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Lexicanum

Rad-Wolf

A radioactive pack hunter.

Threat File — Rad-Wolf

TR 3 · Beasts & Death World Horrors
BeastRadiationPackStat Block Priority: Medium
Rad-WolfTR 3Beast · Skirmisher
BeastRadiationPack
Defense 13 · Vitality 20 · Move 40 ft. · Initiative +3
STR +2AGI +3TGH +2INT -3WIL +0PRS -2

Saves: Toughness +4

Proficiencies: Stealth +5, Awareness +4

Senses: Sees normally in total darkness, Senses radiation gradients like a landscape

// Traits

Glow-Born. The rad-wolf is immune to radiation and toxic damage from ambient rads. It dens, hunts, and retreats through hot zones the party cannot follow into cheaply.

Pack Herding. Wolves attack to steer: a creature hit by a rad-wolf's bite makes a Strength Save DC 12 or is forced to move 10 feet in a direction the wolf chooses — usually toward the glow.

// Actions

Searing Bite. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 piercing damage plus 1d4 toxic damage, and the target makes a Toughness Save DC 12 or contracts rad-sickness, taking Disadvantage on Toughness Saves until treated.

Drive the Prey. The rad-wolf and one packmate rush a single target, which makes a Strength Save DC 12 or is pushed 10 feet into hazard terrain or out of cover and is Exposed until the start of its next turn.

Morale: Territorial and calculating: withdraws into hot zones when pressed, and returns when the party's rad-exposure math turns in the pack's favor.

Tactics: Fight the terrain and the pack as one system: attack from the glow, herd prey into the glow, and wait in the glow. The party's dosimeters are the encounter's real clock; killing the wolves at range and refusing their ground are the counters.

Loot / Evidence / Hooks: Rad-wolf glands are prized by waste chirurgeons for anti-rad serums, and the pack's den marks the safest path through the glow-zone.

Enemy Dossier

GM Reference

A Rad-Wolf is a lean pack predator remade by generations in the glow-zones: hairless in patches, hot to a counter's ear, and patient enough to let its territory poison you first. The pack's ambushes are drawn in rads.

// Battlefield Use

Use this enemy in irradiated wastes and reactor ruins where the terrain damages the party and the wolves know exactly where it doesn't damage them.

// Threat Profile

Moderate durability, pack tactics, radiation-laced bites, immune to the ambient rads it hunts in, uses hazard terrain as a weapon.

// Signature Traits

Glow-Born. Immune to radiation; it dens, hunts, and retreats through hot zones the party cannot follow into cheaply.

Pack Herding. Wolves attack to steer: targets they hit must Save or be forced a short move — usually toward the glow.

// Signature Actions

Searing Bite. Bite carrying radiation burn: damage now, and a Toughness Save against lingering rad-sickness.

Drive the Prey. Coordinated rush that pushes a target into hazard terrain or out of cover, leaving it Exposed.

Morale: Territorial and calculating: withdraws into hot zones when pressed, and returns when the party's rad-exposure math turns in the pack's favor.

Tactics: Fight the terrain and the pack as one system: the wolves attack from the glow, herd prey into the glow, and heal their odds by simply waiting in the glow. Counters are killing them at range and refusing the ground they want. The party's dosimeters are the encounter's real clock.

// Variants
Two-Headed Alpha Rad-WolfReactor-Den Pack (defending young)Glow-Stalker (lone ambusher)Rad-Storm Hunt (pack attacking during fallout weather)

Full Stat Block Priority: Medium

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