I do not own the Fallout series

AN: Holy shit, did I underestimate how long the chapter would be. At least compared to the other ones.


Other Abominations

The creatures in this page did not mutate 'naturally', for lack of a better term, but rather were either engineered or their origins are completely unknown.


Nightstalkers

Found in the Mojave Wasteland and surrounding area, the Nightstalker is as deadly as it is bizarre. The cross between a coyote and a rattlesnake; Nightstalkers are feared throughout the desert as some of the deadliest critters around. Pack hunters, their name comes from the nocturnal habits. Hunting at night, they employ ambush tactics by hiding in brushes and behind rocks. They then rush out at their prey; overwhelming them with venomous bites. Nightstalker Venom is highly potent, but also curable with a swig of Anti-Venom.

Nightstalkers live in packs of 6-8 adults and 5 or so pups hatched from leathery eggs. These packs are led by an Alpha male and his mate. A Beta exists and will take over if the Alpha dies. These packs usually inhabit natural caverns or abandoned buildings. Where Nightstalkers originate from is unknown, but the fabled 'Big Empty' is a likely candidate.

Cazadores

If you're familiar with the Stingwing (see 'Insects' page for more detail) than the concept of a Cazador will be pretty easy to pick up. A massive insect with a dark blue carapace and bright orange wings; the Cazador strikes a fierce sight flying around the plateaus of Zion Canyon, or the plains of the Mojave Wasteland. Cazadores are extremely fast, extremely agile, and extremely deadly. Armed with venomous stingers, the Cazador uses rush tactics when hunting, flying fast up to potential pray and striking it with quick, precise stings filled with a fast-acting venom.

Cazadores live in swarms of four to five members, made up of at least 2 adults and several adolescents. They use grass and a natural resin to build hives on cliff faces, where they store eggs and left-overs. Similar to the Nightstalker, the exact origins of the Cazador are unknown, but they are widely believed to be a descendent of the Tarantula Hawk subspecies of Spider Wasps, or Pepsini, artificially mutated in the mysterious 'Big Empty'. The name Tarantula Hawk is attributed to it due to its curious relationship with the spider. Before the War, Wasps looking to lay their eggs with repeatedly sting tarantulas, laying their eggs underneath the spiders carapace. After the spider dies, the eggs would hatch and eat their way out of the spider's body.

Isn't the circle of life beautiful, folks?

Wannamingos

An extinct bipedal predator formerly found in New California. See 'Other FEV Creatures' page for more details.

Tunnelers

Remember on the 'Deathclaws' page when I said they were the apex predators, except in a single environment? Yeah, this thing's why. A relative newcomer to the Wasteland, Tunnelers have only been sighted in recent years, ever since the Ashville Disaster. The Tunneler is a reptilian subterranean humanoid creature found only in the ruins of The Divide. Tunnlers have black scaly bodies with frog-like faces and have a row of bioluminescent spines on their head and back. Tunnelers live in family groups of up to thirty members, usually led by a matriarch referred to as the 'Queen'.

Extremely fast, extremely agile and extremely strong, Tunnlers will kill and eat anything they can get their hands on. A group of them can even take down a full grown Deathclaw with ease. They breed fast and are incredibly durable, but are far from invulnerable and have a weakness to bright flashes of light that hurt their white compound eyes and cause them to frenzy. Thankfully, they only live in The Divide and no one in their right mind would ever even think about going there, ever. Where the Tunnelers came from is unknown, but they were possibly a Pre-War military experiment.

Gatorclaws

If you travel to Nuka-World in The Massachusetts Commonwealth, you'll hear stories of a time when the Safari Adventure Park was overrun with massive mutant Alligators. Believed to be the size of a Deathclaw, these 'Gatorclaws' were extremely territorial. As of 2290, no new records of the Gatorclaw persists.

Robo-Brains

A type of robot that uses a human brain as its central processor. See 'Robots' page for more detail.

Komodo Dragons

An apex predator natives to the islands of Indonesia, the Komodo Dragon is a massive lizard covered in dark brown scales. They hunt using their strong jaws and sharp teeth covered in a venomous saliva. In 2077, the St. Louis Zoo in Missouri opened up an exhibit containing several Komodos. After the Great War, they escaped and began thriving throughout the Midwest.

