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Super mutant behemoths are creatures in Fallout: The Roleplaying Game.

Background[]

These are the oldest and the strongest of super mutant kind. Heavily mutated, behemoths stand at nearly thirteen- feet tall. Their age and continued mutation have led them to lose the ability to speak like other super mutants, instead they often let out monstrous roars. Even other super mutants have been known to fear behemoths because of their strength and size, as well as their hostility. They carry shopping carts strapped to their back, which they use to carry around boulders or human prisoners, and often massive bats made of fire hydrants. These creatures are mostly solitary or sometimes living alongside other super mutant groups.[1]

Attacks[]

  • Fire hydrant bat: Body + Melee (TN 17), 11 Combat Dice Vicious, Breaking Physical damage
  • Boulder throw: Body + Guns (TN 12), 8 Combat Dice Vicious, Stun Physical damage, Throwing, Range Medium

Special abilities[]

  • Immune to Radiation: The behemoth reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.
  • Immune to Fear: The behemoth cannot be intimidated or threatened in any way and will either ignore or attack anyone who attempts to threaten or intimidate it.
  • Big: The behemoth is bigger than most characters. The creature receives an additional +1 health point per Level, but its Defense is reduced by 1, to a minimum of 1. Further, it only suffers a Critical Hit if an attack inflicts 7+ damage (after damage resistance) in a single hit, rather than the normal 5+.
  • Aggressive: The behemoth is quick to action when it senses prey. When the behemoth enters a scene, immediately generate 1 Action Point. If the behemoth is an ally, then this goes into the group pool. If it is an enemy, it goes into the GM's pool.

Inventory[]

Upon the behemoth's death the players can find several items and caps among its body. Roll 3d20 for the number of caps that can be found, and 4 Combat Dice for the number of junk items found. The body may also contain up to two weapons, and 2d20 rounds of ammunition appropriate to the weapons found, at the GM's discretion.

References[]

  1. Fallout: The Roleplaying Game core rulebook, pg. 367
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