Fog Crawler

Chris Van Deelen

No. Enc: 1
Alignment:  Neutral
Movement: 90’ (30’) water
                    60’ (20’) land
AC: 0
HD: 40
Attacks: 1 ram, 1 bite and two claws
Damage: 8d6 and special, 1d8+3d6, 3d12+3d6 / 3d12+3d6
Save: L20
Morale: 11
Hoard Class: Incidental

These creatures are huge, heavily mutated version of a type of shrimp found off the coast of New England. The beasts are so large they are rarely ever seen on the shore, as they are far more comfortable in the shallows or water due to their weight. It does not mean they are helpless out of the water, quite the contrary. The average beast is twenty feet in height and can weigh in excess of fifteen tons, making it a truly terrifying monster to behold.

A few have mistaken these beasts to be another version of the Mire Lurker species, but they are in fact to entirely different genus. All Mire Lurkers can interact and except during mating season, typically do not fight. These creatures will engage in combat with the other species to the death. They are especially aggressive towards the Mire Lurker Queens.

The monsters have a passing resemblance to the land-bound Praying Mantis insects, possessing a similarly segmented body and two massive claws. The head is huge and slightly triangular, with two long antenna jutting out the front. The beast can move almost as fast on land as it can in the water, thanks to four massive legs. The shell is a mottled blue-green and there is a lobster-like tail.

Being very territorial, the creature will not tolerate other predators to live nearby, and as such it will either attack to kill and consume, or try to force the competition out of its territory. The typical territory for one of these monsters is usually around ten or twenty miles along a shoreline, and it can be longer if food is scarce.

They are one of the few creatures which can stand up and go toe to toe with the Mire Lurker Queens, although they do not grow to be quite as massive, and thankfully they are immune to the poison and acids the queen can spit. Witnessing a battle between these two creatures can be the stuff of legend.

When the beast engages in combat, it will attempt to ram a target. This is treated as a melee attack and inflicts 8d6 damage. Anything struck by the attack must make a saving throw or not only be knocked prone, but thrown back 2d6x5 meters. This will inflict an additional 1d6 per 10 feet knocked back (round to nearest 10). Any target knocked prone will give the creature a +2 to hit on all attacks, if it is still within striking range. Due to the size of the monster, it can hit targets that are 20 feet away from its central body.

The beast will likewise use its claws in combat, each inflicting terrible damage. The edge of the claws is nearly molecular thin, which allows it to pierce the toughest exoskeletons and armor. This is the only way the beast is capable of penetrating the shell of the Mire Lurker Queen! One would think that due to the creature’s size, the bite would be capable of swallowing prey whole. That is not the case, the mouth is actually quite small and although never underestimate the potential damage it can and will inflict, it is incapable of swallowing anything whole.

Also the beast’s hide is so thick it can typically shrug off most types of attacks, enjoying a damage reduction of 30 against all physical attacks. It is still vulnerable to energy, radiation, explosive and mental attacks.  

Mutations: Aberrant form (natural weapons), chameleon epidermis (modified), gigantism, immunity (acid, poison and thermal), increased physical attribute (Strength)

Source: Fallout 4 – Far Harbor DLC (2016)

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