Mutations

Vermin

RadRoach

There are three different types of RadRoaches known through out the Wastelands.

Roachstory.JPG

All types of Radroaches have the following ability.
Radiation Resistance (Ex): Rad-roaches treat an irradiated area or radiation source as two degrees weaker for the purpose of determining radiation exposure (severe becomes moderate, high becomes low, moderate becomes mild, and the creature is unaffected by low and mild degrees of exposure).

Normal roach

Small Vermin
Hit Dice: 2d8+4(10)
Initiative: +1
Speed:20ft.,fly 20ft.
Armor Class: 12(+1 Dex, +1 Nat), 12 touch, 11 flat-footed
Base Attack/Grapple:+1
Attack: Bite +2 (1d4-1)
Full Attack:Bite +2 (1d4-1)
Space/Reach:5ft./5ft.
Special Attacks:
Special Qualities:Low-light vision
Saves: Fort+7, Ref+6, Will+1
Abilities: Str8, Dex12, Con15, Int3, Wis3, Cha3
Skills:Hide+4,Move silently+3
Feats:Weapon focus (Bite)
Environment:Underground and other dark places
Organization:Pair or nest (4-10)
Challenge rating:1/2
Treasure: none
Alignment: always N
Advancement:3-4 HD
As seen in fallout 3

Scavenger roach

Small Vermin
Hit Dice:2d8+6(15)
Initiative:+2
Speed:20ft.
Armor Class: 14 (+1size,+2 Dex, +1 nat), 13 touch, 12 flat-footed
Base Attack/Grapple:+5/+5
Attack:Bite +5 (1d4)
Full Attack:Bite +5 (1d4)
Space/Reach: 5ft./5ft.
Special Attacks:
Special Qualities:Low-light vision
Saves: Fort+10, Ref+4, Will+3
Abilities: Str10, Dex14, Con16, Int4, Wis3, Cha3
Skills:Hide +5, Move Silently +4
Feats:
Environment:Underground and other dark places
Organization:Pair or nest (4-10)
Challenge rating:1
Treasure: none
Alignment:always N
Advancement:3-4 HD
As seen in the first fallout games.

Roach2.jpg

FEV roach

Small Vermin
Hit Dice:3d8+12 (25 hp)
Initiative:+3
Speed:30ft.
Armor Class: 16 (+3Dex, +1Size, +2 Nat), 14 touch, 13 flat-footed
Base Attack/Grapple:+5/+7
Attack:Bite +3(1d4+1+poison)
Full Attack:Bite +3(1d4+1+poison), 2 Claws +8 (1d6+2)
Space/Reach:5ft./5ft.
Special Attacks: Charge, Poison
Special Qualities:Low-light vision
Saves: Fort+7, Ref+4, Will-1
Abilities: Str14, Dex16, Con18, Int4, Wis4, Cha4
Skills:Hide+6, Move Silently+6
Feats:Weapon Finesse,
Environment:Underground and other dark places
Organization:Pair or nest (4-10)
Challenge rating:2
Treasure:none
Alignment:always N
Advancement:3-4 HD
As would have been seen in Van Buren.

Combat
Charge(EX):When a FEVRoach charges it gets a total of +7 to its Bite attack and +3 damage.
Poison(EX): Fort save DC 13 or 1d3 Con/1d6 Con


Rad Scorpians

Combat
Constrict(EX): A Radscorpion deals automatic claw damage on a successful grapple check.
Improved Grab(EX): To use this ability a Radscorpion must hit with both claws.
Poison(EX): A Radscorpion has a poisonous sting. The details vary by the type of Radscorpion, as follows. The saves are constitution based.The indicated damage is initial and secondary damage.

type DC Damage
normal 14 1d4 con
Spiting 13 1d3 con
glowing 18 1d6con
Giant 18 1d6con plus 5 Rads

Normal

large Vermin
Hit Dice:5d8+10 (32hp)
Initiative: +0
Speed: 50ft.
Armor Class: 16 (-1 Size, +7 Nat), 9 touch, 16 flat-footed
Base Attack/Grapple: +3/+11
Attack:Claw +6(1d6+4)
Full Attack: 2 Claws +6(1d6+4) and sting+1 (1d6+2 plus poison)
Space/Reach: 10ft./5ft.
Special Attacks: construct 1d6+4, Improved grab,poison
Special Qualities: Darkvision, Tremorsense 60ft., Vermin traits
Saves: Fort +6, Ref +1, Will +1
Abilities: Str19, Dex10, Con14, Int3, Wis10, Cha2
Skills: Climb +8, Hide+0, Spot +4
Feats:
Environment: warm wasteland areas
Organization: Solitary or Colony (2-5)
Challenge rating: 3
Treasure: 50% goods, 50% items
Alignment:Always N
Advancement:6-9 HD(Large)

Spitting Radscorpion

Medium Vermin
Hit Dice:5d8+10 (32hp)
Initiative: +0
Speed: 50ft.
Armor Class: 15 (+1 Dex, +5 Nat), 9 touch, 16 flat-footed
Base Attack/Grapple: +3/+11
Attack:Claw +6(1d4+3)
Full Attack: 2 Claws +6(1d4+3) and sting+1 (1d4+1 plus poison)
Space/Reach: 10ft./5ft.
Special Attacks: construct 1d4+3, Improved grap, poison, Spit
Special Qualities: Darkvision, Tremorsense 60ft., Vermin traits
Saves: Fort +6, Ref +1, Will +1
Abilities: Str17, Dex12, Con14, Int3, Wis10, Cha2
Skills: Climb +8, Hide+0, Spot +4
Feats:
Environment: warm wasteland areas
Organization: Solitary or Colony (2-5)
Challenge rating: 3
Treasure: 50% goods, 50% items
Alignment:Always N
Advancement:6-9 HD(Large)

Combat
Spit(EX): Once every 1d3 rounds a Spitting Radscorpion can spit at an enemy within 30ft. if hit that target takes 1d8 acid damage and needs to make a save vs radiation or take 5 radiation damage.

Glowing Radscorpion

large Vermin
Hit Dice:5d8+10 (32hp)
Initiative: +0
Speed: 50ft.
Armor Class: 16 (-1 Size, +7 Nat), 9 touch, 16 flat-footed
Base Attack/Grapple: +3/+11
Attack:Claw +6(1d6+4)
Full Attack: 2 Claws +6(1d6+4) and sting+1 (1d6+2 plus poison)
Space/Reach: 10ft./5ft.
Special Attacks: construct 1d6+4, Improved grab,poison, Glow
Special Qualities: Darkvision, Tremorsense 60ft., Vermin traits
Saves: Fort +6, Ref +1, Will +1
Abilities: Str19, Dex10, Con14, Int3, Wis10, Cha2
Skills: Climb +8, Hide+0, Spot +4
Feats:
Environment: warm wasteland areas
Organization: Solitary or Colony (2-5)
Challenge rating: 4
Treasure: 50% goods, 50% items
Alignment:Always N
Advancement:6-9 HD(Large)

Combat
Glow(EX): Anyone within 5ft. of a Glowing Radscorpion takes 5 radiation damage at the beginning of their turn.

Giant Radscorpion

Huge Vermin
Hit Dice: 10d8+30 (75hp)
Initiative: +0
Speed: 50ft.
Armor Class: 20 (-2 Size, +12 Nat), 8 touch, 20 flat-footed
Base Attack/Grapple: +7/21
Attack:Claw +11(1d8+6)
Full Attack: 2 Claws +11(1d8+6) and sting+6 (2d4+3 plus poison)
Space/Reach: 15ft./10ft.
Special Attacks: construct 1d8+6, Improved grap,poison,
Special Qualities: Darkvision, Tremorsense 60ft., Vermin traits
Saves: Fort +10, Ref +3, Will +3
Abilities: Str23, Dex10, Con16, Int3, Wis10, Cha2
Skills: Climb +10, Hide-4, Spot +4
Feats:
Environment: warm wasteland areas
Organization: Solitary or Colony (2-5)
Challenge rating: 7
Treasure: 50% goods, 50% items
Alignment:Always N
Advancement:6-9 HD(Large)


Giant Wasp

Small Vermin
Hit Dice:1d8+1 (5hp)
Initiative: +3
Speed: 10ft., Fly 60ft.
Armor Class: 16 (+1 Size, +3 Dex, +2 Nat), 14 touch, 13 flat-footed
Base Attack/Grapple: +1/-2
Attack:Claw +3 (1d4-2)
Full Attack:2 Claws +3 (1d4-2)
Space/Reach: 5ft./5ft.
Special Attacks:Stinger, Radpoison
Special Qualities:low-light vision,Inciting Pheromone
Saves: Fort+1, Ref+3, Will+0
Abilities: Str7, Dex17, Con12, Int3, Wis5, Cha4
Skills:
Feats: Weapon Finesse, Multi attack
Environment:Open wastelands
Organization:solitary, pair, Hunting party(3-6), Hive(10-20)
Challenge rating: 1
Treasure: none
Alignment: Always N
Advancement: 2-4 HD

Combat
Stinger(EX): A Giant Wasp can shoot its stinger at a target up to 30ft. away, doing 1d3+2 damage and Radpoison. But the Giant Wasp will then die in 3 rounds.
Radpoison(EX): Fort save DC 13 or gain +5 Radiation.
Inciting Pheromone(EX): Whenever a Giant wasp is killed it can make a +3 touch attack to spray pheromone on its attacker. If it hits all other Giant Wasps will attack it with a +1 attack and +2 damage.


Molerat

FO3_Molerat_concept.jpg

Medium aberration
Hit Dice: 5d8+10 (30hp)
Initiative:+2
Speed:40ft.
Armor Class: 15 (+2 Dex,+3 Nat), 12 touch, 13 flat-footed
Base Attack/Grapple: +3/+9
Attack:Bite +5 (1d6+2)
Full Attack:Bite +5 (1d6+2)
Space/Reach:5ft./5ft.
Special Attacks:
Special Qualities: Fast Healing 3, Low-light vision
Saves: Fort+7, Ref+7, Will -1
Abilities: Str14, Dex14, Con14, Int6, Wis4, Cha4
Skills:Jump+7, Survival +3
Feats:Improved Natural Armor x2
Environment:Underground mostly, but occasionally found in the wastelands as well
Organization: Pair, Pack(4-6)
Challenge rating:2
Treasure: Remains of bodies dragged into there lairs
Alignment: always N
Advancement: 4-6 HD (large)

Combat

Giant Ant

Giant Ant, Queen

Medium Vermin
HD 4d8+4 (Vermin); hp22
Init -1
Spd 40
AC 17
BA:+2
Atk +5 base melee, +1 base ranged; +5
(2d6+4,Bite)
SA: Improved grab (Ex)
SQ: Vermin
Saves: Fort +5, Ref +0, Will +2
Abilities: STR 16, DEX 9, CON 13, INT —, WIS 13, CHA 11.
Skills: Listen +7, Spot +7.
Feats:
CR2
Description
Giant Ants are a hardy race of three foot long black ants. They usually travel in packs of 5-10, and due to their territorial nature they usually attack and kill trespassers on sight.
Combat: Giant ants fight with their powerful mandibles.
Special Attacks: Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack.

Giant Ant, Soldier

Medium Vermin
HD 2d8+2 (Vermin); hp11
Init +0;
Spd 50, Climb 20,
AC 17
BA: +1
Atk +3 base melee, +1 base ranged; +3
(2d4+3,Bite)
SA: Improved grab (Ex), Acid sting (Ex)
SQ: Vermin
Saves: Fort +4, Ref +0, Will +1
Abilities: STR 14, DEX 10, CON 13, INT —, WIS 13, CHA 11.
Skills: Climb +10, Listen +6, Spot +6.
CR2
Description
Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about three feet long.
Combat: Giant ants fight with their powerful mandibles.
Special Attacks: Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack. A giant ant soldier that gets a hold can sting.
Acid Sting (Ex): The giant ant soldier has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round using its
full attack bonus. A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Giant Ant, Worker

Medium Vermin
HD 2d8 (Vermin); hp9
Init +0
Spd 50, Climb 20
AC 17
BA: +1
Atk +1 base melee, +1 base ranged; +1
(1d6,Bite)
SA: Improved grab (Ex); SQ: Vermin
Saves: Fort +3, Ref +0, Will +0
Abilities: STR 10, DEX 10, CON 10, INT —, WIS 11, CHA 9.
Skills: Climb +8, Listen +5, Spot +5.
CR1
Description
Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about six feet long, while queens can grow to a length of nine feet.
Combat: Giant ants fight with their powerful mandibles.
Special Attacks: Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack.


Aquatic

Mirelurk

Normal Mirelurk

FO3_crabman_concept.jpg

Medium Aberration
Hit Dice:3d8+9 (23hp)
Initiative:+2
Speed:20ft.
Armor Class: 17 (+2Dex, +5 Nat), 12 touch, 15 flat-footed
Base Attack/Grapple:+3/+7
Attack:Claw +7 (2d6+3)
Full Attack:2 Claws +7 (2d6+3)
Space/Reach:5ft./5ft.
Special Attacks:Powerful Charge
Special Qualities:
Saves: Fort+6, Ref+4, Will+3
Abilities: Str16, Dex15, Con17, Int4, Wis10, Cha10
Skills: (3 left)
Feats: Weapon Focus (Claw), Multiattack
Environment:Around large water sources
Organization: Solitary, Pair, Nest(5-8)
Challenge rating:2
Treasure: Dead bodies dragged into there lairs
Alignment: Always N
Advancement: 4-6 HD (large)

Combat
Powerful Charge (EX): When a Mirelurk charges it gains +1d8 damage

Hunter mirelurk

Large aberration
Hit Dice: 6d8+24 (51hp)
Initiative:+7
Speed:20ft.
Armor Class: 20 (-1 Size, +3 Dex, +8 Nat), 13 touch, 18 flat-footed
Base Attack/Grapple: +6/+12
Attack:Claw +11 (2d6+5)
Full Attack: 4 Claws +12 (2d6+5)
Space/Reach:5ft./5ft.
Special Attacks: Powerful Charge
Special Qualities:
Saves: Fort +9, Ref +7, Will +6
Abilities: Str20, Dex17, Con19, Int10, Wis12, Cha10
Skills:(12 left)
Feats: Weapon Focus (Claw), Improved Initiative, Multiattack
Environment:Around large water sources
Organization: Solitary, Pair, Nest(5-8)
Challenge rating: 4
Treasure: Dead bodies dragged into there lairs
Alignment: Always N
Advancement: 4-6 HD (large)

Combat
Powerful Charge (EX): When a Mirelurk charges it gains +3d6 damage

Mirelurk King

Medium aberration
Hit Dice: 5d8+10 (32hp)
Initiative:+4
Speed:30ft.
Armor Class: 18 (+4 Dex, +4 inertial Armor), 18 touch, 10 flat-footed
Base Attack/Grapple: +3/+3
Attack:Claw +3 (1d6+0)
Full Attack:Claw +3 (1d6+0)
Space/Reach:5ft./5ft.
Special Attacks: Mind Blast, Mind Control
Special Qualities:Inertial Armor
Saves: Fort, Ref, Will
Abilities: Str10, Dex18, Con15, Int18, Wis16, Cha16
Skills:(34 left)
Feats:
Environment: Nests which are around large water sources
Organization: Solitary, Pair, Nest(5-8)
Challenge rating: 4
Treasure: Dead bodies dragged into there lairs
Alignment: Always N
Advancement: 4-6 HD (large)

Combat
Inertial Armor(EX): Grants the Mirelurk King +4 armor at all times unless he is caught flatfooted. This includes touch attacks.
Mind Blast(EX): 30ft cone doing 5d6 damage (will save 14) for half. Can be done once every 1d10 rounds.
Mind Control(EX):Mirelurk King can take one person within 30ft. to make a will save DC 13 or be controlled by the King. while doing this the Mirelurk king can use a move action to have the controlled person use a standard action or he can use a full round action to have the controlled person use a full round action.


Reptiles

DeathClaws

Deathclaws are an enormously large, agile, and strong species of mutant reptiles created through genetic engineering. They are substantially larger than a human, and have large and dangerous claws.
Female deathclaws, also called Mothers and Matriarchs, are stronger and tougher than males, as well as fewer in numbers. Only one female is the pack mother at a given time, with another female taking its place when it dies. A pack is led by an 'alpha male'. Although they do not have vocal chords, the deathclaws seem to be able mimic human speech much the same as a parrot does, although normal deathclaws aren't intelligent enough to be capable of real speech.

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