Pit Vipers

Found across the Wasteland, these Pit Vipers are massive mutant snakes that possess a venomous bite. These 18ft long serpents make their nests all across the Wastes, from the deserts of New California, the forests of the East Coasts, and the mesas of the Midwest. Their name comes from a unique organ located between their eyes and nose. This pit organ allows them to detect heat signature, allowing them to hunt prey, specifically warm-blooded mammals such as Brahmin, Big Horners or People. They are ambush predators, coiling themselves in caves or under shrubbery, waiting for unsuspecting prey to come near. When a potential meal is close, the Viper will strike with incredible speed and precision, biting their prey and delivering a potent hallucinogenic venom.

When eating, the Pit Viper will unhinge its jaw, allowing it to swallow animals much larger than itself whole, a whole 20% of their own body size. Thankfully, this means they don't have to eat very often, usually once a week or so, or twice a week for adolescents. A recently fed Viper will appear large and swollen, the skin under their scales stretched to accommodate their meal and they'll be very sluggish. Most Pit vipers are ovoviviparous, meaning they instead of laying their eggs, the eggs will hatch inside the mother, giving live birth.

Snallygaster

Found only in The Appalachian Wasteland, these multi-limbed horrors are the result of FEV experiments that occurred in the West-Tec Research Facility, south of Huntersville. Despite this, Snallygasters are openly hostile to other FEV creations such as Floaters, Mutant Hounds and the Huntersville Super Mutants.

Reptilian in form, the presence of a prehensile tongue hints at relation to certain species of Iguana. The Snallygaster is a quadruped, with an additional two upper arms equipped with three claws, one of which is an opposable thumb. An interesting thing to note about the Snallygaster, it has no eyes on its face, instead possessing multiple eyes on its back. This ocular curiosity means the best way to ambush a Snallygaster is to face it straight on and take headshots at its blind spot.

The Snallygaster lives solitary lives, only occasionally found in groups of usually two to three members. Predators, Snallygasters hunt prey by using their barbed club-like tongue, either as a whip or by flinging globs of acidic saliva.

The term 'Snallygaster' is a Pre-War name for a cryptid (a cryptid being an animal no one can prove does or doesn't exist) believed to exist in the areas of Appalachia and Maryland. The Pre-War Snallygaster was believed to be a dragon-like animal with feathered wings with a metal beak that can suck blood out of victims. Not entirely accurate to its Post-War counterpart, but you can't call it inaccurate either.

Grafton Monster

Again, found in the Appalachian Wasteland, the Grafton Monster is (again) a creation of the shenanigans of the FEV team from the West-Tec Research Facility at Huntersville. In case you're not picking up on it yet, there's a theme of FEV making monstrosities unlike any ever seen. Again, unlike other FEV creatures, the Grafton Monster will attack Super Mutants.

Huge and extremely muscular; The Grafton Monster has white 'seal-like' skin, it walks on two stumpy legs and massive forearms, carrying most of its weight on its knuckles, like a Ghoulrilla. The most distinguishing feature of the Grafton Monster is that its headless, as in most of its body is a torso. There is no evidence of eyes, a mouth, ears, or a nose. How this thing eats or breathes or has peripheral awareness is a complete mystery. Despite no presence of a mouth, it is capable of emitting roars. When agitated, it is able to fire blasts of acidic oil out of its back.

Yeah, I'm not gonna bullshit you. I have absolutely no idea how this thing is even capable of existing; even by Wasteland standards, even by FEV standards, this thing is a freak.

Again (take a shot every time the word 'again' shows up, you'll be plastered in no time), The Grafton Monster gets its name from a Pre-War cryptid encountered in the back-woods of Grafton. It was reported that 'it emitted a train-whistle sound'.

Wendigo

What's with Abominations and Appalachia? Maybe it's the alliteration.

Native to the wilds of Appalachia, the Wendigo is one of the most feared predators in the mountains. Tall, skeletal, and emaciated, the Wendigo has long, distended limbs and a skull-like face with sunken eyes. The Wendigo is extremely fast and extremely agile, leaping down from treetops or springing out of brushes to ambush its prey.

