAB +1; Grap +3; Atk +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent; AL none or owner; SV Fort +5, Ref +5, Will +1; AP 0; Rep +0; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills: Jump +4, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent), Swim +5.
Feats: None.
Advancement: None.
Feral Dog: CR 2; Medium-size animal; HD 2d8+8; hp 20; Mas 19; Init +2; Spd 40 ft.; Defense 14, touch 10, flat-footed 12 (+2 Dex, +4 natural, -2 rage); BAB +1; Grap +5; Atk +5 melee (1d6+6, bite); Full Atk +5 melee (1d6+6, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], low-light vision, scent; AL none or owner; SV Fort +7, Ref +5, Will +3; AP 0; Rep +0; Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 6.
Skills: Jump +10, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent), Swim +5.
Feats: Alertness, Track.
Advancement: None.