Mirelurk (Fallout Supplement)

Mirelurks/Mirelurk Hunters are the descendants of both Chesapeake Bay horseshoe crabs and blue crabs. The full scientific classification of the mirelurks is kingdom: Animalia, phylum: Arthropoda, subphylum: Crustacean/Chelicerata, class: Merostomata/Malacostraca, order: Scylla, family: serrata, and genus: horrendus. Mirelurk Kings are more humanoid and are a separate species, sharing a symbiotic relationship with the crab-like Mirelurks.

The most common subspecies is the whitish-gray Mirelurk, about a head shorter and slightly slower than a Human.
A larger, reddish-brown subspecies of Mirelurk, Hunters possess two pairs of small appendages growing from their chest.
Kings are not a subspecies of Mirelurk, but a snapping turtle-like humanoid mutant that shares a symbiotic bond with them.
Mirelurk, CommonMirelurk, HunterMirelurk, King
Size and Type: Medium Monstrous HumanoidLarge Monstrous HumanoidMedium Monstrous Humanoid
Hit Dice: 6d8+6 (36 hp)9d8+27 (72 hp)12d8+48 (108 hp)
Mas: 131718
Initiative: +0-1+9
Speed: 25 ft (40 ft in water)45 ft (50 ft in water)35 ft
Defense: 12 (+2 Natural), touch 10, flat-footed 1214 (+5 Natural, -1 Dexterity), touch 9, flat-footed 1517 (+2 Natural, +5 Dexterity), touch 15, flat-footed 12
Base Attack/Grapple: +6/+1/+9+9/+4/+16+12/+7/+2/+17
Attack: +9 Melee (1d6+3, claw)/+4 Melee (1d6+3, claw) or +9 Melee (1d6+3, claw)/+4 Bull Rush (1d3+3 plus Headbutt, Slam)+16 Melee (1d10+7, claw)/+14 Melee (1d10+7, claw) or +16 Melee (1d10+7, claw)/+14 Bull Rush (1d4+3+Headbutt, Slam)+18 Ranged (2d10, sonic blast)/+12 Melee (1d8+5, claw)/+7 Melee (1d8+5, claw) or +17 Melee (1d8+5, claw)/+12 Claw (1d8+5, claw)/+7 Melee (1d8+5, claw)
Full Attack: +9 Melee (1d6+3, claw), +4 Melee (1d6+3, claw), +4 Bull Rush (1d3+2 plus Headbutt, Slam)+16 Melee (1d10+7, claw), +16 Melee (1d10+7, claw), +14 Melee (1d4+3, small claw), +14 Melee (1d4+3, small claw), +14 Melee (1d4+3, small claw), +14 Melee (1d4+3, small claw), +14 Bull Rush (1d4+3+Headbutt, Slam)+18 Ranged (2d10, sonic blast), +17 Melee (1d8+7, claw) or +17 Melee (1d8+7, claw)
Space/Reach: 5 ft by 5 ft/5 ft10 ft by 10 ft/10 ft5 ft by 5 ft/5 ft
Special Qualities: Freeze, Thick Shell, Headbutt, Darkvision 60 ft, Radiation ResistanceFreeze, Thick Shell, Headbutt, Darkvision 60 ft, Radiation ResistanceDamage Reduction 2/Energy, Sonic Blast, Darkvision 60 ft, Radiation Resistance
Saves: Fort +3, Ref +5, Will +6Fort +6, Ref +5, Will +9Fort +7, Ref +13, Will +12
Abilities: Str 17, Dex 10, Con 13, Int 3, Wis 12, Cha 5Str 25, Dex 8, Con 17, Int 3, Wis 16, Cha 5Str 20, Dex 20, Con 18, Int 6, Wis 18, Cha 7
Skills: Listen +3, Spot +3, Swim +11Listen +5, Spot +5, Swim +15Handle Animal +10, Listen +12, Spot +12
Feats: Power Attack, Improved Bull RushPower Attack, Improved Bull Rush, MultiattackAlertness, Improved Initiative, Weapon Focus (Sonic Blast)
Possessions: 1d4 Mirelurk meat1d4-1 Mirelurk meat, 1d3-1 softshell Mirelurk meat1d4-1 Mirelurk meat, 1d3 softshell Mirelurk meat
Organization: Cast (2-6 Common Mirelurks, 0-2 Mirelurk Hunters, 0-1 Mirelurk Kings), SolitaryCast (2-6 Common Mirelurks, 1-2 Mirelurk Hunters, 0-1 Mirelurk Kings), Hunting Party (2-5 Mirelurk Hunters)Cast (2-6 Common Mirelurks, 0-2 Mirelurk Hunters, 0-1 Mirelurk Kings), Solitary
Challenge Rating: 6912
Allegiances: Mirelurk KingMirelurk KingNone
Advancement:
Level Adjustment:

Mirelurks are found in damp and aquatic areas (a mire is a tract or area of wet, swampy ground, bog or marsh), such as rivers, caves, sewers, and metro tunnels. However, Mirelurks are not repulsed by light and can be seen during the day, swimming in rivers and walking along the banks.

Searching (DC 20 Search check) a Mirelurk lair (anywhere Mirelurks live) yields 1d6-1 Mirelurk eggs which can be eaten as food. In addition, a DC 25 Profession (Cook) skill check can turn one Mirelurk egg into a Mirelurk cake. Failure means that the egg is wasted. Mirelurk meat goes bad after 3 days unless jerkied (or a week in a fridge). Mirelurk eggs stay good for a week unless pickled (or a month in a fridge). And Mirelurk 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.

Mirelurk Cake (Size: Tiny; Weight: 0.1 lb.; Value: 2/20): Made of Mirelurk meat, a single cake can feed one person for a day.
Mirelurk Egg (Size: Tiny; Weight: 0.1 lb.; Value: 1/10): Two Mirelurk eggs can feed a single person for one day, but the following day the character is fatigued.
Mirelurk Meat (Size: Small; Weight: 0.5 lb.; Value: 1/10): One slab of Mirelurk meat can feed a single person for one day.
Softshell Mirelurk Meat (Size: Small; Weight: 0.5 lb.; Value: 3/30): One slab of softshell Mirelurk meat can feed a single person for two days.

Combat

When undetected, Mirelurks crouch down and fold their limbs under their shell to avoid view, making predators merely view them as a rock. When anything comes closer, they slowly stand up. Mirelurks that aren't disguised as rock make a loud, distinctive clicking noise, that can be heard when within 60 feet with a DC 10 Listen skill check.

Common Mirelurks and Mirelurk Hunters 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 Mirelurk in battle.

Mirelurk Kings are less foolhardy than their subjects, running from battle of severely outmatched. Unable to swim, they avoid water, but their devastating sonic blast is capable of going through water to hit foes without distortion. They rarely attack in melee due to their shell not being as thick and protective, making them easier to kill. They rely on their subjects for protection against more powerful foes.

Common Mirelurk

Thick Shell (Ex): Mirelurks 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 Mirelurk 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, Mirelurks gain a +4 species bonus to Strength checks when performing a Bull Rush (already factored into statistics).

Freeze (Ex): A Mirelurk can fold its limbs under its shell and lay down so it appears to be a rock. An observer must succeed on a Spot check (DC 23) to notice the Mirelurk.

Radiation Resistance (Ex): Mirelurks 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).

Mirelurk Hunter

Thick Shell (Ex): Mirelurk Hunters 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 Mirelurk Hunter succeeds at a Bull Rush attempt, it deals 1d4+7 bludgeoning damage to the target, and the target must make a Balance check (DC 25) or be dazed for one round. In addition, Mirelurk Hunters gain a +4 species bonus to Strength checks when performing a Bull Rush (already factored into statistics).

Freeze (Ex): A Mirelurk Hunter can fold its limbs under its shell and lay down so it appears to be a rock. An observer must succeed on a Spot check (DC 20) to notice the Mirelurk Hunter.

Radiation Resistance (Ex): Mirelurks 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).

Mirelurk King

Sonic Blast (Ex): A Mirelurk King possesses the ability emit a blast of sonic energy. This blast deals 2d10 sonic/concussion damage, ignores DR, and the target must make a DC 25 Fortitude save or be Shaken until fully rested (8 hours of uninterrupted sleep). On a natural 20, the target is Unconscious for 1d8 hours and automatically fails the Fortitude save..

Radiation Resistance (Ex): Mirelurks 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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