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Astoundingly Awesome Abominations 2.0

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0% found this document useful (0 votes)
17 views41 pages

Astoundingly Awesome Abominations 2.0

Uploaded by

Fahrun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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2.

0
Chapter 1 Creepy Crawlies
Bloatfly
Bloodbug
Cazador
Giant Ant
Giant Ant Queen
Radroach
Stingwing

Chapter 2 Mole Rats, and Radstags, and Guai’s, Oh My!


Brahmin
Centaur
Deathclaw
Mirelurk
Mirelurk Hatchling
Mirelurk Hunter
Mirelurk King
Mirelurk Queen
Mole Rat
Mongrel
Nightstalker
Radscorpion
Radstag
Super Mutant
Super Mutant Behemoth
Super Mutant Hound
Yao Guai
Chapter 1: Creepy Crawlies
The insects of the wasteland have become larger and deadlier due to
years of exposure to radiation. Most mutated insects are relatively
weak but should still be handled with care.

Bloatfly
Bloatflies are mutated horse Bloatfly
flies roughly a foot in size.
They flit around quickly and use Tiny Insect
their own larva as weapons by DR 14 ER 15
shooting them at their enemies
HP 10 (4d4)
which the young burrow into
which is, quite frankly, really Speed fly 30ft
gross. The larvae are coated in
Resistances Radiation 100
a weak neurotoxin which is
usually relatively harmless but CR 1/2 (100 XP)
can cause necrosis if untreated. STR PER END CHA INT AGI LCK
1 3 5 1 1 6 2

Actions
Larva. +3 to hit, range 30ft
Hit: 4 (1d6+1) +10 rads. Target must
make DC 8 END save or receive a random
illness.
Black Bloatfly
Tiny Insect
DR 15 ER 16

HP 28 (8d4+8)

Speed fly 30ft

Resistances Radiation 100

CR 2 (450 XP)
STR PER END CHA INT AGI LCK Festering Bloatfly
1 4 6 1 1 7 2 Tiny Insect
Actions DR 16 ER 17
Larva. +4 to hit, range 30ft
HP 54 (12d4+24)
Hit: 5 (1d6+2) +15 rads. Target must
make DC 8 END save or receive a random
Speed fly 30ft
illness.
Resistances Radiation 100

CR 5 (1800 XP)
STR PER END CHA INT AGI LCK
1 4 7 1 1 8 3

Actions
Multiattack. The Festering Bloatfly
makes two Larva attacks.

Larva. +6 to hit, range 30ft


Hit: 6 (1d6+3) +15 rads. Target must
make DC 9 END save or receive a random
illness.
Glowing Bloatfly
Tiny Insect
DR 17 ER 18

HP 72 (16d4+32)

Speed fly 30ft

Resistances Radiation 100

CR 7 (2900 XP)
STR PER END CHA INT AGI LCK
1 5 7 1 1 9 4

Actions
Multiattack. The Glowing Bloatfly
makes two Larva attacks.

Larva. +7 to hit, range 30ft


Hit: 7 (1d6+4) +25 rads. Target must
make DC 10 END save or receive a
random illness.
Bloodbug
The bloodbug is the mutated
descendant of the pre-War
mosquito. They are roughly two Bloodbug Hatchling
feet in length and have a muddy Small Insect
brown coloration for camouflage. DR 14 ER 14
These bugs are known to spit the
HP 14 (4d6)
blood of previous victims at
their targets, but be warned, if Speed fly 30ft
you get too close they might Resistances Radiation 100
take your blood as well.
CR 1/2 (100 XP)
STR PER END CHA INT AGI LCK
Bloodbug 2 3 5 1 1 5 2
Small Insect
Actions
DR 15 ER 15 Nose Stab. +2 to hit, range 5ft
Hit: 3 (1d6) heals 1d6. Target must
HP 27 (6d6+6) make DC 11 END save or take 1d4 poison
damage.
Speed fly 30ft
Spew Blood (Recharge 5-6). The
Resistances Radiation 100 Bloodbug hatchling spews blood in 15ft
cone, targets make a DC 11 AGI save or
CR 1 (200 XP) take 25 rads.
STR PER END CHA INT AGI LCK
2 3 6 1 1 6 2

Actions
Nose Stab. +3 to hit, range 5ft
Hit: 5 (1d8+1) heals 1d8. Target must
make DC 12 END save or take 1d6 poison
damage.

Spew Blood (Recharge 5-6). The


Bloodbug spews blood in 15ft cone,
targets make a DC 12 AGI save or take
30 rads.
Red Widow Bloodbug
Small Insect
DR 16 ER 16

HP 45 (10d6+10)

Speed fly 30ft

Resistances Radiation 100 Infected Bloodbug


CR 3 (450 XP) Small Insect
STR PER END CHA INT AGI LCK DR 17 ER 17
2 3 6 1 1 7 2 HP 77 (14d6+28)
Actions
Speed fly 30ft
Nose Stab. +4 to hit, range 5ft
Hit: 6 (1d8+2) heals 1d8. Target must Resistances Radiation 100
make DC 12 END save or take 1d6 poison
damage. CR 5 (1800 XP)

Spew Blood (Recharge 5-6). The Red STR PER END CHA INT AGI LCK
Widow Bloodbug spews blood in 15ft 2 4 7 1 1 8 3
cone, targets make a DC 12 AGI save or
take 30 rads. Actions
Multiattack. The Infected Bloodbug
makes two Nose Stab attacks.

