Blaash
Medium-sized Vermin
Hit Dice: 4d8+12 (30 hp’s)
Initiative: +0
Speed: 5ft, Flight (Poor) 35ft
Armor Class: 11 (+1 Dex)
Attacks: Wing Buffet +2, Bite -3
Damage: Wing Buffet 1d3-1, Bite 1d6-1
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: Mutations
Special Qualities: Mutations, Antennae
Saves: Fort +7, Ref +2, Will +0
Abilities: Str 8, Dex 13, Con 16, Int -, Wis 8, Chr 1
Skills: Hide +7, Spot +9
Feats: None
Climate/Terrain: Temperate forests
Organization: Groups of 2 to 6
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement Range: 4-6 HD (Large)

See the Alternity Gamma World campaign setting for more information.

Combat:
Blaash only attack moving and live targets.  It opens combat with a blast from its Radiating Eyes mutation that affects anyone within 15 feet and in a 180-degree arc, so only those behind or above the creature are safe.  It will also swoop over its foes and buffet them with its wings.  If its foes are not incapacitated by this attack, it will flee but follow the group looking for any signs of sickness.  If sickness doesn’t appear after a few hours, the blaash leaves to find something else to attack.

Mutations: All blaash have the Radiating Eyes and Radiation Tolerance mutations.

Antennae: The blaash’s antennae can detect motion within 60 feet.

Skills: +4 bonus to Spot checks

Society:
See the Alternity Gamma World campaign setting for more information.