Mirelurks

Semi-Canonical

Catfish mirelurks have never appeared in a Fallout game, but concept art of them appeared in The Art of Fallout 3.

MirelurkHatchling.png

Mirelurk Hatchling

Tiny monstrosity (mirelurk)


Armour Class 13 (natural armour)
Hit Points 9 (2d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 11 (+0) 3 (-4) 10 (+0) 7 (-2)

Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 0 (0 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Actions

Multiattack. The mirelurk makes two claw attacks.
Claw. Melee weapon attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-2) slashing damage.

Softshell Mirelurk

Medium monstrosity (mirelurk)


Armour Class 13 (natural armour)
Hit Points 22 (3d8 + 9)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 16 (+3) 3 (-4) 10 (+0) 7 (-2)

Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 1/8 (25 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Actions

Multiattack. The softshell mirelurk makes two claw attacks.

Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Mirelurk.png

Mirelurk

Medium monstrosity (mirelurk)


Armour Class 18 (natural armour)
Hit Points 30 (4d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 3 (-4) 10 (+0) 7 (-2)

Damage Resistances see carapace feature
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 1 (200 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Carapace. The mirelurk is almost entirely covered with a thick shell, but its face is more exposed. The mirelurk has resistance to all damage types, but is not resistant to damage from area effects. A creature that attacks the mirelurk also ignores its resistance on a critical hit.

Actions

Multiattack. The mirelurk makes two claw attacks.

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Mirelurk Razorclaw

Medium monstrosity (mirelurk)


Armour Class 19 (natural armour)
Hit Points 85 (10d8 + 40)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 3 (-4) 10 (+0) 7 (-2)

Damage Resistances see carapace feature
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 5 (1,800 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Carapace. The mirelurk is almost entirely covered with a thick shell, but its face is more exposed. The mirelurk has resistance to all damage types, but is not resistant to damage from area effects. A creature that attacks the mirelurk also ignores its resistance on a critical hit.

Actions

Multiattack. The mirelurk razorclaw makes three claw attacks.

Claw. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Mirelurk Killclaw

Medium monstrosity (mirelurk)


Armour Class 19 (natural armour)
Hit Points 152 (16d8 + 80)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 7 (-2)

Damage Resistances see carapace feature
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 8 (3,900 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Carapace. The mirelurk is almost entirely covered with a thick shell, but its face is more exposed. The mirelurk has resistance to all damage types, but is not resistant to damage from area effects. A creature that attacks the mirelurk also ignores its resistance on a critical hit.

Actions

Multiattack. The mirelurk killclaw makes three claw attacks.

Claw. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Glowing Mirelurk

Medium monstrosity (mirelurk)


Armour Class 19 (natural armour)
Hit Points 199 (21d8 + 105)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 7 (-2)

Damage Resistances see carapace feature
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 10 (3,900 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Carapace. The mirelurk is almost entirely covered with a thick shell, but its face is more exposed. The mirelurk has resistance to all damage types, but is not resistant to damage from area effects. A creature that attacks the mirelurk also ignores its resistance on a critical hit.

Radioactive Glow. The glowing mirelurk sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Actions

Multiattack. The glowing mirelurk makes four claw attacks.

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, plus 4 (1d8) radiation damage.

Nukalurk

Medium monstrosity (mirelurk)


Armour Class 21 (natural armour, permanent sugar high)
Hit Points 228 (24d8 + 120)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 7 (-2)

Damage Resistances see carapace feature
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 12 (8,400 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Carapace. The mirelurk is almost entirely covered with a thick shell, but its face is more exposed. The mirelurk has resistance to all damage types, but is not resistant to damage from area effects. A creature that attacks the mirelurk also ignores its resistance on a critical hit.

Permanent Sugar High. The nukalurk is treated as though it were permanently under the effects of Jet: its AC is increased by +2 (already included), it has advantage on Dexterity saving throws, and it gains an additional action on its turns which it can only use to make a single claw attack, use an Object action, Dash, Disengage, or Hide.