Nose Stab. +6 to hit, range 5ft


Hit: 8 (1d10+3) heals 1d10. Target
must make DC 11 END save or take 1d8
poison damage.

Spew Blood (Recharge 5-6). The


Infected Bloodbug spews blood in 15ft
cone, targets make a DC 13 AGI save or
take 35 rads.
Vampiric Bloodbug
Small Insect
DR 18 ER 18

HP 169 (26d6+78)

Speed fly 30ft

Glowing Bloodbug Resistances Radiation 100

Small Insect CR 13 (10000 XP)


DR 17 ER 18 STR PER END CHA INT AGI LCK
3 6 8 1 1 9 4
HP 130 (20d6+60)
Actions
Speed fly 30ft
Multiattack. The Infected Bloodbug
Resistances Radiation 100 makes three Nose Stab attacks.

CR 9 (5000 XP) Nose Stab. +9 to hit, range 5ft


Hit: 10 (1d12+4) heals 1d12. Target
STR PER END CHA INT AGI LCK must make DC 13 END save or take 1d10
poison damage.
2 5 8 1 1 8 3

Actions Spew Blood (Recharge 5-6). The


Bloodbug hatchling spews blood in 15ft
Multiattack. The Glowing Bloodbug cone, targets make a DC 15 AGI save or
makes two Nose Stab attacks. take 40 rads.

Nose Stab. +7 to hit, range 5ft


Hit: 8 (1d10+3) heals 1d10. Target
must make DC 12 END save or take 1d8
poison damage.

Spew Blood (Recharge 5-6). The


Bloodbug hatchling spews blood in 15ft
cone, targets make a DC 14 AGI save or
take 50 rads.
Cazador
Cazadores are giant tarantula hawk spider wasps created in
the DNA splicing lab of the Big Mountain. Cazadores have
orange wings and a blue-black carapace. They have a quick
and rather erratic flight pattern, making them difficult to
hit. Cazadores are more common in mountainous regions of the
wastes although some swarms can be found near lakes in lower
areas. Their venomous attacks can lead to a quick death if
they succeed in poisoning their target, so it's important to
carry some stimpaks and antivenom with you when fighting
these terrifying creatures.

Cazador
Small Insect
Young Cazador
DR 17 ER 17
Small Insect
HP 132 (24d6+48)
DR 16 ER 16
Speed fly 40ft
HP 63 (14d6+14)
Resistances Radiation100
Speed fly 40ft
CR 9 (5000 XP)
Resistances Radiation 100
STR PER END CHA INT AGI LCK
CR 4 (1100 XP) 2 6 7 1 1 8 5
STR PER END CHA INT AGI LCK
Actions
2 5 6 1 1 7 4
Multiattack. The Cazador makes two
Actions Sting attacks.

Sting. +4 to hit, 5ft Sting. +7 to hit, 5ft


Hit: 11 (2d8+2) Target must make DC 11 Hit: 12 (2d8+3) Target must make DC 14
END save or take 2d6 poison damage. END save or take 4d6 poison damage.
Giant Ant
The Giant Ant is a giant mutated ant (as the name suggests).
They make a loud, chattering noise with their mandibles and
often attack in groups. They generally live in giant anthills
under the rule of a giant ant queen. There are even some
mutated fire ants that actually spout fire. Their weak spot
is their antennae which if damaged will cause them to frenzy
and attack friend and foe alike.

Giant Ant Giant Worker Ant


Medium Insect Medium Insect
DR 13 ER 13 DR 14 ER 13

HP 18 (4d8) HP 44 (8d8+8)

Speed 25ft Speed 25ft

Resistances Radiation 100 Resistances Radiation 100

CR 1/2 (100 XP) CR 2 (450 XP)

STR PER END CHA INT AGI LCK STR PER END CHA INT AGI LCK

6 3 5 1 1 3 2 7 3 6 1 1 3 2

Actions Actions
Bite. +3 to hit, 5ft Bite. +4 to hit, 5ft
Hit: 5 (1d8+1) Target must make DC 11 Hit: 6 (1d8+2) Target must make DC 12
STR save or become grappled. Save can STR save or become grappled. Save can
be repeated every turn for 3 AP. be repeated every turn for 3 AP.
Giant Soldier Ant
Medium Insect
DR 14 ER 14

HP 88 (16d8+16) Fire Ant Soldier


Speed 25ft Medium Insect
Resistances Radiation 100 DR 14 ER 15

CR 5 (1800 XP) HP 18 (4d8)


STR PER END CHA INT AGI LCK Speed 25ft
7 4 6 1 1 3 3 Radiation 100,
Resistances
Actions Fire 100
Multiattack. The Giant Soldier Ant can CR 8 (3900)
make two Bite attacks
STR PER END CHA INT AGI LCK
Bite. +3 to hit, 5ft 8 4 7 1 1 4 3
Hit: 6 (1d8+2) Target must make DC 12
STR save or become grappled. Save can Actions
be repeated every turn for 3 AP. Multiattack. The Giant Soldier Ant can
make two Bite attacks

Bite. +6 to hit, 5ft


Hit: 7 (2d8+3) Target must make DC 13
STR save or become grappled. Save can
be repeated every turn for 3 AP.

