Irradiated Giant. The atomic mutant is immune to radiation and uses its Strength score for Intimidation. Its Irradiated ability score is equal to 12+1d4.
Regeneration. The atomic mutant regains 10 hit points at the start of its turn if it has at least 1 hit point.
Skills. Athletics +13, Intimidation +13, Perception +8, Technology +10
Multiattack. The atomic mutant makes three slam attacks or two custom-built atomic cannon attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 34 (4d12+8) bludgeoning damage.
Custom-Built Atomic Cannon. Ranged Weapon Attack: +3 to hit, range 200/800, one target and 20-ft.-radius. Hit: 52 (8d12) fire and radiant damage. All targets within 20 feet of the initial target take half damage (negated with a DC 21 Dexterity saving throw).
The largest creatures to walk the face of the Earth on two legs, an atomic mutant’s size is matched only by its rage at the world. Despite having enormous and complex brains capable of super-intelligent thinking, they are stymied by a complete lack of manual dexterity, making the use of their genius limited by the scarce resources around them and the tasks that their far dumber, smaller mutant counterparts are capable of completing. Atomic mutants command legions of their comparatively tiny kin, sending them into underground shelters and other facilities to scavenge what they can recognize as valuable to their master. While rumors hold that atomic mutants are powerful and angry overlords, the truth is that they often find survivors on the Wasteland to be extremely valuable resources—capturing them to find and do what dumber servants are incapable of.
Unlike many other overlords atomic mutants possess vast intellects that make their needs intriguing and specific in comparison. Here are a few suggestions for quests they (or a radioactive dragon) might send a party on:
- Acquire a radioactive isotope protected by a band of mercenaries in the center of a ruined town filled with traps.
- Capture or trick other humanoids into becoming test subjects (sparing the party from that grisly fate).
- Find the control rods (made out of boron, silver, indium, and cadmium) in a nuclear power plant inhabited by a strange monster that slaughters everything that dares enter its lair.
- Search the Wasteland for chemicals the atomic mutant can use to create preservatives for a large beast it plans to kill soon (something too big to eat in one sitting).
- Track and identify patterns in the travel of an oddity the atomic mutant has found in the
Wasteland, reporting daily on their progress. The behemoth can grant bonuses to checks made for this quest if the PCs need a little help.
- Venture into an underground shelter filled with experimental freaks to get a technical manual with details on how to build or maintain high technology.
Atomic mutants have stockpiles of salvaged items collected by dumber mutants and can provide technology resources, items from the wasteland, and whatever else the GM thinks might appeal to a group of survivors. While brute force is likely to play a factor in interactions with underlings, it should not be forgotten that the colossal creatures are highly intelligent and they ought to act like it—experience and logic should be the preeminent factors in their decisions. Being crude and brutish will serve them to a point, but truly valuable minions with genuine talents and skills are often better servants when rewarded for hardships. For each quest the PCs complete for an atomic mutant, they should get at least one tangible (and useful) piece of equipment as part of the deal. Given their superior intellects, one of these colossal overlords might also be able to aid survivors in acquiring Natural Resource or Technology Resources for settlements, though whether or not it is wise to disclose the location (and favor) of any community depends on how the relationship between an atomic mutant and its PC underlings is currently faring.