Neon King
No. Enc.: 0 (1d4)
Alignment: Neutral
Movement: 30' (10')
—Swim: 60' (20')
Armor Class: 3
Hit Dice: 9
Attacks: 1 (bite)
Damage: 1d6
Save: L6
Morale: 9
Hoard Class: None
XP: 5,200
Neon kings are hefty aquatic beasts that reach lengths of 12'-15' and weights over 2 tons. Their smooth, supple shells and hides (which feel almost velvety to the touch) are usually dark and drab, but glow with an unearthly fluorescence when exposed to ultraviolet light.
The creatures feed primarily on poisonous seaweeds and venomous jellyfish, and such a diet makes them immune to all known toxins. Neon kings also absorb ambient radioactivity. They congregate near submerged power plants and sunken atomic vessels, and make their nests on contaminated beaches.
Twice per day, a neon king can snort a cloud of salt in a cone 20' long and 15' wide at the end, which induces Blindness for 1d4+1 rounds with a failed Saving Throw Versus Stun. The salt has two additional effects: it causes 2d8 damage (this value doesn't double) to anyone with the Pain Sensitivity Mutational Drawback that isn't currently healed to maximum Hit Points, and it also acts as a Class 7 poison against Mutant Plants.
Mutations: Energy Ray (Radiation), Optic Emissions (Gamma Eyes), Reflective Epidermis (Radiation), Toxic Weapon ("Salt-Spew"), Ultraviolet Vision