Large Humanoid, Typically Chaotic Evil
AC 14 Natural Armor    Initiative +0 (10)
HP 95 (10d10 + 40)
Speed 30 ft.
Mod Save
STR 20 +5 +8
DEX 10 +0 +0
CON 18 +4 +7
Mod Save
INT 8 -1 -1
WIS 12 +1 +1
CHA 7 -2 -2
Skills Athletics +8, Intimidation +8
Vulnerabilities Poison
Immunities Poisoned
Senses Darkvision 60, Passive Perception 11
Languages Common (Broken)
CR 6 (XP 2,300; PB +3)
Traits

FEV Physiology. The super mutant has advantage on saving throws against poison, disease, and exhaustion.

Unnatural Endurance (1/Day). When the super mutant is reduced to 0 hit points, it instead drops to 1 hit point and immediately makes one melee attack.

Brutal Suppression. When the super mutant hits a creature with a melee weapon attack, the target must succeed on a DC 16 Strength saving throw or be knocked prone or pushed up to 10 feet.

Actions

Multiattack. The super mutant makes two attacks, either with its Scrap Greatclub or Pipe Rifle.

Scrap Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) bludgeoning damage

Pipe Rifle. Ranged Weapon Attack: +3 to hit, range 80/240 ft., one target.
Hit: 9 (2d8) piercing damage.

Overhand Slam (Recharge 5–6). The super mutant slams the ground in a 10-foot radius. Creatures in the area must make a DC 16 Strenght saving throw, taking 18 (4d8) bludgeoning damage and falling prone on a failed save, or half damage and not prone on a success.

DungeonDDive

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