Wasteland Mutant
Wasteland mutants live past the exclusion line, where the changes caused by contamination are inherited. Changes that kill do so early, so the survivors are thick-skinned, hard to poison and shorter-lived than people in the inner systems. They resent being called a hazard by people standing on ground their grandparents were moved off.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 13
- Hit points
- 60 (8d8 + 24)
- Proficiency
- +2
- STR 16 +3 save +3
- DEX 12 +1 save +1
- CON 16 +3 save +5
- INT 9 -1 save -1
- WIS 12 +1 save +1
- CHA 8 -1 save -1
- Skills
- Athletics +5 , Survival +3
- Passive Perception
- 11
- Senses
- darkvision 60 ft.
- Languages
- Common
- Damage resistances
- poison, radiant
- Condition immunities
- poisoned
- Found in
- Settlement , Desert
Equipment
Traits
-
Inherited
The mutant is immune to the effects of contaminated ground and water and needs a third of the usual food.
-
Thick Skin
The mutant reduces all bludgeoning, piercing and slashing damage it takes by 2.
Actions
-
Multiattack
The mutant makes two attacks.
-
Scrap Cleaver
+5 to hit · reach 5 ft.
1d10 + 3 slashing damage
-
Pipe Gun
+3 to hit · medium range
1d12 + 1 ballistic damage