Toxodile
No. Enc.: 1d8 (1d12)
Alignment: Neutral
Movement: 90' (30')
—Swim: 90' (30')
Armor Class: 5
Hit Dice: 3
Attacks: 1 (bite)
Damage: 1d12
Save: L2
Morale: 9
Hoard Class: None
XP: 155
Toxodiles thrive in the most hazardous of environs: contaminated wetlands, ruined sewers, glowing reactor ponds, etc. And, strangely, some even find their ways to arid atomic testing sites, or mountainous strip-mines. Luminescent algae and noxious filth cover their hides.
Toxodiles inject a Class 7 venom with every bite, and emit beams of Class 5 radiation from the bony growths on their snouts. They are never Surprised (thanks to their 1d10 extra eyestalks), and are completely immune to all poisons, diseases, and radiation.
A carnivorous subspecies of needlewing often lives in symbiosis with toxodiles, keeping teeth and maws free of extraneous debris.
Mutations: Energy Ray (Radiation), Extra Parts (Eyes), Toxic Weapon (Bacterial Bite)