Super Mutant (Fallout Supplement)


The youngest and stupidest of the Super Mutant army.

Super Mutant
Size and Type: Medium Humanoid(Human)
Hit Dice: 4d8+16 (32 hp)
Mas: 16
Initiative: +2
Speed: 30 ft
Defense: 14(+2 Dex, +2 armour), touch 12, flat-footed 12
Base Attack/Grapple: +4/+13
Attack: +10 Melee (1d10+5, HtH strike) or +6 Ranged (2d6, .32 Hunting Rifle)
Full Attack: +10 Melee (1d10+5, HtH strike), +6 Ranged (2d6, .32 Hunting Rifle), +9 Melee (2d6+5, Nail Board), +6 Ranged (4d6, Frag Grenade)
Space/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Powerful Build, Low-Light Vision (60 ft), Radiation Resistance, Big Hands, Damage Resistance
Saves: Fort +8, Ref +3, Will +5
Abilities: Str 20, Dex 14, Con 16, Int 6, Wis 7, Cha 5
Skills: Intimidate +9, Listen +3, Spot +3
Feats: Toughness, Brawl, Weapon Focus (HtH strike)
Possessions: 1d4-1 misc item(s), 2d10 Caps, 1d3-2 chem(s), 1d3-1 food, scavenged armour (AC 2), Hunting Rifle (with 1d20+5 ammo), 1d4-1 frag grenades
Organization:
Challenge Rating: 5
Allegiances: Master, settlement, or none
Advancement: None
Level Adjustment: None

Super mutants are mutated humans, products of infection by the Forced Evolutionary Virus (FEV). They are much taller, bulkier and muscular than pure strain humans, have (mostly) green, gray, or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Although they are completely sterile, the rapid regeneration of their cells caused by FEV makes them virtually biologically immortal (but not immune to death from injury).

Combat

They are usually encountered in groups of two or three, led by a stronger super mutant. Despite their seemingly low intelligence, super mutants can sometimes employ effective military tactics. Melee-armed mutants will move in to engage the player while those behind them take pot-shots with ranged weapons. Super mutants armed with grenades will often use them without regard for any fellow mutants that might be caught in the blast radius.

Powerful Build(Ex): The physical stature of Super Mutants allows them to function in many ways as if they were one size category larger. Whenever a Super Mutant is subject to a size modifier, or special size modifier for an opposed check (+4 to Grapple checks, and +4 to resist Bull Rush and Trip attempts), the Super Mutant is treated, as one size larger if doing so is advantageous to him. A Super Mutant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Super Mutant can use weapons designed for a creature one size larger without penalty. His space and reach, however, remain those of a creature of his actual size.

Radiation Resistance(Ex): Super Mutants are entirely immune to the effects of radiation.

Big Hands(Ex): Super Mutants do not suffer penalties for using large-sized firearms and medium-sized or larger melee weapons due to the size of their hands, but use of firearms and melee weapons outside of their size range results in a -4 penalty to attack rolls with those weapons.

Damage Resistance(Ex): Super Mutants resist 3 points of damage of all types.



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gollark: Actually, the weird RNG is removed in the live version.
gollark: I should probably tweak this. It could work much more sensibly using a background polychoron thread.
gollark: And this causes a security issue?
gollark: If you get it wrong it sends an incident report. One which contains *the correct password*.
gollark: The password mechanism in potatOS is literally a joke.
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