Super Mutant Behemoth (Fallout Supplement)


The oldest and strongest of the Super Mutant army.

Super Mutant Behemoth
Size and Type: Medium Humanoid(Human)
Hit Dice: 19d12 +133 (256 hp)
Mas: 180
Initiative: +8
Speed: 40 ft
Defense: 26 (10 + DEX + ), touch 20, flat-footed 18
Base Attack/Grapple: +4/+13
Attack: +15 Melee (4d10+5, Fire Hydrant Mace) OR +8 Ranged (2d12, Throw Large Object) / +6 Ranged (2d6 Throw Small Object)
Full Attack: +15 Melee (4d10+5, Fire Hydrant Mace), +8 Ranged (2d12, Throw Large Object), +6 Ranged (2d6 Throw Small Object)
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 +10, Ref +3, Will +5
Abilities: Str 30, Dex 20, Con 20, Int 0, Wis 0, Cha 0
Skills: Intimidate +9, Listen +3, Spot +3
Feats: Toughness, Brawl, Weapon Focus (HtH strike)
Possessions: 1d4-1 misc item(s), 20d10 Caps, 1d4 food, 1d4-1 Random Weapons, 2d10 Random Ammo 1, 2d10 Random Ammo 2
Organization:
Challenge Rating: 20
Allegiances: Master, settlement, or none
Advancement: None
Level Adjustment: None

Super Mutant Behemoths are the most dangerous foe to be encountered in the wasteland, and should never be engaged unless full preparation has been made for the battle. Encountering one by accident has meant the end for many a wastelander and creature alike.

Combat

They are usually encountered in groups of several other super mutants, usually being the only behemoth in the group. 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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