Super Mutants (5e Fallout Supplement)

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Super Mutant[edit]

Large humanoid (Mutant), any chaotic alignment


Armor Class 12 Ballistic, Explosive; 13 Melee; 14 Energy (Leather Jacket)
Hit Points 66 (7d10 + 28)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 19 (+4) 9 (-1) 11 (+0) 9 (-1)

Saving Throws Cha +2
Skills Intimidation +2
Damage Immunities Radiation
Senses passive Perception 10
Languages Common
Challenge 2 (450 XP)


Reckless. At the start of its turn, the super mutant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Note: Super mutants typically only have one weapon

Assault Rifle (R91). Ranged Weapon Attack: +4 to hit, range 60/300 ft., one target. Hit: 9 (2d6 + 2) ballistic damage.

Machete. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) melee damage.

Missile. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 24 (5d8 + 4) explosive damage. Blast 15 feet.

Mini-Nuke. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 64 (12d10 + 4) explosive damage. Blast 80 feet.


Created by FEV experimentation, super mutants are largely unintelligent brutes, though many older generations retained their intelligence. Functionally immortal and incredibly physically capable, those that turn to violence are a plague on the wasteland. The NCR even recruited a handful of the more peaceful mutants into their ranks.

Super_mutant_1.jpg
A sketch of a super mutant, Fallout Tactics: Brotherhood of Steel.


Super Mutant Leader[edit]

Large humanoid (Mutant), chaotic evil


Armor Class 12 Ballistic; 13 Explosive, Melee; 15 Energy (Leather Jacket, Metal Shoulder Armor)
Hit Points 115 (11d10 + 55)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 9 (-1) 11 (+0) 9 (-1)

Skills Perception +4
Damage Immunities Radiation
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 5 (1,800 XP)


Reckless. At the start of its turn, the super mutant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Multiattack. The leader makes two attacks.

Battle Rifle. Ranged Weapon Attack: +5 to hit, range 90/360 ft., one target. Hit: 10 (3d4 + 2) ballistic damage.

Machete. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) melee damage.

Missile. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (5d8 + 5) explosive damage. Blast 15 feet.

Mini-Nuke. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 65 (12d10 + 5) explosive damage. Blast 80 feet.


As their name implies, super mutant leaders lead parties of super mutants. Their authority is respected often due to their size and aggressiveness.


Super Mutant Behemoth[edit]

Gargantuan humanoid (Mutant), neutral evil


Armor Class 21 All (natural armor)
Hit Points 367 (21d20 + 147)
Speed 50 ft.


STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 8 (-1) 10 (+0) 7 (-2)

Saving Throws Con +14, Wis +10, Cha +11
Skills Athletics +15
Damage Immunities Radiation
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands Common but can't speak or read
Challenge 22 (41,000 XP)


Giant Smash. If a creature is attacked by a behemoth, they still take half damage on a miss.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reckless. At the start of its turn, the super mutant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Multiattack. The behemoth can use its Frightful Presence. It then makes two attacks: one with its slam and one with its rock throw.

Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 8) melee damage.

Rock Throw. Thrown Weapon Attack: +15 to hit, range 30/60 ft., one target. Hit: 22 (4d6 + 8) melee damage.

Frightful Presence. Each creature of the behemoth’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the behemoth’s Frightful Presence for the next 24 hours.


Rare flukes, even in the unpredictability of FEV, behemoths suffer the most from super mutants disposition toward strength and away from smarts. While they do understand English, they typically can not read and only produce roars.

FO3_super_mutant_behemoth.png
A super mutant behemoth, Fallout 3.


Nightkin[edit]

Large humanoid (Mutant), chaotic evil


Armor Class 12 Ballistic; 13 Explosive, Melee; 15 Energy (Leather Jacket, Metal Shoulder Armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

Skills Perception +6, Stealth +7
Damage Immunities Radiation
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 5 (1,800 XP)


Reckless. At the start of its turn, the super mutant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Stealth-Boy. Nightkin are invisible until they attack a creature.

ACTIONS

Multiattack. The leader makes two attacks.

Chinese Assault Rifle. Ranged Weapon Attack: +3 to hit, range 60/300 ft., one target. Hit: 9 (2d8 + 1) ballistic damage.

Machete. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) melee damage.

Missile. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 23 (5d8 + 3) explosive damage. Blast 15 feet.

Mini-Nuke. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 63 (12d10 + 3) explosive damage. Blast 80 feet.


The most favored among super mutant forces, night-kin are outfitted with modified stealth-boys capable of running indefinitely so long as the user does not exceed a maximum amount of movement. Due to their constant use of these devices, they are typically diagnosed with schizophrenia and their skin is darkened to a black-blue hue.

DavisonNightkin.png, Fallout 3.
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