Mire Lurker, Red Death

Chris Van Deelen

No. Enc: 3d8
Alignment:  Neutral
Movement: 90’ (30’) Land
                    180’ (60’) Swim
AC: 4
HD: 2
Attacks: 2 pincers or eye-beam
Damage: 1d4+1 / 1d4+1  
Save: L3
Morale: 7
Hoard Class: Incidental

Despite the name, this particular offshoot of the species is actually tiny when compared to the other species, and is really quite docile. It has the same overall body shape and build, with a tough shell covering the back, which protects it from harm and it moves on four claws. It possesses two pincers and another pair of smaller arms to help it feed. The average specimen is only about two feet in height and they weigh around 30 pounds.

The shell is a dark red to the point it is almost black in coloration, but what gives the beast its name is the bright red eyes, which act like flash-lights and can clearly illuminate out to 30 feet from where it is looking. If the creature was a predator like its cousins, this would make hunting rather difficult, except it is content to feast on whatever the ocean washes up on the shores of its home.

Unlike its cousins, this beast never goes to the mainland, preferring to live on smaller islands scattered across the coastlines. In some cases the little beast will spend its entire life on one secluded island, as long as the carrion and scavenging is plentiful, content to just live and enjoy what nature has to offer it.

If it is forced to engage in combat, it will first have to make a moral check. If the check fails, then the beast will run as fast as it can for the water, or try to disappear into the maze of rocky shoals which surround the islands it calls home. However, if it does stand and fight, the creature is difficult to harm due to its thick shell, and anyone standing to the side or rear find the AC is increased by 3 points. Furthermore, if someone attacks from the side or rear, the beast has a damage reduction of 5 against all kinetic, piercing and slashing attacks. The creature does not enjoy this bonus when being attacked from the front. It can use its pincers to attack, and although the beast is small, it can inflict painful pinches, which often can draw blood.

This species has two offshoots of its own, and they are the reason it has gained the name it now possesses, one which really does not fit the vast majority of the members of its group. The first type, not only does the eye project a bright red light, it can shoot a beam of negative energy. Any target hit by this energy must make a saving throw versus death or be instantly killed. Even if the saving throw succeeds, the victim still suffers 10d6 damage. The creature can only use this once every turn.

The second sub-species eye-beam will disintegrate a target. Unlike the mutation, which would normally nearly kill the creature, it does not lose all but 1 hit point and it will not fall unconscious, but it can only use this once every 1d6 days.

Finally, the third type can project a beam of class 8 radiation.

One in five possess the first type of variation, one in 100 possess the second, and one in 20 possess the third type of variation.

Mutations: Aberrant form (natural weapon), damage reduction (kinetic, slashing and piercing), disintegration, optic emissions (modified)

Source: Fallout 4 – Far Harbor DLC (2016)

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