Mirelurk, Common [Mythic RPG]
Mirelurk, Common [Mythic RPG]
Summary
Medium Monstrous Animal (Semi-Aquatic). Whitish-gray shell, 5'10, weight unknown, and is a quadruped with menacing claws. Irritated waters of rivers, caves, sewers, or metro tunnels. Always Neutral. CR 6. Converted from Fallout 3, Fallout 4, d20 Modern: Fallout, and combined with homebrew material.
Attributes
Strength- Exceptional
Agility- Average
Reflex- Average
IQ- Miniscule
Intuition- Average
Willpower- Average
Toughness- Above Average
Abilities
Search- Above Average
Swim- High
Strengths & Weaknesses
•Movement (+)- 25'; Swim: 40'; Space: 5'; Reach: 5'
•Mutated Physiology (+)
•Darkvision (+)- 60'
•Alertness (+)- Gain +1RS on Intuition checks.
•Allegiance (+)- Mirelurk Queen, then Mirelurk King.
•Burrow (+)- A Mirelurk can only burrow itself into the ground it's standing on. While burrowed it appears to be a smooth rock from the distance. When a creature is within 5' of the creature it will 'spring' from its burrow. An observe must succeed on a Spot check of (DC 23 or Incredible) to notice the Mirelurk.
•Headbutt (+)- Incredible (+1RS of Strength rank) stunning damage; Target must make a Balance check (Exceptional) or be dazed for one round.
•Immunity (+)- Radiation
•Improved Bull Rush (+)- +2RS to your Strength when charging your enemy. -1RS to attack rolls for your foe, if you miss your bull rush. If a Mirelurk misses its bull rush it stumbles and exposes it face when trying to re-stabilize its balance.
•Power Attack (+/-)- You can choose to give yourself a +1RS to your weapon damage roll, but suffer a -1RS on your attack roll.
•Resistance (+)- Its carapace has +2RS against Energy weapons and +1RS against Ballistic damage.
•Territorial (-)- Will always attack any creature found within its territory. Will also pursuit a fleeing creature until it loses track of it or the creature dies.
Notes
•Headbutt- Incredible
•Claws- High (Above Average each)
•Natural Armor: Carapace- +2RS Toughness (head, not face, and back only)