Quantum Glow. The nukalurk sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Actions

Multiattack. The nukalurk makes four claw attacks.

Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage.

Bloodrage Mirelurk

Medium monstrosity (mirelurk)


Armour Class 19 (natural armour)
Hit Points 252 (24d8 + 144)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 22 (+6) 3 (-4) 10 (+0) 7 (-2)

Damage Resistances see carapace feature
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 13 (10,000 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Carapace. The mirelurk is almost entirely covered with a thick shell, but its face is more exposed. The mirelurk has resistance to all damage types, but is not resistant to damage from area effects. A creature that attacks the mirelurk also ignores its resistance on a critical hit.

Actions

Multiattack. The bloodrage mirelurk makes six claw attacks.

Claw. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Mirelurk Hunter

Large monstrosity (mirelurk)


Armour Class 19 (natural armour)
Hit Points 152 (16d10 + 64)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 3 (-4) 12 (+1) 7 (-2)

Damage Resistances see carapace feature
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 10 (5,900 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Carapace. The mirelurk is almost entirely covered with a thick shell, but its face is more exposed. The mirelurk has resistance to all damage types, but is not resistant to damage from area effects. A creature that attacks the mirelurk also ignores its resistance on a critical hit.

Actions

Multiattack. The mirelurk hunter makes four claw attacks.

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Acid Spit. Ranged weapon attack: +8 to hit, range 40/120 ft., one target. Hit: 30 (4d12 + 4) acid damage. In addition, each creature adjacent to the target must make a DC 16 Dexterity saving throw, taking 2d4 acid damage on a failed save.

Glowing Mirelurk Hunter

Large monstrosity (mirelurk)


Armour Class 19 (natural armour)
Hit Points 230 (20d10 + 120)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 22 (+6) 3 (-4) 12 (+1) 7 (-2)

Damage Resistances see carapace feature
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 13 (10,000 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Carapace. The mirelurk is almost entirely covered with a thick shell, but its face is more exposed. The mirelurk has resistance to all damage types, but is not resistant to damage from area effects. A creature that attacks the mirelurk also ignores its resistance on a critical hit.

Radioactive Glow. The glowing mirelurk hunter sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Actions

Multiattack. The glowing mirelurk hunter makes four claw attacks.

Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage and 4 (1d8) radiation damage.

Acid Spit. Ranged weapon attack: +10 to hit, range 40/120 ft., one target. Hit: 30 (4d12 + 4) acid damage and 9 (2d8) radiation damage. In addition, each creature adjacent to the target must make a DC 16 Dexterity saving throw, taking 2d4 acid damage on a failed save.

Nukalurk Hunter

Large monstrosity (mirelurk)


Armour Class 21 (natural armour, permanent sugar high)
Hit Points 264 (23d10 + 138)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 22 (+6) 3 (-4) 12 (+1) 7 (-2)

Damage Resistances see carapace feature
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 16 (15,000 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Carapace. The mirelurk is almost entirely covered with a thick shell, but its face is more exposed. The mirelurk has resistance to all damage types, but is not resistant to damage from area effects. A creature that attacks the mirelurk also ignores its resistance on a critical hit.

Permanent Sugar High. The nukalurk hunter is treated as though it were permanently under the effects of Jet: its AC is increased by +2 (already included), it has advantage on Dexterity saving throws, and it gains an additional action on its turns which it can only use to make a single claw attack, use an Object action, Dash, Disengage, or Hide.

Quantum Glow. The nukalurk hunter sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Actions

Multiattack. The nukalurk hunter makes four claw attacks.

Claw. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Acid Spit. Ranged weapon attack: +10 to hit, range 40/120 ft., one target. Hit: 30 (4d12 + 4) acid damage. In addition, each creature adjacent to the target must make a DC 16 Dexterity saving throw, taking 2d4 acid damage on a failed save.

