Radiation and Magic-Infused Wasteland Creatures
1. Irradiated Wolf Pack
   ●   Base Creature: Dire Wolf
   ●   Changes:
          ○ Irradiated Bite: When a player is bitten, they must make a DC 12 Constitution
              saving throw or gain one level of radiation sickness, reducing max HP by 1d6 for
              1 hour.
          ○ Pack Mutation: Each wolf has a 25% chance to have an additional mutation,
              such as an extra limb (giving it a bonus attack) or heightened senses (giving it
              advantage on Perception checks).
   ●   Tactics: Irradiated wolves hunt in packs, ambushing players and attempting to weaken
       them with radiation before retreating if heavily injured.
2. Spell-Touched Ghoul
   ●   Base Creature: Ghoul (based on the Zombie stat block with adjustments)
   ●   Changes:
          ○ Arcane Surge: When the ghoul is below half health, it releases a surge of
              magical energy in a 10-foot radius, dealing 1d8 force damage to all creatures
              within range.
          ○ Chaotic Magic Aura: Anyone who attacks the ghoul within 5 feet must make a
              DC 10 Wisdom save or experience a random magical effect (similar to a Wild
              Magic Surge) such as a harmless illusion, a minor debuff, or a flash of radiant
              light.
   ●   Tactics: Spell-Touched Ghouls attempt to overwhelm targets in groups, using their
       magical surges to cause chaos in close-quarters combat.
3. Rad-Scorpid
   ●   Base Creature: Giant Scorpion
   ●   Changes:
           ○ Toxic Tail Sting: Deals poison damage as usual, but creatures affected must
               also succeed on a DC 13 Constitution save or gain mild radiation exposure.
           ○ Burrowing Hunter: Rad-Scorpids can burrow in loose earth or sand, allowing
               them to hide effectively and ambush their prey.
   ●   Tactics: These creatures use their burrowing to ambush, attacking with their claws and
       stinger before retreating underground if overpowered.
4. Ember-Moss Creeper
   ●   Base Creature: Vine Blight
   ●   Changes:
          ○   Molten Grasp: Instead of simply grappling, its tendrils exude molten sap, dealing
              1d4 fire damage each round to grappled creatures.
          ○ Fiery Burst: When killed, the Ember-Moss Creeper explodes in a burst of
              burning spores, causing creatures within 10 feet to make a DC 13 Dexterity save
              or take 2d6 fire damage.
   ●   Tactics: Creepers use their environment to camouflage, wrapping around walls or trees
       and ambushing from above or below.
5. Glowhound
   ●   Base Creature: Blink Dog (modified to be a feral predator)
   ●   Changes:
           ○ Glowstalk: Emits a dim glow (10-foot radius) from a bio-luminescent patch,
               making it easy to spot in darkness.
           ○ Radiant Burst: When the glowhound teleports, it emits a burst of radiant energy
               that deals 1d4 radiant damage to all creatures within 5 feet of the teleportation
               destination.
   ●   Tactics: Glowhounds use their teleportation to attack from unexpected directions,
       blinding or disorienting prey with their radiant bursts.
Faction-Based Enemies
1. Constitution’s Reach Soldiers
   ●   Description: Dressed in scrapped and patched uniforms, these soldiers wield firearms
       (crossbows or hand cannons re-flavored) and basic magical energy weapons.
   ●   Stat Block: Veteran (with modifications)
   ●   Modifications:
           ○ Energy Rifle: Ranged attack with a 60/120-foot range, dealing 1d10 radiant
              damage. Requires a Spark Cell to function (each Spark Cell powers 6 shots).
           ○ Cobbled Armor: Their armor gives +1 AC but has a 5% chance of
              malfunctioning with a critical hit, reducing their AC by 1 for the rest of the
              encounter.
   ●   Tactics: Constitution’s Reach Soldiers are disciplined and tactical, relying on ranged
       attacks and using defensive positions. They will retreat to defend their base if
       overwhelmed.
