Nukalurk (Fallout Supplement)
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Nukalurk | |
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Size and Type: | Medium Monstrous Humanoid |
Hit Dice: | 6d8+6 (36 hp) |
Mas: | 13 |
Initiative: | +4 |
Speed: | 25 ft (40 ft in water) |
Defense: | 12 (+2 Natural), touch 10, flat-footed 12 |
Base Attack/Grapple: | +6/+1/+9 |
Attack: | +9 Melee (1d6+3, claw)/+4 Melee (1d6+3, claw) or +9 Melee (1d6+3, claw)/+7 Bull Rush (1d3+3 plus Headbutt, Slam) |
Full Attack: | +9 Melee (1d6+3, claw), +4 Melee (1d6+3, claw), +7 Bull Rush (1d3+3 plus Headbutt, Slam) |
Space/Reach: | 5 ft by 5 ft/5 ft |
Special Qualities: | Radioactive, Thick Shell, Headbutt, Darkvision 60 ft, Radiation Resistance |
Saves: | Fort +3, Ref +5, Will +6 |
Abilities: | Str 17, Dex 10, Con 13, Int 3, Wis 12, Cha 5 |
Skills: | Listen +3, Spot +3, Swim +11 |
Feats: | Power Attack, Improved Bull Rush |
Possessions: | 1d4 Nukalurk meat |
Organization: | Cast (2-6 Nukalurks) |
Challenge Rating: | 6 |
Allegiances: | |
Advancement: | — |
Level Adjustment: | — |
Nukalurks are mutated Mirelurks with a uniquely colored dark-blue exoskeleton with glowing blue strips along parts of their bodies, due to consumption of the radioactive isotope Strontium that was added to an experimental new version of Nuka-Cola known as Nuka-Cola Quantum shortly before the Great War.
Nukalurks, unlike Mirelurks, are found in abandoned Nuka-Cola factories around the wasteland in the same regions that Mirelurks inhabit, though some may also be found around other stores of Nuka-Cola, such as abandoned Nuka-Cola trucks, warehouses housing Nuka-Cola, or even stores containing a pre-release batch of Nuka-Cola Quantum.
Searching (DC 20 Search check) a Nukalurk lair (anywhere Nukalurks live) yields 1d6-1 Nukalurk eggs which can be eaten as food. In addition, a DC 25 Profession (Cook) skill check can turn one Nukalurk egg into a Nukalurk cake. Failure means that the egg is wasted. Nukalurk meat goes bad after 3 days unless jerkied (or a week in a fridge). Nukalurk eggs stay good for a week unless pickled (or a month in a fridge). And Nukalurk stay good for two weeks (or two months in a fridge). Preserving foods (such as through pickling and jerkying) is a DC 15 Survival skill check.
Nukalurk Cake (Size: Tiny; Weight: 0.1 lb.; Value: 2/20): Made of Nukalurk meat, a single cake can feed one person for a day.
Nukalurk Egg (Size: Tiny; Weight: 0.1 lb.; Value: 0/00): Two Nukalurk eggs can feed a single person for one day, but the person must make a DC 16 Fortitude check or by Nauseated for the rest of the day, and fatigued all the following day regardless of success or failure.
Nukalurk Meat (Size: Small; Weight: 0.5 lb.; Value: 2/20): One slab of Nukalurk meat can feed a single person for one day, but the person must make a DC 16 Fortitude check or by Nauseated for the rest of the day. However, if successful they gain a +4 bonus to Initiative for 1d4 hours.
Combat
Nukalurks, just like Mirelurks, make a loud, distinctive clicking noise, that can be heard when within 60 feet with a DC 10 Listen skill check.
Nukalurks in combat will first charge at their enemies, performing a bull rush to knock their opponents back, but this leaves them vulnerable to attacks as they raise their heads to regain their balance. In subsequent rounds, they will alternate between their claws and a bull rush. They also possess a thick shell that deflects even the most powerful weapons. They are very territorial, fighting all trespassers on sight to the death. Even if their target leaves, they will pursue the target until lost or dead. However, they are also protective of each other and will not hesitate to leave to help another Nukalurk in battle.
Thick Shell (Ex): Nukalurks take half damage from all non-energy weapons and cannot be Stunned or pushed back by the Bull Rush special attack. However, in the round after performing a bull rush, they take full damage from attacks while they regain their balance.
Headbutt (Ex): When a Nukalurk succeeds at a Bull Rush attempt, it deals 1d3+3 bludgeoning damage to the target, and the target must make a Balance check (DC 17) or be dazed for one round. In addition, Nukalurks gain a +4 species bonus to Strength checks when performing a Bull Rush (already factored into statistics).
Radioactive (Ex): Nukalurks are considered to be Lightly Radioactive Materials even after their death. In addition, the Strontium that poisoned them gives them a +4 species bonus to Initiative.
Radiation Resistance (Ex): Nukalurks treat an irradiated area or radiation source as two degrees weaker for the purpose of determining radiation exposure (severe becomes moderate, high becomes low, moderate becomes mild, and the creature is unaffected by low and mild degrees of exposure).
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