While commonly found living isolated lives, making dens in caves or wandering the Appalachian Wastes, Wendigos are occasionally found living among packs of Feral Ghouls. The Wendigo acts in a similar vein to a pack alpha, with its roar being able to summon other Ferals. This has led to the belief that Wendigos are suffering from a unique strain of Ghoulification, not unlike Glowing Ones. Unlike Glowing Ones, however, Wendigos are neither widespread, being found only in Appalachia, nor have any non-feral Wendigos ever been encountered.

Holotapes and notes recovered by Wastelanders hold strong evidence that becoming a Wendigo requires some form of cannibalism, the now disbanded Gourmand raider tribe - who were cannibals by tradition - being the source of most Wendigos. However, cannibalism was not solely found in Appalachia and there are no records of Wendigos outside of the Appalachian borders. Clearly, Ghoulification and cannibalism are not enough to create Wendigos; it seems there is something unique about the Appalachian environment that leads to their creation.

Like other Abominations found in Appalachia, the term 'Wendigo' is a Pre-War one. The Wendigo was a figure of Algonquian folklore, believed to be a spirit of greed that would possess people who committed cannibalism during times of famine, but surely that's just a legend…

Flatwoods Monster

Oh, you thought we were done with Appalachia? No, no, no, we're just getting started!

The Flatwoods Monster is a rare sight in the wilds of Appalachia. Named after the town of Flatwoods found The Forest region of Appalachia, the Flatwoods Monster is one of the most enigmatic of the Appalachian Abominations. Most encounters describe a humanoid figure glowing purple levitating above the ground and disappearing in a flash of light when approached. However, some photographic evidence has been recovered, giving more detail on the creature.

The pictures depict a humanoid creature of unknown origins encased in some kind of robe-like power armor or environmental hazard suit. Its head is encased in a purple 'cowl-like' helmet with glowing white eyes. The suit is levitated off the ground by two twin thrusters mounted onto the 'hips' of the suit. The thrusters emit a purple energy and leave purple fumes behind.

The Flatwoods Monster acts as an observer more than anything; studying fauna, flora and humans from afar and fleeing (teleporting?) rapidly, sometimes accompanied by several 'energy blasts' as offensive when startled. Some reports go on to say that the Flatwoods Monster will 'mind-control' nearby animals and robots to provide distraction before it flees. The mind-control subjects glowing purple briefly before attacking. When fired at, however, the Flatwood monster leaves a trail of greenish blood. This gives comfort to the citizens of The United Territories of Appalachia. If it bleeds, after all, it can be killed.

Mothman

If you stop by the town of Point Pleasant in The Forest territory of Appalachia, you may be able see the morning mass of the Cult of the Mothman taking place in the amphitheater. This cult has been a figure in The Forest since the Pre-War days, worshipping a being known as the Mothman. The legend of the Mothman comes from the town of Point Pleasant, West Virginia and is associated with extraterrestrials and 'Men in Black'. In the 1960's, a full investigation of the paranormal phenomena was launched by one John Keel and the case didn't close until The Silver Bridge collapsed, with many witnesses claiming a 'humanoid moth' was seen overhead.

Alien or not, the Mothman continues to be just as an enigmatic figure in Appalachia, today. Reports pour in from hunters of a humanoid moth with 'burning red eyes' watching them, even letting them come close enough to be face to face before flying away. These reports continue to fuel the religious fervor of the cult much to the dismay the long-suffering townspeople who have to put up with the Cult's midnight processions and early morning masses. When asked of the Mothman, most of the settlers of Point Pleasant respond with 'Please don't encourage them'.

The fact that the Mothman is often regarded as an omen of catastrophe is mere coincidence. Of course, the Cult existed before the War and supposedly received a vision of a great flood. A flood that could either be interpreted as the flood of radiation from The Great War of the Christmas Flood in Charleston years later, but that's just coincidence, right?

Scorchbeasts

Flying apex predators found only in Appalachia. See 'The Scorched' page for more details.

The Scorched

Humans that have been infected with The Scorched Plague. See 'The Scorched' page for more details.

Sheepsquatch

Found in, you guessed it, Appalachia.

