No. Enc.: 1d10 (5d6)
Movement: 120' (40')
Armor Class: 3
Hit Dice: 1
Attacks: 3 (2 claws, 1 bite)
Damage: 1d2 / 1d2 / 1d4
Hoard Class: VI
Irradiapes are luminescent, foot-long primates that swarm around sites contaminated with radiation: ruined reactors, missile silos, beached Ancient submarines, and the like. They discharge scintillating bursts of energy from the spurs on their heads.
To utilize its Empathy mutation, an irradiape must make eye contact with the subject, and then succeed with a Mental Attack. Targets can first make an Ability Check Versus Dexterity to avoid the gaze, and can gain a bonus of -1 to the roll for every -1 to attack they take in turn. (Ex: a -2 to bonus to the Ability Check, with a subsequent -2 to Attack Rolls.). Irradiapes have effective WIL scores of 5+1d4.
Irradiapes utilize their mind-thralls to procure food, and act as guards. Those enslaved are usually short-lived, though, due to the intense radiation of their surroundings.
Mutations: Empathy, Energy Ray (Radiation), Reflective Epidermis (Radiation), Unique Sense (X-Ray Vision)