Mire Lurker Hunter

Chris Van Deelen

No. Enc: 1d4
Alignment:  Neutral
Movement: 90' (30')
                    150’ (50’) Swim
AC: 3
HD: 9
Attacks: 2 claws and 1 bite
Damage: 1d12+5 / 1d12+5 / 1d6+4
Save: L9
Morale: 6
Hoard Class: 1d3 drained radioactive batteries (25%)

Mire Lurkers are one of the most common mutants found in the wastelands, and are frequently found along the shorelines and inland waterways across every continent.

One aspect of the species which baffles many wasteland scholars and those who study the mutant life-forms which have appeared as a result of the radiation and mutagenic compounds released during the final wars is the variety of shapes and sizes. Even though they appear to be entirely different species, it has been determined these creatures all share nearly identical genetic codes with only the smallest variation.

This particular offshoot of the species appear to be gigantic, glowing lobsters. They are one of the more rare offshoots, but not quite as rare as the kings. They spend more time in the water, and are scavengers, feeding off the bounty of matter the ocean provides, but occasionally they do desire to feast upon fresh meat.

The average specimen is approximately eight feet in length and can weigh nearly a ton. As stated, the monster appears to be a lobster, and has all the physical attributes as such. The shell is a mottled green, but the flesh between the plates glows a bright emerald green, which can easily be seen even during the day. The downside is this glow makes it all but impossible for the creature to ambush or use any type of stealth, and in fact anyone using a ranged weapon against the beast will gain a +1 to hit.

Being scavengers, these creatures are typically content with what they can find for food, but if they want a change of diet, or feel something has entered their territory, they will go on the offensive. The beasts have two powerful pincers which can rend metal with ease, and will often grab prey and bring it to their mouths to snack upon. If the pincer successfully attacks, the creature can grapple with the victim. The beast has Strength of 18 for this purpose and if the grapple is successful, then it can inflict regular damage each round without having to roll. It can also bite, and as long as the target has been grappled, it will gain a +2 to hit. If both claws grab, then the creature has 20 Strength for grapple, and the bite bonus is increased to +4.

The claws are capable of damaging metal, and anyone wearing metal armor or artifact armor are treated as if the armor was three classes worse (so AC 2 would now be considered AC5). Regular metal armor must save versus energy (using the wearers saving throw) or be destroyed. Artifact armor is allowed a saving throw as well or suffer 1d2 condition levels damage per round.

The bright emerald glow is more than just for show. This creature is radioactive, and anyone approaching within 20 feet of the monster is subjected to class 4 radiation. The creature is likewise immune to radiation, and in fact is attracted to sources of radiation.

Any being or mutant with a radiation-based mutation, attack or even weapon or power-source will attract this monster up to five miles away. It may take time for the creature to approach, but it will eventually come to investigate.

Radiation from other sources heals the monster. Instead of inflicting damage, the radiation class heals. Even if the source is something such as a power source or mutation, it will still heal the creature, although this will require the monster to kill and consume the being, or swallow the weapon or power source.

Note the creature cannot build up excess hit points as one could with the vampiric field mutation. It will only heal damage it has sustained from combat, toxins or other hazards found in the wastelands.

Mutations: Aberrant form (natural weapons), energy retaining cell structure (modified), gigantism, toxic weapon, unique senses (detect radiation, up to 5 miles).

Source: Fallout 4 (2015)

Conversion Index