MirelurkKing.png

Mirelurk King

Medium monstrosity (mirelurk)


Armour Class 16 (natural armour)
Hit Points 228 (24d8 + 120)
Speed 50 ft., swim 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 20 (+5) 7 (-2) 15 (+2) 10 (+0)

Damage Resistances Cold, Fire, Energy, Electrical
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 10 (5,900 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Evasion. If the mirelurk king is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mirelurk king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Pounce. If the mirelurk king moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the mirelurk king can make an additional claw attack against it as a bonus action.

Regeneration. The mirelurk king regains 15 hit points at the start of any turn it begins with more than 0 hit points.

Tough. The mirelurk king reduces the damage of ballistic, piercing, or slashing attacks by 3.

Actions

Multiattack. The mirelurk king uses its sonic shout and makes two claw attacks, or it makes four claw attacks.

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) slashing damage.

Sonic Shout. Ranged weapon attack: +9 to hit, range 40/120 ft., one target. Hit: 27 (4d10 + 5) sonic damage.

Glowing Mirelurk King

Medium monstrosity (mirelurk)


Armour Class 16 (natural armour)
Hit Points 256 (27d8 + 135)
Speed 50 ft., swim 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 20 (+5) 7 (-2) 15 (+2) 10 (+0)

Damage Resistances Cold, Fire, Energy, Electrical
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 12 (8,400 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Evasion. If the glowing mirelurk king is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the glowing mirelurk king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Pounce. If the glowing mirelurk king moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the glowing mirelurk king can make an additional claw attack against it as a bonus action.

Radioactive Glow. The glowing mirelurk king sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Regeneration. The glowing mirelurk king regains 15 hit points at the start of any turn it begins with more than 0 hit points.

Tough. The glowing mirelurk king reduces the damage of ballistic, piercing, or slashing attacks by 3.

Actions

Multiattack. The glowing mirelurk king uses its sonic shout and makes two claw attacks, or it makes four claw attacks.

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) slashing damage and 4 (1d8) radiation damage.

Sonic Shout. Ranged weapon attack: +9 to hit, range 40/120 ft., one target. Hit: 27 (4d10 + 5) sonic damage.

Nukalurk King

Medium monstrosity (mirelurk)


Armour Class 18 (natural armour, permanent sugar high)
Hit Points 283 (27d8 + 135)
Speed 50 ft., swim 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 22 (+6) 7 (-2) 15 (+2) 10 (+0)

Damage Resistances Cold, Fire, Energy, Electrical
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 14 (11,500 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Evasion. If the nukalurk king is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the nukalurk king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Permanent Sugar High. The nukalurk king is treated as though it were permanently under the effects of Jet: its AC is increased by +2 (already included), it has advantage on Dexterity saving throws, and it gains an additional action on its turns which it can only use to make a single claw attack, use an Object action, Dash, Disengage, or Hide.

Pounce. If the nukalurk king moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the nukalurk king can make an additional claw attack against it as a bonus action.

Quantum Glow. The nukalurk king sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Regeneration. The nukalurk king regains 15 hit points at the start of any turn it begins with more than 0 hit points.

Tough. The nukalurk king reduces the damage of ballistic, piercing, or slashing attacks by 3.

Actions

Multiattack. The nukalurk king uses its sonic shout and makes two claw attacks, or it makes four claw attacks.

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) slashing damage and 4 (1d8) radiation damage.

Sonic Shout. Ranged weapon attack: +10 to hit, range 40/120 ft., one target. Hit: 27 (4d10 + 5) sonic damage.

Mirelurk Deep King

Medium monstrosity (mirelurk)


Armour Class 17 (natural armour)
Hit Points 266 (28d8 + 140)
Speed 50 ft., swim 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 20 (+5) 7 (-2) 15 (+2) 10 (+0)

Damage Resistances Cold, Fire, Energy, Electrical
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 16 (15,000 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Evasion. If the mirelurk deep king is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mirelurk deep king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Legendary Resistance (3/Day). If the mirelurk deep king fails a saving throw, it can choose to succeed instead.

Pounce. If the mirelurk deep king moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the mirelurk deep king can make an additional claw attack against it as a bonus action.

Regeneration. The mirelurk deep king regains 15 hit points at the start of any turn it begins with more than 0 hit points.

Tough. The mirelurk deep king reduces the damage of ballistic, piercing, or slashing attacks by 3.

Actions

Multiattack. The mirelurk deep king uses its sonic shout and makes two claw attacks, or it makes four claw attacks.

Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) slashing damage.

Sonic Shout. Ranged weapon attack: +9 to hit, range 40/120 ft., one target. Hit: 27 (4d10 + 5) sonic damage.

Legendary Actions

The deep king can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.

Claw. The mirelurk deep king makes a claw attack.

Detect. The mirelurk deep king makes a Wisdom (Perception) check.

Charge (costs 2 actions). The mirelurk deep king moves up to its speeed then makes a melee attack.

Sonic Shout (costs 2 actions). The mirelurk deep king makes a sonic shout attack.

Catfish Mirelurk

Medium monstrosity (mirelurk)


Armour Class 18 (natural armour)
Hit Points 228 (24d8 + 120)
Speed 50 ft., swim 50 ft.


STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 9 (-1) 15 (+2) 10 (+0)

Damage Resistances Cold, Fire, Energy, Electrical
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 10 (5,900 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Evasion. If the catfish mirelurk is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the catfish mirelurk instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Regeneration. The catfish mirelurk regains 15 hit points at the start of any turn it begins with more than 0 hit points.

Tough. The catfish mirelurk reduces the damage of ballistic, piercing, or slashing attacks by 3.

Actions

Multiattack. The catfish mirelurk makes one attack with its barbells and four claw attacks.

Claw. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 6) slashing damage.

Paralysing Barbell. Ranged weapon attack: +11 to hit, range 40/120 ft., one target. Hit: 9 (1d4 + 6) piercing damage. In addition, the target must make a DC 16 Constitution saving throw or become incapacitated. The following round, an incapacitated target must repeat its save, becoming stunned on a failure. The next round, the stunned target repeats its save, becoming paralysed for 1 minute. While paralysed, the target may continue to repeat its saving throw. The target ends all conditions on a success, and cannot be affected by the catfish mirelurk’s barbells again for 24 hours.

Each time a target already suffering the effects of a catfish mirelurk’s barbells is hit with another barbell attack, they must save against the effect immediately worsening to the next stage, and the DC of the target’s subsequent saving throws increases by a cumulative +1.

Water Spout. Ranged weapon attack: +9 to hit, range 40/120 ft., one target. Hit: 22 (4d8 + 3) bludgeoning damage.

Mirelurk Queen

Gargantuan monstrosity (mirelurk)


Armour Class 18 (natural armour)
Hit Points 315 (18d20 + 126)
Speed 50 ft.


STR DEX CON INT WIS CHA
24 (+7) 6 (-2) 24 (+7) 9 (-1) 15 (+2) 10 (+0)

Damage Resistances see carapace feature
Damage Immunities Poison, Radiation
Condition Immunities Radiation Sickness
Senses darkvision 120 ft., passive Perception 10
Languages none
Challenge 24 (62,000 XP)


Adaptive Amphibiousness. The mirelurk can breathe air, water, and other liquids.

Carapace. The mirelurk queen is almost entirely covered with a thick shell, but its face is more exposed. The queen has resistance to all damage types, but is not resistant to damage from area effects. A creature that attacks the mirelurk queen also ignores its resistance on a critical hit.

Legendary Resistance (3/Day). If the mirelurk queen fails a saving throw, it can choose to succeed instead.

Regeneration. The mirelurk queen regains 20 hit points at the start of any turn it begins with more than 0 hit points.

Siege Monster. The mirelurk queen deals double damage to objects and structures.

Actions

Multiattack. The mirelurk queen makes two claw attacks.

Claw. Melee weapon attack: +13 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 8) slashing damage.

Frightful Presence. Each creature of the mirelurk queen’s choice that is within 60 feet of the mirelurk queen and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the queen’s Frightful Presence for the next 24 hours.

Spew Hatchlings (recharge 5-6). The mirelurk queen ejects a stream of bile and eggs at a 10 ft. by 10 ft. area within 120 feet. Each creature in the area must succeed at a DC 21 Dexterity saving throw, taking 19 (3d12) acid damage on a failed save or half as much on a success. In addition, 2d4 mirelurk hatchlings spawn from the eggs, occupying available spaces in the target area first, with any remaining hatchlings appearing in as close as they can to the target area.

Legendary Actions

The mirelurk queen can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.

Attack. The mirelurk queen makes a claw attack.

Detect. The mirelurk queen makes a Wisdom (Perception) check.

Incite Actions. Another mirelurk the mirelurk queen can see with a lower CR than her immediately takes an Action or moves up to their speed.

Charge (costs 2 actions). The mirelurk queen moves up to its speed then makes a melee attack.

Smash (Costs 2 actions). The mirelurk queen makes an attack. The target and each creature adjacent to it must succeed on a DC 21 Dexterity saving throw or be knocked prone.

MirelurkQueen.png

Nukalurk Queen

Gargantuan monstrosity (mirelurk)


Armour Class 20 (natural armour, permanent sugar high)
Hit Points 350 (20d20 + 140)
Speed 50 ft.


STR DEX CON INT WIS CHA
24 (+7) 6 (-2) 24 (+7) 9 (-1) 15 (+2) 10 (+0)

Damage Resistances see carapace feature
Damage Immunities Poison, Radiation
Condition Immunities Radiation Sickness
Senses darkvision 120 ft., passive Perception 10
Languages none
Challenge 25 (75,000 XP)


Adaptive Amphibiousness. The nukalurk can breathe air, water, and other liquids.

Carapace. The nukalurk queen is almost entirely covered with a thick shell, but its face is more exposed. The queen has resistance to all damage types, but is not resistant to damage from area effects. A creature that attacks the mirelurk queen also ignores its resistance on a critical hit.

Legendary Resistance (3/Day). If the nukalurk queen fails a saving throw, it can choose to succeed instead.

Permanent Sugar High. The nukalurk queen is treated as though it were permanently under the effects of Jet: its AC is increased by +2 (already included), it has advantage on Dexterity saving throws, and it gains an additional action on its turns which it can only use to make a single claw attack, use an Object action, Dash, Disengage, or Hide.

Regeneration. The nukalurk queen regains 20 hit points at the start of any turn it begins with more than 0 hit points.

Siege Monster. The nukalurk queen deals double damage to objects and structures.

Actions

Multiattack. The nukalurk queen makes two claw attacks.

Claw. Melee weapon attack: +13 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 8) slashing damage.

Frightful Presence. Each creature of the nukalurk queen’s choice that is within 60 feet of the nukalurk queen and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the queen’s Frightful Presence for the next 24 hours.

Spew Hatchlings (recharge 5-6). The nukalurk queen ejects a stream of bile and eggs at a 10 ft. by 10 ft. area within 120 feet. Each creature in the area must succeed at a DC 21 Dexterity saving throw, taking 19 (3d12) acid damage on a failed save or half as much on a success. In addition, 2d4 mirelurk hatchlings spawn from the eggs, occupying available spaces in the target area first, with any remaining hatchlings appearing in as close as they can to the target areea.

Legendary Actions

The mirelurk queen can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.

Attack. The mirelurk queen makes a claw attack.

Detect. The mirelurk queen makes a Wisdom (Perception) check.

Incite Actions. Another mirelurk the mirelurk queen can see with a lower CR than her immediately takes an Action or moves up to their speed.

Charge (costs 2 actions). The mirelurk queen moves up to its speed then makes a melee attack.

Smash (Costs 2 actions). The mirelurk queen makes an attack. The target and each creature adjacent to it must succeed on a DC 21 Dexterity saving throw or be knocked prone.

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