2. Brass Knight (Brotherhood of Brass Elite)
   ●   Description: Heavily armored warriors who combine strength and cybernetics, sporting
       metallic limbs and old-world relics.
   ●   Stat Block: Knight (with modifications)
   ●   Modifications:
          ○   Cybernetic Strength: Gains +1 to attack rolls and +2 to Athletics and Strength
              checks.
           ○ Shield of Brass: Grants resistance to fire and piercing damage from
              non-magical weapons.
           ○ Downside: If their cybernetics sustain a critical hit, they suffer disadvantage on
              all Strength-based attacks for the next round.
   ●   Tactics: Brass Knights rely on heavy armor and melee attacks, using their resilience to
       withstand blows and charge into opponents.
3. Keeper Archivist (The Keepers of Knowledge)
   ●   Description: A robed, scholarly figure carrying tomes and enchanted scrolls, specialized
       in restoring and protecting ancient knowledge.
   ●   Stat Block: Mage
   ●   Modifications:
           ○ Data Tap: Can probe the minds of nearby creatures (within 30 feet) to read
               surface thoughts as per the spell Detect Thoughts (save DC 13).
           ○ Protective Ward: Grants temporary HP to allies within 10 feet, absorbing up to
               1d8 damage once per short rest.
   ●   Tactics: Archivists stay back in combat, using protective wards and illusions to control
       the battlefield and protect allies. They’ll flee rather than fight if alone.
4. Sea Wraith Marauder
   ●   Description: A hardened raider from the coastlines, often clad in salvaged metal scraps
       and sporting nautical tattoos or fish-scale adornments.
   ●   Stat Block: Bandit Captain (with modifications)
   ●   Modifications:
           ○ Serrated Blade: Deals 1d6 slashing damage with a chance (10%) to inflict the
                Bleed condition (1d4 damage at the start of each of the target’s turns).
           ○ Brine Shotgun: Short-ranged blast that deals 2d6 damage in a 15-foot cone;
                affected creatures must make a DC 13 Dexterity save to avoid it.
   ●   Tactics: Marauders use their brine shotguns to weaken opponents before closing in with
       melee attacks. They fight fiercely and recklessly but will prioritize loot over prolonged
       battles.
5. The Watchful (Ancient Automaton)
   ●   Description: An ancient war machine reactivated by the Brotherhood of Brass, standing
       tall with intricate etchings and glowing with old magic.
   ●   Stat Block: Shield Guardian (with modifications)
   ●   Modifications:
            ○ Old-World Blast Cannon: Deals 3d8 radiant damage in a 30-foot line (DC 14
                Dexterity save for half damage). It requires 2 turns to recharge.
          ○    Overcharged Slam: When at full health, its slam attacks deal an extra 1d6 force
               damage.
           ○ Downside: If damaged by a critical hit, there’s a 10% chance its targeting system
               fails, giving it disadvantage on attack rolls for the next round.
   ●   Tactics: The Watchful is a towering juggernaut, advancing relentlessly on threats and
       targeting those who deal the most damage to it.
Neutral/Nomadic Creatures
1. Rad-Boar
   ●   Base Creature: Boar
   ●   Changes: Gains radiation-based attacks and is frequently aggressive toward humans,
       seeing them as intruders.
   ●   Tactics: Rad-Boars roam nomadically, often encountered while players are hunting or
       foraging. They can be dangerous if provoked.
2. Sand Snappers
   ●   Base Creature: Giant Crab
   ●   Changes: Gains the ability to burrow in sandy or loose soil, ambushing from below.
   ●   Tactics: Sand Snappers lurk in wastelands near water sources, making it risky to
       approach these areas without caution.
3. Trader Caravan Guards
   ●   Description: Mercenaries hired to protect nomadic merchant caravans from creatures
       and raiders alike.
   ●   Stat Block: Guard or Veteran (adjusted based on the strength of the caravan)
   ●   Modifications: These guards may be outfitted with basic anti-radiation equipment and
       lightweight makeshift armor.
   ●   Tactics: Trader caravan guards will defend their cargo, but only to a reasonable extent,
       preferring to survive over risking their lives.