Super Mutants (5e Fallout Supplement)
Super Mutant[edit]
Large humanoid (Mutant), any chaotic alignment Armor Class 12 Ballistic, Explosive; 13 Melee; 14 Energy (Leather Jacket)
Saving Throws Cha +2 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. ACTIONSNote: Super mutants typically only have one weaponAssault 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.
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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.
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Super Mutant Leader[edit]
Large humanoid (Mutant), chaotic evil Armor Class 12 Ballistic; 13 Explosive, Melee; 15 Energy (Leather Jacket, Metal Shoulder Armor)
Skills Perception +4 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. ACTIONSMultiattack. 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.
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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)
Saving Throws Con +14, Wis +10, Cha +11 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. ACTIONSMultiattack. 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.
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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.
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Nightkin[edit]
Large humanoid (Mutant), chaotic evil Armor Class 12 Ballistic; 13 Explosive, Melee; 15 Energy (Leather Jacket, Metal Shoulder Armor)
Skills Perception +6, Stealth +7 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. ACTIONSMultiattack. 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.
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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.
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