The Sheepsquatch is odd, even by Wasteland standards. Bipedal humanoid sheep-mutants, the Sheepsquatch was the obsession of a club of Cryptozoologists in The Ash-Heap of Appalachia. Armed with poisonous quills, (which sheep did not have) and possessing incredible strength and stamina, the Sheepsquatch could wipe out whole Super Mutant raiding parties.

Mole Miners

Living in the abandoned mines and industrial yards that dot The Ash-Heap of Appalachia, the Mole Miners are a curious subject. Believed to be descended from the disgruntled workers who were displaced in the fervent automation of Appalachia in the back-when days, they now act little better than raiders. Extremely xenophobic, they attack anyone they deem intruders, including the inhabitants of the Ash-Heap.

What they actually look like is unknown, as they're never seen without wearing their heavy overcoats and rebreathers, which were once imperative in working in the gas filled mines. There is only one record of a peaceful Mole Miners, a merchant who once inhabited the Berkley Springs Train Station in The Mire, before being chased away by the disgruntled Vendertron. She(?) then set up shop at the abandoned 'Rusty Pick' bar in The Ash-Heap.

Mole Miners use a variety of weaponry, from tools of their former trade; pickaxes and power fists to shotguns and carbines. Some are even seen using missile launchers. However, the Mole Miner population has heavily dwindled due to their openly hostile nature and the rapid unification of Appalachia.

Ghost People

Out west, you'll hear caravan hands and bounty hunters swapping tall-tales. Crashed flying saucers, a Nightkin and a Mr Handy traveling together, even a whale falling out of the sky. One tale however, is far more real and far more deadly. The Sierra Madre: a city of the dead, lost in the sands of the Mojave, hiding a fabulous treasure unlike any other and guarded by a poisonous cloud and the ghosts of those killed in the Great War. Few have seen it; fewer have left alive. Only one has ever made it to the treasure and escaped with his life. Those that do survive will tell you its all true. The treasure, the cloud and the ghosts. Some ghosts have easy explanations, like the holograms. Interactive statues and advanced security formed from hard light by wall and floor mounted projectors. Others, however; are something different, something less human. The Ghost People.

The Ghost People are the natives of the Sierra Madre. What they are is hard to say. They look human enough, dressed in heavy high-tech enviro-suits and gas masks, not unlike the Appalachian Mole Miners. The way they act however, is far different. They're completely immune to the Cloud and will ambush intruders and either kill them or drag them off inside it. What they do with the ones they catch is unknown, but its probably better not to think about it. The Ghost People are relentless: they can't be bribed, they can't be negotiated with and they can't be intimidated. They don't eat, they don't sleep and they can't be killed. At least, not easily.

Shoot them, stab them, beat them with a rusty pipe, they get back up in no time. The only way to properly put them down is to dismember them, incinerate them or disintegrate them. Maybe it's the Cloud that brings them back, like Ferals around a Glowing One. They seem to revere, or at least, not notice the holograms. Maybe its because the Holograms can't be properly 'killed' either.

How intelligent they are is a bit of a mixed bag. Smart enough to make crude melee weapons like spears and bear trap gauntlets. They can set up traps and make-shift gas bombs, and utilize ambush tactics. Another mixed bag is just how many Ghost People there are. You'll see two or three, maybe a pack on the streets of the villa, but you can hear them under the sewer lids and see their glowing eyes watching you from storm drains. How many are under the streets, in the sewers? Tens? Dozens? Hundreds?

Zetans

Picture this: You're wandering out in the Wastes, scavenging, hunting, who cares? Suddenly, a blue light surrounds you, you can't move, you can't run, you can't scream. Your feet leave the ground. Darkness. Flashes of awareness and vision, pain like never before. Tools of unnatural origin and usage, sterile white walls and an opaque energy barrier, and little green creatures standing over you, tools in hand, studying, experimenting. You wake up, days later. You're standing where you were when you blacked out and your body is covered in surgical scars.

You've just experienced an Alien Abduction.

You hear these kinds of stories throughout the Wasteland. People getting abducted by little green men in spacesuits and being experimented on. Flying Saucers streaking across the night sky. Energy weapons unlike any other passing through the hands of merchants, scientists, and wanderers. If you believe the stories, these "Zetans", as they've been called, will capture humans and mutants and study them for God knows what. If what they say about the Flatwoods Monster if true, makes you wonder if we're really alone out here. Makes you wonder if when you're watching the night sky, someone is watching back…

Trogs

Out of all the cities destroyed by The Great War, Pittsburg - now called 'The Pitt' - is probably one of the worse off. Three irradiated rivers flow with toxic water, the sky is blocked out by pollution from the steel mill and gangs of crazed raiders attack anyone they see and to top it all off; a plague began spreading that turned anything left into crazed abominations.

The 'Troglodyte Degeneration Contagion' as it was dubbed by one Dr. Sandra Kundanika, was created by the unique interactions between radiation and the industrial pollutants surrounding The Pitt. While not contagious, exposure to the open air or toxic water had a chance of infecting a person with the disease. The mildest cases gave body-covering lesions that could be cleared away with a month or so spent away from The Pitt. Continued exposure would not only cause more severe lesions, but also serious mental degradation, leading the formation of 'Wildmen'; raiders who were as lucid as a rabid dog. The more severe ones, though? Those created the Trogs.

After several years of exposure to TDC, most people transformed into diminutive mutants referred to as Troglodytes, or 'Trogs' for short. Like Feral Ghouls or The Scorched, the Trogs had were little more than rabid animals, attacking anyone on sight and gorging on the remains. They were capable of only a few words and the kindest thing one could do was put them down.

Spore Plants

Out in New California, you'll occasionally see a plant about as tall as an adult man. The plant will be rooted to the ground via a blossoming pod and have two mandible-like lobes hinged on a mid-rib. If you approach this plant it will either bend at its stalk to attempt to bite you with the lobes or spit a stream of spores at you. These Spore Plants are a mutated descendant of Venus Flytrap, a carnivorous plant once found in environments that normally cannot support plant life.

The Spore Plant originates from Vault 22 in the Mojave Wasteland. In the early years after the war, Vault 22's public experiment (public as in what the dwellers thought the experiment was), was to breed crops that were immune to not only diseases and insects, but also radiation, irradiated or toxic water and nitrogen deficint soil. What they created instead was Beauveria Moricanna, a mutant parasitic fungus that would slowly kill off the host organism and then use the host's corpse to move, spread and defend itself.

The fungus was spread throughout the vault via the ventilation system and eventually overwhelmed the populace. The fungus infected both the plants and humans of the vault, with the plants becoming Spore Plants and the humans becoming Spore Carriers (see below). The sad thing is, the experiment was technically a success. To the point where the plant life eventually spilled out of the vault, even destroying the vault bulkhead in the process.

Spore Carriers

The Vault 22 fungus didn't only affect the plants. Through the Vault's ventilation system, the Vault Dwellers were repeatedly exposed to the fungus and eventually suffered from the same affects as the plants. One by one, they died and were resurrected by the fungus as the Spore Carriers. The fungus converted their very cells, turning them into fungal abominations.

These Spore Carriers are blind and diminutive, crawling on all fours. When not on alert they rest in the plant matter enveloping the vault, camouflaging them to the casual observer. When alerted, they rush their enemies and attempt to maul them to death. Despite the presence of Spore Plants in New California, no records of Spore Carriers exist outside of Vault 22 or Zion Canyon.

Lobotomites

I've mentioned the "Big Empty" a few times; an urban legend found throughout the Mojave. Rumor is, somewhere, out there in the Mojave Wasteland is a massive crater and in that crater is a Pre-War military research facility, like Mariposa or The Glow. The crater is said to be filled with abominations. Robotic Scorpions, Nightstalkers, Automated Hazard Suits carrying the corpses of those who wore them and men and woman who turn into rabid animals, not unlike The Scorched.

It's the last one that interest me. Scavengers go missing, Caravans fall off the face of the earth and stories pop up of people covered in surgical scars, wearing stitched up masks and carrying energy axes, carbines, power fists and shotguns and attacking anything they see. Whether they or the Big Empty is real or not, I can't say. Still, compared to everything else in this book, would it really surprise anyone?

Y-17 Trauma Override Harness

Another entry from the Big Empty. Like the Lobotomites, these stories can't be proven, but they can't be called false either. Rumors come from the Mojave of automated hazard suits carrying the skeletal corpses of Pre-War workers and attacking anyone they see with advanced energy weapons. Like a coffin on legs.

