Feral Ghoul
Medium Contruct (Jinxed), Chaotic Neutral
STR
8 (-1)
DEX
4 (-3)
CON
26 (+8)
INT
19 (+4)
WIS
10 (+0)
CHA
1 (-5)
Armor Class 18
Hit Points 80 (32d4 + 9)
Speed 20 ft.
Challenge 11 (7,200 XP)

Skills: Intimidation +7, Medicine +4, Lock Picking +4.
Damage Immunities: Bludgeoning, Piercing, Fire.
Condition Immunities: Poisoned, Deaf, Blind, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.
Senses: Darkvision 80 ft., Passive Perception 8
Languages: Common.

Abilities
Machine Mind: The Daleks are immune to poison, radiation and all forms of disease. They do not need to eat or sleep, but enter an inactive state for at least 4 hours a day to conserve power. The Daleks cannot use stimpaks or other items intended for biological creatures.
Actions
Ray Gun: Ranged Weapon Attack: +5 to hit, reach 60/90 ft., one target.
Hit: 18 (1D12) Radiant, (1D10) Necrotic, (1D8) Poison, (1D6) Fire & (1D4) Electric.
Suction Cup: Melee Weapon Attack, reach 5 ft., one target.
DC 13 Constitution check. On a fail, the target takes 14 (4d4 + 5) psychic damage; on a success, it takes half that much. If the target is dropped to 0 hit points with this attack, the Dalek obtains all of their knowledge and memories. Hit: 4 (1d6 + 1) bludgeoning damage.
Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
In the depths of Vault 17, Ginny built three crude Dalek parodies inspired by pre-war Doctor What? radio dramas and comics. Cobbled from scrap metals and broken Mr. Handys, these Daleks protected Ginnyand the residents of Vault 17 from intruders and any potential threats. Even if the Overseer doesn't approve of them.