
Large Monstrosity (Radiated), Chaotic Evil
STR 16 (+3) |
DEX 12 (+1) |
CON 16 (+3) |
INT 7 (-2) |
WIS 7 (-2) |
CHA 6 (-2) |
Armour Class |
13 |
Hit Points |
17 (2d10 + 6) |
Speed | 30 ft. |
Challenge Rating |
1/2 (100 XP) |
Skills: Intimidation +2
Damage Vulnerabilities: Fire
Damage Resistances: Necrotic, Radiant
Condition Immunities: Disease
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Very limited understanding of Common and struggles to speak it.
Traits | |||||
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Actions | |
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Sledgehammer: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage. |
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Great Fire Axe: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) Slashing damage. |
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Great Fire Axe: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) Slashing damage. |
10mm Pistol: Ranged Weapon Attack: +5 to hit, range 80/200 ft., one target. Hit: 5 (1d8) piercing damage. |
Pipe Pistol: Ranged Weapon Attack: +5 to hit, range 80/200 ft., one target. Hit: 4 (1d6) piercing damage. |
Pipe Rifle: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6+1) piercing damage. |
Bio | |
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Super Mutants are post-human entities created by exposure to the Forced Evolutionary Virus (FEV). They are bigger, stronger and more durable than baseline humans. Super Mutant skin pigmentation varies, typically either a green or a yellow. The Lesser Super Mutant is a term given to the smallest and weakest of their ranks. But don't let their size fool you, even a Lesser Super Mutant can still pack a punch. All Super Mutants are generally immune to radiation and disease. |