Fire Breath (Recharge 5-6). Exhale


fire in a 10 ft. cone. Each creature
in the area must make a DC 13 AGI
save, taking 35 (10d6) fire (energy)
damage on a failed save or half as
much on a success.
Fire Ant Warrior
Medium Insect Giant Ant Queen
DR 15 ER 16
Huge Insect
HP 165 (22d8+66) DR 15 ER 15
Speed 25ft HP 231 (22d12+88)
Radiation 100,
Resistances Speed 35ft
Fire 100
CR 11 (7200) Resistances Radiation 100
STR PER END CHA INT AGI LCK CR 16 (15000 XP)
9 5 8 1 1 4 4 STR PER END CHA INT AGI LCK
Actions 10 6 9 1 1 4 5
Multiattack. The Giant Soldier Ant can
Actions
make three Bite attacks
Multiattack. The Giant Ant Queen can
Bite. +8 to hit, 5ft make two Bite and one Spit attacks.
Hit: 13 (2d8+4) Target must make DC 14
STR save or become grappled. Save can Bite. +10 to hit, 10ft
be repeated every turn for 3 AP. Hit: 23 (4d8+5) Target must make DC 17
STR save or become grappled. Save can
Fire Breath (Recharge 5-6). Exhale be repeated every turn for 3 AP.
fire in a 15 ft. cone. Each creature
in the area must make a DC 15 AGI Spit. +8 to hit, 50ft
save, taking 56 (16d6) fire (energy) Hit: 21 (6d6), +40 RADs
damage on a failed save or half as
much on a success.
Radroach
The Radroach. A disgusting creature
that only poses a threat in groups,
even against the weakest wastelanders.
Radroaches prefer to stay underground
or in dark areas, such as abandoned
vaults or sewers. Although usually Radroach
timid, when threatened they charge
across the ground or walls to surround Tiny Insect
and bite their enemies. DR 13 ER 13

HP 7 (3d4)

Speed 25ft, climb 15ft


Glowing Radroach Resistances Radiation 100,
Tiny Insect CR 1/4 (50 XP)
DR 14 ER 14
STR PER END CHA INT AGI LCK
HP 28 (8d4+8) 2 3 6 1 1 5 3

Speed 25ft, climb 15ft Actions


Bite. +2 to hit, reach 5ft,
Resistances Radiation 100, Hit: 3 (1d6), 15 rads

CR 2 (450 XP)
STR PER END CHA INT AGI LCK
2 3 6 1 1 6 4

Actions
Bite. +3 to hit, reach 5ft,
Hit: 8 (2d6+1), 30 rads
Stingwing
The stingwing is a large mutated
scorpion-fly, with extended mouth parts
and a scorpion-like tail, ending in a
bulbous and deadly sting. They can
often be found in swarms, and their
erratic flying coupled with a poisonous
sting make them formidable opponents.
They are known to build large clusters
of nests that ooze a bright yellow sap.
Remember to use caution when
approaching these nests, as stingwings
will emerge to defend it fiercely.

Stingwing Darter
Small Insect Stingwing
DR 16 ER 16 Small Insect
HP 42 (12d6+12) DR 15 ER 16

Speed Fly 40ft HP 21 (6d6)

Resistances Radiation 100, Speed Fly 40ft

CR 3 (450 XP) Resistances Radiation 100,

STR PER END CHA INT AGI LCK CR 1 (200 XP)


2 4 6 1 1 7 3 STR PER END CHA INT AGI LCK
Actions 2 4 5 1 1 6 2
Sting. +3 to hit, reach 5ft, Actions
Hit: 8 (2d6+1), Target makes DC 12 END
save or takes 1d8 poison damage Sting. +3 to hit, reach 5ft,
Hit: 8 (2d6+1), Target makes DC 10 END
save or takes 1d8 poison damage
Glowing Stingwing
Stingwing Skimmer Small Insect
Small Insect DR 17 ER 18
DR 16 ER 17
HP 99 (22d6+22)
HP 72 (16d6+16)
Speed Fly 40ft
Speed Fly 40ft
Resistances Radiation 100,
Resistances Radiation 100,
CR 9 (5000 XP)
CR 5 (1800 XP)
STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK 3 5 6 1 1 8 4
2 5 6 1 1 8 3
Actions
Actions Multiattack. The Glowing Stingwing can
Multiattack. The Stingwing Skimmer can make three Sting attacks.
make two Sting attacks.
Sting: +7 to hit, 5ft,
Sting: +6 to hit, 5ft, Hit: 10 (2d6+3) target must make DC 13
Hit: 10 (2d6+3) target must make DC 12 END save or take 2d6 poison damage
END save or take 2d6 poison damage
Stingwing Chaser
Small Insect
DR 18 ER 19

HP 143 (26d6+52)

Speed Fly 40ft

Resistances Radiation 100,

CR 13 (10000 XP)
STR PER END CHA INT AGI LCK
3 6 7 1 1 9 5

Actions
Multiattack. The Stingwing Chaser can
make three Sting attacks.

Sting: +9 to hit, 5ft,


Hit: 11 (2d6+4) target must make DC 15
END save or take 2d6 poison damage
Chapter 2: Mole Rats and Radstags and
Guai’s, Oh My!
Like the insects, the other animals of the wasteland have become
larger and deadlier. And unlike Dorothy's experience, these beasts
are anything but cowardly. Keep your eyes open for radscorpions and
mole rats which can hide underground and ambush unsuspecting
wastelanders. And whatever you do, do not poke them with a stick!

Brahmin
Brahmin are mutated cattle with two
Brahmin heads and giant udders. They can be
Large Mutant found all over the wastes. Brahmin
serve a vital environmental niche in
DR 12 ER 10
the Wasteland, they form the
HP 15 (2d10+4) foundation of survival for many
species; most notably, humans. Their
Speed 25ft. meat can be used as food, they can be
Resistances used by caravans to carry goods, and
their hides can also be used as
CR 2 (400 XP) clothing and tent covers.
STR PER END CHA INT AGI LCK
7 3 7 2 2 4 2

Actions
Gore: +4 to hit, 5ft,
Hit: 4 (1d4+2)
Centaur
Centaur
Centaurs are the result of combining
Medium Mutant various kinds of animals and people
DR 14 ER 14 and infecting them with the Forced
Evolutionary Virus. These abominations
HP 78 (12d8+24)
are horribly disfigured creatures with
Speed 15ft. little intelligence and an affinity
for their super mutant masters. Their
Resistances Radiation 100 torsos lack arms, and their mouths are
CR 2 (400 XP) filled to the brim with writhing
tentacles. Instead of legs, a centaur
STR PER END CHA INT AGI LCK
has multiple human arms that it uses
6 3 7 1 2 6 3 to drag itself along the ground, which
Actions confines it to a slow, shuffling mode
of travel. They choose to attack with
Tentacle: +3 to hit, 5ft,
Hit: 8 (2d6+1) the tentacles inside of their mouth
when they're up close, but if need be,
Spit (Recharge 5-6). The centaur hurls will launch radioactive spit to make
a blob of toxic spit at a space within
30ft. All targets within 5ft of it
up a ranged attack.
must make a DC 11 AGI save or take 40
rads.
Evolved Centaur
Medium Mutant
DR 14 ER 14

HP 156 (24d8+48)

Speed 15ft. Giant Evolved Centaur


Resistances Radiation 100, Large Mutant
CR 7 (2900 XP) DR 15 ER 15
STR PER END CHA INT AGI LCK HP 209 (22d10+88)
7 3 7 1 2 7 4
Speed 15ft.
Actions
Resistances Radiation 100,
Multiattack. The Evolved Centaur can
make two tentacle attacks. CR 11 (7200 XP)
Tentacle: +5 to hit, 5ft, STR PER END CHA INT AGI LCK
Hit: 9 (2d6+2)
8 4 9 1 2 8 5
Spit (Recharge 5-6). The centaur hurls Actions
a blob of toxic spit at a space within
30ft. All targets within 5ft of it Multiattack. The Evolved Centaur can
must make a DC 13 AGI save or take 50 make three tentacle attacks.
rads.
Tentacle: +7 to hit, 5ft,
Hit: 10 (2d6+3)

Spit (Recharge 5-6). The centaur hurls


a blob of toxic spit at a space within
30ft. All targets within 5ft of it
must make a DC 15 AGI save or take 60
rads.
Deathclaw Deathclaw
Large Mutant
Deathclaws are the results of a pre-
War experiment that involved creating DR 14 ER 16
a mutation of the Jackson's chameleon,
HP 133 (14d10+56)
along with several other species, to
use as weapons on the battlefield. Speed 35ft.
They are strong, agile predators that
will attack most anything they come Resistances Radiation 100
across on sight. Their long, sharp
claws are capable of inflicting great CR 6 (2300 XP)
(usually deadly) amounts of damage. STR PER END CHA INT AGI LCK
For this reason, most wastelanders
9 6 9 3 2 5 6
tend to turn tail and run at the sight
of even a single deathclaw. Actions
Multiattack. The Deathclaw can make
three claw attacks.

Claw. +7 to hit, range 10ft


Hit: 15 (2d10+4)

Eviscerate. Recharge (5-6)


Target must succeed on a DC 15 STR
save or be knocked prone and take 48
(8d10+4) damage.
Alpha Deathclaw Chameleon Deathclaw
Large Mutant Large Mutant
DR 15 ER 17 DR 16 ER 18

HP 190 (20d10+80) HP 231 (22d10+110)

Speed 35ft. Speed 35ft.

Resistances Radiation 100 Resistances Radiation 100

CR 10 (5900 XP) CR 14 (11500 XP)


STR PER END CHA INT AGI LCK STR PER END CHA INT AGI LCK
10 7 9 3 2 5 7 11 7 10 3 2 6 7

Actions Actions
Multiattack. The Alpha Deathclaw can Multiattack. The Chameleon Deathclaw
make three claw attacks. can use Camouflage and make three claw
attacks.
Claw. +9 to hit, range 10ft
Hit: 16 (2d10+5) Claw. +7 to hit, range 10ft
Hit: 15 (2d10+4)
Eviscerate. Recharge (5-6)
Target must succeed on a DC 17 STR Eviscerate. Recharge (5-6)
save or be knocked prone and take 60 Target must succeed on a DC 15 STR
(10d10+5) damage. save or be knocked prone and take 48
(8d10+4) damage.

Camouflage. The Chameleon Deathclaw


becomes invisible (+100 Stealth) until
it deals or takes any damage.
Mythic Deathclaw
Large Mutant
DR 17 ER 19

HP 350 (28d10+196)

Speed 35ft.

Resistances Radiation 100

CR 20 (25000 XP)
STR PER END CHA INT AGI LCK
12 8 12 3 2 6 8

Actions
Multiattack. The Mythic Deathclaw can
make four claw attacks.

Claw. +13 to hit, range 10ft


Hit: 18 (2d10+7)

Eviscerate. Recharge (5-6)


Target must succeed on a DC 21 STR
save or be knocked prone and take
_____ damage.
Mirelurk
Mirelurks are believed to be the descendants of various
crustaceans that have been living and breeding in irradiated
waters in the years following the Great War. Mirelurks tend to
dwell in sewers, beaches, or anywhere with large amounts of
water. They also tend to hide in the sand to ambush potential
prey. All mirelurks, with the exception of the softshell and
king, are protected by a thick durable shell. However, the
chink in their armor is their face, which is very exposed when
the mirelurk is attacking.

Softshell Mirelurk
Medium Mutant
DR 15 ER 14

HP 33 (6d8+6)

Speed 25ft.

Resistances Radiation 100,

CR 1 (200 XP)
STR PER END CHA INT AGI LCK
5 2 6 1 2 3 2

Actions
Claw. +2 to hit, 5ft
Hit: 4 (1d8)

Duck. The Softshell Mirelurk hides


under its shell, gaining +2 DR and ER
until the beginning of its next turn.
Mirelurk
Medium Mutant
DR 16 ER 15

HP 66 (12d8+12)

Speed 25ft.

Resistances Radiation 100,


Mirelurk Razorclaw
CR 3 (700 XP)
Medium Mutant
STR PER END CHA INT AGI LCK
DR 17 ER 16
7 3 6 1 2 3 3
HP 99 (18d8+18)
Actions
Claw. +4 to hit, 5ft Speed 25ft.
Hit: 6 (1d8+2)
Resistances Radiation 100,
Duck. The Mirelurk hides under its
shell, gaining +2 DR and ER until the CR 6 (2300 XP)
beginning of its next turn.
STR PER END CHA INT AGI LCK
8 4 6 1 2 3 4

Actions
Multiattack. The Mirelurk Razorclaw
can make two claw attacks.

Claw. +6 to hit, 5ft


Hit: 7 (1d8+3)

Duck. The Mirelurk hides under its


shell, gaining +3 DR and ER until the
beginning of its next turn.
Mirelurk Killclaw
Medium Mutant
DR 17 ER 16

HP 156 (14d8+48)

Speed 25ft.

Resistances Radiation 100, Glowing Mirelurk


CR 9 (5000 XP) Medium Mutant
STR PER END CHA INT AGI LCK DR 18 ER 17
8 4 7 1 2 3 4 HP 195 (26d8+78)
Actions Speed 25ft.
Multiattack. The Mirelurk Killclaw can
make two claw attacks. Resistances Radiation 100,

Claw. +7 to hit, 5ft CR 12 (8400 XP)


Hit: 12 (2d8+3)
STR PER END CHA INT AGI LCK
Duck. The Mirelurk hides under its 9 4 8 1 2 3 5
shell, gaining +3 DR and ER until the
beginning of its next turn. Actions
Multiattack. The Glowing Mirelurk can
make three claw attacks.

Claw. +8 to hit, 5ft


Hit: 8 (1d8+4), 10 rads

Duck. The Mirelurk hides under its


shell, gaining +4 DR and ER until the
beginning of its next turn.
Mirelurk Hatchling
Tiny Mutant
DR 12 ER 12

HP 7 (2d4+2)

Speed 20ft. Swim 15ft

Resistances Radiation 100

CR 1/2 (50 XP)


STR PER END CHA INT AGI LCK
4 3 6 1 2 3 3

Actions
Bite. +1 to hit, 5ft
Hit: 1 (1d4-1), 10 rads
Mirelurk Hunter
Medium Mutant
DR 14 ER 14

HP 77 (14d8+14)

Speed 25ft.

Resistances Radiation 100

CR 4 (1100 XP)
STR PER END CHA INT AGI LCK
7 2 6 1 2 3 2

Actions
Claw. +4 to hit, 5ft
Hit: 7 (1d8+2)

Spit (Recharge 5-6). The Mirelurk


Hunter lobs a ball of spit at a space
within 40ft. All targets within 5ft of
it must make a DC 12 END save. On a
failed save they take 1d6 poison
damage this turn and every turn after
for a minute. The target can make the
save again at the end of their turn,
ending the effect early on a success.
Glowing Mirelurk Hunter
Medium Mutant
DR 16 ER 15

HP 156 (24d8+48)

Speed 25ft.

Resistances Radiation 100 Albino Mirelurk Hunter


CR 8 (3900 XP) Medium Mutant
STR PER END CHA INT AGI LCK DR 17 ER 17
8 2 7 1 2 4 3
HP 240 (32d8+96)
Actions
Speed 25ft.
Multiattack. The Glowing Mirelurk
Hunter can make two Claw attacks. Resistances Radiation 100
Claw. +6 to hit, 5ft CR 12 (8400 XP)
Hit: 9 (1d10+3), +30 rads
STR PER END CHA INT AGI LCK
Spit (Recharge 5-6). The Mirelurk
9 3 8 1 2 5 5
Hunter lobs a ball of spit at a space
within 40ft. All targets within 5ft of Actions
it must make a DC 14 END save. On a
failed save they take 2d6 poison Multiattack. The Albino Mirelurk
damage this turn and every turn after Hunter can make three Claw attacks.
for a minute. The target can make the
save again at the end of their turn, Claw. +8 to hit, 5ft
ending the effect early on a success. Hit: 11 (1d12+4)

Spit (Recharge 5-6). The Mirelurk


Hunter lobs a ball of spit at a space
within 40ft. All targets within 5ft of
it must make a DC 16 END save. On a
failed save they take 3d6 poison
damage this turn and every turn after
for a minute. The target can make the
save again at the end of their turn,
ending the effect early on a success.
Mirelurk King
Medium Mutant
DR 13 ER 15

HP 66 (12d8+12)

Speed 40ft. Swim 50ft

Resistances Radiation 100 Mirelurk Deep King


CR 5 (1800 XP) Medium Mutant
STR PER END CHA INT AGI LCK DR 14 ER 16
7 3 6 1 2 6 3
HP 117 (18d8+36)
Actions
Speed 45ft. Swim 60ft
Multiattack. The Mirelurk King can
make two Claw attacks. Resistances Radiation 100
Claw. +5 to hit, 5ft CR 10 (5900 XP)
Hit: 11 (2d8+2)
STR PER END CHA INT AGI LCK
Sonic Attack (Recharge 5-6). The
8 3 7 1 2 7 4
Mirelurk King creates a shockwave of
sonic energy. All enemies in a 30ft Actions
long 5ft wide line must make a DC12
AGI save. On a failed save the target Multiattack. The Mirelurk King can
takes 18 (4d8) damage and has their make two Claw attacks.
head crippled. On a successful save
the target takes half damage and is Claw. +7 to hit, 5ft
not crippled. Hit: 12 (2d8+3)

Sonic Attack (Recharge 5-6). The


Mirelurk King creates a shockwave of
sonic energy. All enemies in a 40ft
long 5ft wide line must make a DC14
AGI save. On a failed save the target
takes 27 (6d8) damage and has their
head crippled. On a successful save
the target takes half damage and is
not crippled.
Glowing Mirelurk King
Tiny Mutant
DR 15 ER 17

HP 210 (28d8+84)

Speed 50ft. Swim 70ft

Resistances Radiation 100

CR 15 (13000 XP)
STR PER END CHA INT AGI LCK
9 3 8 1 2 8 5

Actions
Multiattack. The Mirelurk King can
make three Claw attacks.

Claw. +9 to hit, 5ft


Hit: 13 (2d8+4), +40 rads

Sonic Attack (Recharge 5-6). The


Mirelurk King creates a shockwave of
sonic energy. All enemies in a 50ft
long 5ft wide line must make a DC16
AGI save. On a failed save the target
takes 36 (8d8) damage and has their
head crippled. On a successful save
the target takes half damage and is
not crippled.
Mirelurk Queen
Huge Mutant
DR 17 ER 18

HP 209 (24d12+72) Glowing Mirelurk Queen


Speed 15ft. Swim 20ft Huge Mutant
DR 18 ER 19
Resistances Radiation 100
HP 368 (32d12+180)
CR 8 (3900) XP
STR PER END CHA INT AGI LCK
Speed 15ft. Swim 20ft
9 4 8 1 2 2 4 Resistances Radiation 100
Actions CR 16 (15000) XP
Multiattack. The Mirelurk Queen can
STR PER END CHA INT AGI LCK
make two Claw attacks.
11 5 10 1 2 2 6
Claw. +7 to hit, 5ft
Hit: 17 (3d8+4) Actions
Multiattack. The Mirelurk Queen can
Acid Spray. The Mirelurk Queen sprays make three Claw attacks.
acid at up to 3 adjacent spaces.
Immediately, and then whenever a Claw. +11 to hit, 5ft
creature starts their turn or moves Hit: 24 (4d8+6), +50 rads
into one of those spaces, they make a
DC 16 END save or take 7 (2d6) poison Acid Spray. The Mirelurk Queen sprays
damage. acid at up to 5 adjacent spaces.
Immediately, and then whenever a
Egg Clutch (Recharge 5-6). The creature starts their turn or moves
Mirelurk Queen launches an egg clutch, into one of those spaces, they make a
spawning 2d4 Mirelurk Hatchlings at a DC 18 END save or take 14 (4d6) poison
location within 30 feet of it. damage.

Egg Clutch (Recharge 5-6). The


Mirelurk Queen launches an egg clutch,
spawning 2d6 Mirelurk Hatchlings at a
location within 30 feet of it.
Mole Rat
Mole rats are mutated rodents that are much larger than their
pre-war cousins. They range in size from a house cat up to a
large dog and possibly bigger. They have a bald pink
appearance, with large front teeth and small eyes. They are
highly territorial and will attack anything entering their
territory. They are relatively good at sneak attacks because
of their ability to burrow underground and emerge when they're
ready to attack.

Mole Rat Rabid Mole Rat


Small Mutant
Small Mutant
DR 14 ER 15
DR 13 ER 14
HP 99 (18d6+36)
HP 21 (6d6)
Speed 30ft., burrow 25ft.
Speed 30ft., burrow 25ft.
Resistances Radiation 100
Resistances Radiation 100
CR 5 (1800 XP)
CR 1/2 (100 XP)
STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK
7 4 7 1 2 4 3
5 3 5 1 2 3 3
Actions
Actions
Multiattack. The Rabid Mole Rat can
Bite. +2 to hit, 5ft make two Bite attacks.
Hit: 7 (2d6)
Bite. +5 to hit, 5ft
Burst Attack. While burrowing the Mole Hit: 12 (3d6+2)
Rat can burst out and make one Bite
attack with advantage. Burst Attack. While burrowing the Mole
Rat can burst out and make one Bite
attack with advantage.
Glowing Mole Rat
Small Mutant
DR 15 ER 16 Mole Rat Brood Mother
HP 154 (28d6+56) Small Mutant
Speed 30ft., burrow 25ft. DR 16 ER 17

Resistances Radiation 100 HP 221 (34d4+102)

CR 9 (5000 XP) Speed 30ft., burrow 25ft.


STR PER END CHA INT AGI LCK Resistances Radiation 100
8 4 7 1 2 4 3
CR 13 (10000 XP)
Actions STR PER END CHA INT AGI LCK
Multiattack. The Glowing Mole Rat can
8 5 8 1 2 4 4
make two Bite attacks.
Actions
Bite. +7 to hit, 5ft
Hit: 17 (4d6+3), +20 rads Multiattack. The Mole Rat Brood Mother
can make three Bite attacks.
Burst Attack. While burrowing the Mole
Rat can burst out and make one Bite Bite. +8 to hit, 5ft
attack with advantage. Hit: 20 (5d6+3)

Burst Attack. While burrowing the Mole


Rat can burst out and make one Bite
attack with advantage.
Mongrel
Mongrels are canines who have been so exposed to radiation
that they lose their hair and develop a skeletal like figure.
These animals are found everywhere throughout the wastes. They
are usually quite aggressive and will hunt anything. However,
some have been domesticated by raiders and some friendly
settlers for use as attack dogs.

Vicious Mongrel
Mongrel Small Mutant
Small Mutant DR 16 ER 15
DR 15 ER 14
HP 143 (26d6+52)
HP 45 (10d6+10)
Speed 35ft.
Speed 35ft.
Resistances Radiation 100
Resistances Radiation 100
CR 7 (2900 XP)
CR 1/2 (100 XP) STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK 8 7 7 1 2 5 4
7 6 6 1 2 5 4 Actions
Actions Multiattack. The Vicious Mongrel can
make two Bite attacks.
Bite. +4 to hit, 5ft
Hit: 11 (2d8+2). The target is
Bite. +6 to hit, 5ft
grappled (escape DC 15). While the
Hit: 16 (3d8+3) The target is grappled
target is grappled, they take the Bite
(escape DC 16). While the target is
attack’s damage at the end of their
grappled, they take the Bite attack’s
turn if they do not escape. The
damage at the end of their turn if
target’s speed is reduced to 0 and the
they do not escape. The target’s speed
Mongrel can not take any actions.
is reduced to 0 and the Mongrel can
not take any actions.
Night Stalker
Night stalkers are the creations of Dr. Borous in the Z-9 Crotalus DNA
preservation lab of the Big MT and are genetic hybrids of rattlesnake
and coyote DNA. They growl, howl, and whimper like regular coyotes, but
hiss, rattle, and inject venom into their prey like snakes. Their bodies
are mostly dog-like, covered in a combination of fur and scales. Their
heads and tails, however, are more like that of a rattlesnake, including
fangs and a forked tongue. Night stalkers' right eyes are blue with a
round pupil, while their left eyes are yellow with an elliptical pupil,
like a rattlesnake's. They lay eggs, like a snake which can be used as
food.

Night Stalker Night Stalker Den Mother


Small Mutant Small Mutant
DR 16 ER 16
DR 15 ER 15
HP 195 (30d6+90)
HP 90 (20d6+20)
Speed 35ft.
Speed 35ft.
Resistances Radiation 100
Resistances Radiation 100
CR 12 (8400 XP)
CR 6 (2300 XP)
STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK
8 6 8 1 2 5 5
7 5 6 1 2 5 5
Actions
Actions
Multiattack. The Night Stalker Den
Multiattack. The Night Stalker can
Mother can make 3 Bite attacks.
make 2 Bite attacks.
Bite. +8 to hit, 5ft
Bite. +5 to hit, 5ft
Hit: 12 (2d8+3). Target must make DC
Hit: 11 (2d8+2). Target must make DC
14 END save or take 3d6 poison damage
11 END save or take 2d6 poison damage
Radscorpion
Radscorpions are large, mutated scorpions commonly found in and around
abandoned structures. They originated from the North American Emperor
scorpion, which were prevalent in many pet stores at the time of the
Great War. They have since mutated to become much larger, faster, more
venomous, and pose a serious threat to any wastelander caught unaware.

Radscorpion
Medium Mutant
DR 17 ER 15

HP 55 (10d8+10)

Speed 35ft., burrow 45ft.

Resistances Radiation 100


Radscorpion Stalker
Medium Mutant
CR 3 (700 XP)
DR 17 ER 15
STR PER END CHA INT AGI LCK
7 4 6 1 2 6 5 HP 130 (20d8+20)
Actions Speed 35ft., burrow 45ft.
Sting. +4 to hit, 5ft
Hit: 6 (1d8+2) Resistances Radiation 100

CR 7 (700 XP)
STR PER END CHA INT AGI LCK
8 5 7 1 2 6 5

Actions
Multiattack. The Radscorpion Stalker
can make 2 Sting attacks.

Sting. +6 to hit, 5ft


Hit: 12 (2d8+3)
Radstag
Radstags are descendants of the common deer. Due to
longstanding exposure to radiation, radstags, like brahmin,
have two heads, less fur, and are sometimes covered in cysts.
Radstag usually travel in herds of up to four, typically
consisting of one radstag and a combination of does and
yearlings. They are usually docile although the male is known
to be more protective.

Radstag Doe
Medium Mutant
DR 13 ER 13

HP 18 (4d8)

Speed 35ft. Radstag


Resistances Radiation 100 Large Mutant
DR 15 ER 15
CR 1/2 (100 XP)
STR PER END CHA INT AGI LCK HP 91 (14d10+14)
5 2 5 1 2 3 3 Speed 45ft.
Actions Resistances Radiation 100
Hoof. +2 to hit, 5ft
Hit: 5 (2d4) CR 5 (1800 XP)
STR PER END CHA INT AGI LCK
7 4 6 1 2 4 4

Actions
Multiattack. The Radstag can make two
Antler attacks.

Antler. +5 to hit, 5ft


Hit: 12 (4d4+2)
Super Mutant
Super mutants are mutated humans, products of infection by the Forced
Evolutionary Virus. They are much taller, bulkier and muscular than pure
strain humans, they, mostly, have 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 thankfully not immune to being killed.

Super Mutant Suicider


Super Mutant Medium Mutant
Medium Mutant
DR 14 ER 14
DR 13 ER 13
HP 26 (4d8+8)
HP 22 (4d8+4)
Speed 30ft.
Speed 30ft.
Resistances Radiation 100
Resistances Radiation 100
CR 4 (1100 XP)
CR 2 (450 XP)
STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK 6 4 7 1 2 4 4
6 4 6 3 3 5 4
Actions
Actions Mini Nuke. 10ft radius. All targets
Assault Rifle. +3 to hit, 5ft inside the radius must make a DC 16
Hit: 8 (2d6+1) AGI save. A target takes 36 (8d8)
damage and 60 RADs on a failed save or
half as much on a successful one. The
Super Mutant Suicider automatically
fails its save.
Super Mutant Brute
Medium Mutant
DR 14 ER 14

HP 91 (14d8+28)

Speed 30ft.

Resistances Radiation 100

CR 7 (2900 XP)
STR PER END CHA INT AGI LCK
8 3 7 3 2 5 5

Actions Super Mutant Master


Multiattack. The Super Mutant Brute
can make two Swatter attacks. Medium Mutant
DR 15 ER 15
Swatter. +6 to hit, 5ft
Hit: 14 (2d10+3) HP 180 (24d8+72)

Speed 30ft.

Resistances Radiation 100

CR 11 (7200 XP)
STR PER END CHA INT AGI LCK
8 4 8 4 4 5 6

Actions
Multiattack. The Super Mutant Master
can make four Minigun attacks.

Minigun. +7 to hit, 5ft


Hit: 8 (2d4+3)
Super Mutant Behemoth
Huge Mutant
DR 13 ER 13

HP 322 (28d12+140)

Speed 40ft.

Resistances Radiation 100

CR 15 (13000 XP)
STR PER END CHA INT AGI LCK
10 4 10 3 2 4 6
Super Mutant Hound
Actions
Multiattack. The Super Mutant Behemoth
Medium Mutant
can make two Fire Hydrant Bat attacks. DR 13 ER 13
Fire Hydrant Bat. +10 to hit, 10ft HP 33 (6d8+6)
Hit: 31 (4d12+5)
Speed 40ft.
Rock. +8 to hit, 40ft
Hit: 49 (8d10+5) Resistances Radiation 100

CR 3 (2900 XP)
STR PER END CHA INT AGI LCK
7 3 6 3 2 6 5

Actions
Bite. +4 to hit, 5ft
Hit: 11 (2d8+2) The target must make a
DC 14 STR or AGI save or be grappled.
The target makes the save again at the
end of each turn and remains grappled
until they succeed.
Yao Guai
The Yao Guai is the mutated descendant of the black bear. Its name, which
means monster or demon, was given by Chinese prisoners in internment
camps. Although generally found alone, Yao Guai exhibit a gentle,
familial bond toward one another when found together, provided they do
not feel threatened by the observer's presence. Despite their aggressive
nature some have been known to become domestic and ferociously defend
their masters.

Yao Guai Glowing Yao Guai


Large Mutant Large Mutant
DR 13 ER 13 DR 14 ER 14

HP 91 (14d10+14) HP 195 (26d10+52)

Speed 40ft. Speed 40ft.

Resistances Radiation 100 Resistances Radiation 100

CR 6 (2300 XP) CR 13 (10000 XP)


STR PER END CHA INT AGI LCK STR PER END CHA INT AGI LCK
8 6 6 3 2 5 6 9 4 7 3 2 6 7

Actions Actions
Multiattack. The Yao Guai can make one Multiattack. The Glowing Yao Guai can
Bite and one Claw attack. make one Bite and two Claw attacks.

Bite. +6 to hit, 5ft Bite. +8 to hit, 5ft


Hit: 12 (2d8+3) Hit: 22 (4d8+4), +50 RADs

Claw. +6 to hit, 10ft Claw. +8 to hit, 10ft


Hit: 14 (2d10+3). The target must make Hit: 26 (4d10+4). The target must make
a DC 13 STR save or be knocked prone. a DC 13 STR save or be knocked prone.

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