Swampfolk

Technically human, in the same way as a Wildman from The Pitt is technically human. The Swampfolk are a - 'tribe' would be the best term I suppose - of cannibalistic inbred and mutant humans from Point Lookout, Maryland. Completely xenophobic, they attack anyone who isn't either a fellow Swampfolk or otherwise a local.

Swampfolk are a durable bunch, requiring several shots from some fairly high caliber rifles to be put down. They're also skilled trappers, able to capture Swamplurks alive with relative ease. You can tell when there are Swampfolk around by the presence of stitch dolls hanging from trees or hearing their high-pitched giggling.

Some Swampfolk are skinny emaciated scrappers who use shotguns and rifles, stocky bruisers who favor baseball bats and tubby trackers with massive tumorous growths on one arm. Swampfolk are capable of trade, mostly food and animal hides for moonshine and ammo, but will only do business with other locals. They also enjoy throwing the occasional hootenanny.

Ghoulrilla

While not technically an abomination, the Ghoulrilla is not native to North America. Originally Pre-War African Mountain Gorillas, or Gorilla Beringei, kept in captivity in zoos and theme parks like Nuka-World, these great apes have become ghoulified due to radiation, though some are also the offspring of non-ghoul Gorillas.

While not openly hostile like a Yao Guai, they will attack if they feel threatened or challenged. Incredibly strong, they are capable of shattering a human's skull with a powerful strike. Thankfully they don't eat much meat, preferring fruit and bamboo stalk, as well as the occasional ant. They live in family groups of three to four members, led by an alpha, called a Silverback.

Gazelle

Similar to the Ghoulrilla, the Gazelle, (Gazella), is technically not an abomination, but it is also not native to North America. A cousin of the Radstag, the Gazelle shares similar mutations, with two heads and an extra pair of diminutive legs. The Gazelle differs from the Radstag, as its smaller and has a light tan hide, with darker spots around the eyes, shoulders and back. The Gazelle also has spiraled-conical horns instead of branching antlers. It also shares its cousin's timid and flighty nature. Preferring to flee from combat rather than fight.

Mega-Sloth

Once again, an abomination by technicality, the Mega-Sloth at least fits the average idea of an abominations better than the previous two entries. Found only in the Appalachian Wasteland, Mega-Sloths are the descendants of the Three-Toed Sloths (Bradypus) that Bryce Garahan imported to his family's estate.

Physically huge, standing at 10-12ft in height, the Mega-Sloth is covered in shaggy fur with fungus growing on its back, similar to how algae would grow on its Pre-War ancestors. On each paw are three toes, each possessing massive claws used for defending itself and climbing and hanging from trees.

While its Pre-War ancestor moved slowly due to its leaf-based diet, the Mega-Sloth has evolved to possess an expanded diet. This allows it to move quicker and have more energy for combat. While not hostile by nature, the Mega-Sloth will attack if provoked or if it feels threatened. The Mega-Sloth possess incredible strength, rivaling that of a Deathclaw's and is able to fling boulders with ease. It is also able to cause the fungus on its back to burst, spreading spores that are poisonous if inhaled.

Strangler Vines

In The Mire territory of Appalachia, its not uncommon to see trees overran with orange vines. Neither is it uncommon to see these vines spilling across the ruined roads or suspending entire cars and trucks in the air. The Strangler Vine, as the locals refer to it, was not always around. In the early years after The Great War, a group of paranoid Free State ass-hats decided to slaughter an entire vault of peaceful vault dwellers and tried to blow up the Mk II G.E.C.K the vault possessed.

A Mk II G.E.C.K, for those of you who don't know, is an advanced form of terraforming device designed to make a heavily irradiated area of land suitable for habitation. So, blowing one up is unbelievably idiotic. The result was a mutant form of parasitic vine causing the rest of The Mire to grow exponentially. Yes, parasitic. As in the vines are not only able to sustain themselves off plant-life, but are also able to 'control' animals native to The Mire, such as Gulpers and Toads.

These 'possessed' mutants act as praetorian guards for the Strangler Heart. The Strangler Heart appears to be some form of mutant carnivorous plant with thick petals that act as a natural armor. They seem to be able to control the possessed mutants and they mutants in-turn seem to be completely dependent on the Heart, as when destroyed, they will collapse into death.


Other Abominations Trivia

Nightstalker blood possesses several chemical properties and is an ingredient in Anti-Venom, the chem Hydra and something called 'Nightstalker Squezzin', which increases poison resistance and peripheral awareness.

Nightstalkers are able to mutate rapidly. A pack on Nightstalkers chewed on a stealthboy and became capable to become partially invisible. These Nightstalkers were used to develop a cure for Nightkin Stealthboy addiction.

Some Tunnelers possess a venomous bite, but its easily curable.

In Appalachia, it was believed a five-pointed star painted on your house would ward off Snallygasters and other cryptids. A belief that persists to this day, as its common to see similar stars painted on homes or even as a tattoo.

While the modern Snallygaster is named after the Pre-War cryptid, the word itself comes from the German word "schnelle geister", which means 'flying spirit'.

Known Wendigo cases include Morris Stevens; the former raider boss of The Gourmands, Nia; a Pioneer Scout Counselor and Scott Conroy; a Pre-War cryptid hunter.

There is at least on recorded case of a 'Wendigo Colossus', a heavily mutated Wendigo that is the size of a Scorchbeast and possessing three heads.

The Cult of The Mothman was far more xenophobic and hostile in the early decades after the War, only becoming more passive as Appalachia became more unified.

A splinter faction from the Mothman Cult was formed shortly before the war, worshipping something called "The Interloper" …

A cure for Troglodyte Degeneration Contagion was developed around 2279, leading to The Pitt becoming a much more stable community, despite the dissent it caused amongst the raider inhabitants.

Pit Vipers are both worshipped and domesticated by the Viper Raider Tribe. The Vipers are known to coat their weapons in a paralytic poison made from the venom milked from the snakes. Their paralyzed victims are then robbed and sacrificed to the snakes. The tribe's biggest claim to fame is their role in the death of Brotherhood of Steel High Elder Roger Maxson the II.

Despite the presence of Spore Plants in both New California and Zion Canyon, an outbreak of Spore Carriers has never been recorded. A possible explanation is that the only reason the Vault 22 Disaster happened so quickly and so violently is because the air recycling system and enclosed nature of the vault caused the spores to be spread in far larger clusters than in the exponentially more open outdoors.

The Swampfolk have a habit of abandoning children that 'don't have the marks. I.E, are unmutated.

Swampfolk have their own religion based around a being known as "Ug-Qualtoth", an eldritch being associated with the Dunwich Mining Company.

A popular folktale from Nuka-World is that of a man named Cito who was raised by the Ghoulrillas and who chased the Gatorclaws out of Nuka-World with a Minuteman hero.

Despite their heavy mutations, the Mega-Sloth still enjoys hanging from the canopy of The Mire, lazily napping the sunlight normally blocked out by the tree tops. Some things never change, I suppose.

Around 2103, a new sight was discovered in the Savage Divide territory of Appalachia. At Seneca Rocks, a massive mutant vulture was found pinned to the cliff face by a series of massive harpoons. The 'West Virginia Roc' as it was called (a Roc being a demonic bird from Arabic mythology) was the only Abomination of its kind to be ever be seen before or ever again. As of 2290, no new sightings of such a massive bird have come forth.

The most outstanding example of strength from the Strangler Vines is what was once the town of Tanagra. In the years following the Vault 94 Massacre, the Stranglers managed to uproot to whole goddamn town 50ft in the air.

The Appalachian Enclave attempted to study the Strangler Vines, but the research team was wiped out, claiming the vines 'spoke to them'.

Despite their … curious nature, the Strangler Pods the vines produce are still incredibly useful, being an ingredient for an advanced form of Anti-Radiation chem.


AN: Hoo boy, this chapter was…yeah. Got it out though. Woo! I've been editing the story and will probably add a bit more to the Brahmin page about Brahmiluffs. These big group pages will be common, by the way. For some reason, I like bigger chapters group chapters instead of the smaller individual ones, like the Bighorners and Radstags. Let me know if I missed any Abominations by the way. Next chapter will come after the next chapter of The Second Dragon War.