Mire Lurker King, Bostonian

Chris Van Deelen

No. Enc: 1d3
Alignment:  Neutral
Movement: 90' (30')
150’ (50’) Swim
AC: 1
HD: 12
Attacks: 1 (sonic scream) or 3 (bite, claw, claw)
Damage: 9d6 or 1d6+2 / 2d6+2 / 2d6+2
Save: L8
Morale: 8
Hoard Class: IV, VIII, XVI

First discovered in the sprawling ruins of Boston, these creatures were originally thought to be yet another offshoot of the Mire Lurker species, but it was discovered that they are in fact a more mutated version of the Mire Lurker King found in other parts of the country. Unlike the majority of the breed, these particular creatures have a far less humanoid appearance. They look more fish than humanoid, and are a deep crimson with a pinkish underbelly and fins.

There is no denying that they are far more terrifying than their nearest cousins, although they are not quite as fast, and despite being smaller, the scales are heavier and provide more protection.

They will mate only with the Mire Lurker queen, and it requires at least five or more to successfully impregnate the queen. Once they have successfully mated and the queen has laid the eggs, the King will always stay near the nest which contain his offspring, and will protect the nest with a ferocity that has taken many would-be poachers by surprise. While guarding the nest, they gain a +3 to hit and +1 per dice damage inflicted (including the sonic scream).

Otherwise when engaged in combat the creatures will, like their cousins, use their sonic scream to soften targets up. Those with increased senses (hearing) suffer a -4 to the saving throw and take double damage. They will also be deafened for three times as long and if the saving throw is a natural 1, they are permanently deafened.  The creature can only use this attack once per hour. After they have used the scream, the creatures will close in and engage in hand-to-hand combat.

If they have suffered more than 50% of their total hit points in damage, they are forced to make a moral check or retreat to the water. The one difference is that if they are defending their nest, they will stay and fight to the death. If anyone harms the nest or destroys it, they will actively pursue the assailant until it or they are dead. They will not rest or relent in such a case.

Unlike the other members of this particular offshoot, these creatures do not seem to be anywhere near as intelligent, and they are incapable of speech, or at least they seem to be, as they have never shown any inkling to speak to anyone they encounter.

The nests are also lined with the treasure and items that were carried by those who got to close and were killed. The bodies are always left on the eggs, allowing the heat from their decompose to help keep the eggs warm, and when they hatch, the younglings have food to consume.

Mutations: Aberrant form (natural weapons),immunity radiation (up to level 2), natural armour, shriek (modified)

Source: Fallout 4 (2015)