Post-Apocalyptic
The Algonquian Wasteland in 2297 is a fragmented, harsh, and deeply isolated land. The grand ambitions of previous decades have crumbled, replaced by a desperate struggle for local survival. The shadows of the Old World loom large, not as a source of knowledge, but as a collection of dangerous ruins, misinterpreted legends, and the root of the land's enduring contamination. This is a setting ripe for tales of survival, exploration, and the difficult choices made when the wasteland calls.
Author's Note: Start in Mender's Nook.
Played | 21 times |
Cloned | 2 times |
Created | 16 days ago |
Last Updated | 3 days ago |
Visibility | Public |

HP Range80 - 90 (Avg: 85)
AC15
XP1600
Description
The Rad-Moose is a mutated creature born from exposure to toxic waste, embodying both the majesty of a moose and the grotesqueness of its radiation-induced mutations. It roams the wastelands, leaving a trail of decay and corruption in its wake, and is known for its aggressive territorial behavior.
Details
Size | Large |
Type | Monstrosity |
CR | 5 |
XP | 1600 |
Languages | understands Common but cannot speak |
Defenses
Armor Class | 15 |
HP Range | 80 - 90 (Avg: 85) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Radiation Charge
The Rad-Moose charges at a target, dealing 3d10 bludgeoning damage and forcing the target to make a DC 15 Constitution saving throw or become poisoned for 1 minute.
Toxic Antlers
The Rad-Moose makes a melee attack with its antlers, dealing 2d8 piercing damage plus 2d6 poison damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute.