Super Mutants
SuperMutant.png

Super Mutant

Large humanoid (super mutant)


Armour Class 13 (4 light limbs)
Hit Points 83 (9d10 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 2 (450 XP)


Brave. The Super Mutant has advantage on saving throws against being frightened.

Mutant Physiology. The super mutant is immune to disease and does not age.

Actions

Bolt-Action Pipe Gun. Ranged weapon attack: +4 to hit, range 40/120 ft., one target. Hit: 7 (1d10+2) piercing damage.

Sledgehammer. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.

Super Mutant Skirmisher

Large humanoid (super mutant)


Armour Class 15 (medium chest, 4 medium limbs)
Hit Points 104 (11d10 + 44)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 3 (700 XP)


Brave. The super mutant has advantage on saving throws against being frightened.

Mutant Physiology. The super mutant is immune to disease and does not age.

Actions

Bolt-Action Pipe Gun. Ranged weapon attack: +6 to hit, range 60/180 ft., one target. Hit: 12 (2d8+3) piercing damage.

Sledgehammer. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.

Super Mutant Brute

Large humanoid (super mutant)


Armour Class 15 (medium chest, 4 medium limbs)
Hit Points 133 (14d10 + 56)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 5 (1,800 XP)


Brave. The super mutant has advantage on saving throws against being frightened.

Mutant Physiology. The Super Mutant is immune to disease and does not age.

Actions

Multiattack. The super mutant makes two attacks.

Automatic Combat Rifle. Ranged weapon attack: +6 to hit, range 60/180 ft., one target or burst fire. Hit: 12 (2d8+3) piercing damage.

Sledgehammer. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.

Super Mutant Enforcer

Large humanoid (super mutant)


Armour Class 16 (heavy chest, 4 medium limbs)
Hit Points 171 (18d10 + 72)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 7 (2,900 XP)


Brave. The super mutant has advantage on saving throws against being frightened.

Mutant Physiology. The super mutant is immune to disease and does not age.

Actions

Multiattack. The super mutant makes three attacks.

Automatic Combat Rifle. Ranged weapon attack: +7 to hit, range 60/180 ft., one target or burst fire. Hit: 12 (2d8+3) piercing damage.

Sledgehammer. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.

Super Mutant Suicider

Large humanoid (super mutant)


Armour Class 12
Hit Points 83 (9d10 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Damage Immunities Radiation
Condition Immunities Frightened, Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 10 (5,900 XP)


Critical Vulnerability. If a hostile creature scores a critical hit against the super mutant suicider with a piercing ranged weapon, they can opt to blow up its mininuke with the same consequences as the super mutant suicider’s Nucler Suicide ability. .

Mutant Physiology. The super mutant is immune to disease and does not age.

Actions

Nuclear Suicide. As soon as the super mutant is within 20 feet or less of at least one hostile creature it detonates the mini-nuke it carries. The explosion affects a 45-foot radius circle centered on the super mutant suicider. All creatures within the affected area must make a DC 15 Dexterity saving throw. The damage dealt to a creature depends on where it is relative to the explosion’s ground zero, as shown in the table below. On a successful save, a creatures takes only half the listed damage. The super mutant suicider is incinerated in the explosion.

NUCLEAR BLAST DAMAGE BY AREA
DISTANCE FROM CENTRE DAMAGE
Ground Zero 9d12 fire and 9d12 radiation
10 ft. 7d12 fire and 7d12 radiation
20 ft. 5d12 fire and 5d12 radiation
30 ft. 3d12 fire and 3d12 radiation
40 ft. 1d12 fire and 1d12 radiation

Sledgehammer. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.

Super Mutant Butcher

Large humanoid (super mutant)


Armour Class 20 (heavy chest, 4 heavy limbs, helmet)
Hit Points 209 (22d10 + 88)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 12 (8,400 XP)


Brave. The super mutant has advantage on saving throws against being frightened.

Mutant Physiology. The super mutant is immune to disease and does not age.

Actions

Multiattack. The super mutant makes three attacks.

Automatic Combat Rifle. Ranged weapon attack: +7 to hit, range 60/180 ft., one target or burst fire. Hit: 13 (2d10+3) piercing damage.

Super Sledge. Melee weapon attack: +8 to hit, reach 5 ft., one target. //Hit:/ 24 (8d4+4) bludgeoning damage.

Super Mutant Master

Huge humanoid (super mutant)


Armour Class 20 (heavy chest, 4 heavy limbs, helmet)
Hit Points 275 (22d12 + 132)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 22 (+6) 8 (-1) 10 (+0) 10 (+0)

Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 13 (10,000 XP)


Undaunted. The super mutant is immune to being frightened by any creature smaller than itself, and has advantage on saving throws against being frightened.

Mutant Physiology. The super mutant is immune to disease and does not age.

Actions

Multiattack. The super mutant makes three attacks with its oversized club.

5.56mm Minigun. The super mutant can pepper a 10-foot cube area within 240 feet with shots. Each creature in the targeted area must succeed on a DC 15 Dexterity saving throw (with advantage if they are more than 80 feet from the super mutant) or take 23 (8d4 + 3) piercing damage.

Oversized Club. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Super Mutant Primus

Huge humanoid (super mutant)


Armour Class 20 (heavy chest, 4 heavy limbs, helmet)
Hit Points 324 (24d12 + 168)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 24 (+7) 8 (-1) 10 (+0) 10 (+0)

Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 15 (13,000 XP)


Undaunted. The super mutant is immune to being frightened by any creature smaller than itself, and has advantage on saving throws against being frightened.

Mutant Physiology. The super mutant is immune to disease and does not age.

Actions

Multiattack. The super mutant makes four attacks with its oversized club.

5.56mm Minigun. The super mutant can pepper a 10-foot cube area within 240 feet with shots. Each creature in the targeted area must succeed on a DC 15 Dexterity saving throw (with advantage if they are more than 80 feet from the super mutant) or take 23 (8d4 + 3) piercing damage.

Spiked Oversized Club. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage plus 2 (1d4) piercing damage.

SuperMutantBehemoth.png

Super Mutant Behemoth

Gargantuan humanoid (super mutant)


Armour Class 15 (natural armour)
Hit Points 400 (20d20 + 180)
Speed 60 ft.


STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 28 (+9) 8 (-1) 10 (+0) 10 (+0)

Damage Immunities Radiation
Condition Immunities Frightened, Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 22 (41,000 XP)


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

Mutant Physiology. The super mutant is immune to disease and does not age.

Siege Monster. The behemoth deals double damage to objects and structures.

Actions

Multiattack. The super mutant makes four attacks with its massive club.

Massive Club. Melee weapon attack: +14 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) bludgeoning damage.

Hurl Rock. Ranged weapon attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.

Legendary Actions

The behemoth 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.

Club. The behemoth makes a massive club attack.

Detect. The behemoth makes a Wisdom (Perception) check.

Smash (costs 2 actions). The behemoth makes a massive club attack. The target and each creature adjacent to it must succeed on a DC 22 Dexterity saving throw or be knocked prone.

Swipe (costs 3 actions). The behemoth swings its club across a 20 ft. by 10 ft. line within its reach. Each creature within the line must succeed on a DC 22 Dexterity saving throw, taking 18 (2d8+9) bludgeoning damage on a failed save.

Fallout is the sole intellectual property of Bethesda Softworks. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.