Mirelurks (5e Fallout Supplement)
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Mirelurks[edit]
Inhabiting the various fresh and salt water aquatic areas of the wasteland, mirelurks are the result of post-war radiation on pre-war crustaceans. They form a racial hierarchy, with the few-and-far-between kings and queens leading swarms of other species. Despite their names, mirelurks are actually agendered, lay and fertilizing their own clutches of eggs. They are omnivorous, preferring meat, but being willing to settle for barnacles and other aquatic plant-life. In the wild, they are as aggressive as most other creatures. However, unlike their contemporaries, they can be tamed.
Mirelurk[edit]
Medium aberration, unaligned Armor Class 10 Ballistic, Melee; 14 Energy, Explosive
Senses darkvision 60 ft., passive Perception 10
Carapace. The Mirelurk has a hard shell. One side of the Mirelurk is designated as its head. It is resistant to all damage to any side other than its head. Rad Pool. Mirelurks have a rad pool of 50 points. ACTIONSMultiattack. The mirelurk makes two pincer attacks. Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) melee damage.
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Mirelurk Hunter[edit]
Medium aberration, unaligned Armor Class 12 Ballistic, Melee; 16 Energy, Explosive
Senses darkvision 60 ft., passive Perception 10
Carapace. The Mirelurk has a hard shell. One side of the Mirelurk is designated as its head. It is resistant to all damage to any side other than its head. Rad Pool. Mirelurks have a rad pool of 50 points. ACTIONSMultiattack. The mirelurk makes two pincer attacks. Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) melee damage.
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Lakelurk[edit]
Medium aberration, unaligned Armor Class 16 Melee, Ballistic, Explosive; 19 Energy (natural armor)
Skills Perception +5, Stealth +9 Rad Pool. Lakelurks have a rad pool of 90 points. ACTIONSMultiattack. The lakelurk makes 2 swipe attacks or use its shout attack. Swipe. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 2 (1d4 + 4) melee damage plus 9 (2d8) poison energy damage. Shout (Recharge 5-6). The lakelurk releases a wave of sound. Every creature in a 45 foot line must attempt a DC 14 Constitution saving throw. On a failure, they take 4d10 energy damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.
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Mirelurk King[edit]
Medium aberration, unaligned Armor Class 17 All (natural armor)
Saving Throws Dex +3, Con +6, Wis +4, Cha +5 Regeneration. The king regains 10 hit points at the start of its turn if it has at least 1 hit point. ACTIONSMultiattack. The king makes two swipe attacks or one shout attack. Swipe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) melee damage. Shout (Recharge 5-6). The lakelurk releases a wave of sound. Every creature in a 45 foot line must attempt a DC 14 Constitution saving throw. On a failure, they take 4d10 energy damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.
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Mirelurk Queen[edit]
Huge aberration, unaligned Armor Class 18 All (natural armor)
Damage Resistances Melee Carapace. The queen has a hard shell. One side of the queen is designated as its head. It is resistant to all damage to any side other than its head. Acidic. The Queen has resistance to poison damage. ACTIONSMultiattack. The queen makes two attacks with either its claws or spit. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) melee damage. Spit. Melee Weapon Attack: +9 to hit, range 20/80 ft., one target. Hit: 13 (2d10 + 5) Poison Energy damage.
LEGENDARY ACTIONSThe queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The queen regains spent legendary actions at the start of its turn. Attack. The queen makes one claw or spit attack. |
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