Fallout Mutant (5e Race)
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"YOU DIE NOW, HUMAN!"
Mutants are typically much taller, bulkier and muscular than pure strain humans. They have predominantly green, gray, or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Although they are completely sterile, the rapid regeneration of their cells makes them virtually biologically immortal, though not immune to death from injury. Average super mutants stand approximately 10.4 feet tall (although they typically have hunched backs that reduce them to about 7.8 feet) and weigh around 800 pounds, possibly even more. Their skin is extremely tough, and their muscle and bone structure are enhanced well beyond the human norm.
Super mutants are mutated humans, products of a failed super soldier syrum known as the Forced Evolutionary Virus, or FEV. They are one of many results the virus has, and arguably the most successful. Others include immobile, vaguely face-like lumps of flesh integrated with a computer, cannibalistic, for-legged, acid spitting abominations, and others that simply die straight out of the vat. Originally being led by an individual known as “The Master” due to their lack of intelligence, they are barely able to organize themselves into raiding groups. They are often able procure large amounts of advanced weapons, ammunition, and equipment, and even maintain the biomedical infrastructure necessary to infect humans and increase the numbers of super mutants in the region.
While most are mean, quick to anger due to a lack of intelligence, they do find plenty in common among other Super Mutants, though they do argue and fight among each other when it comes to loot and belongings. There is the rare intelligent super mutant, referred to as a master, that is incredibly rare, even a feat. Super mutant societies tend to both loathe and pity humans due to the fact that they are not super mutants. In their eyes, kidnapping and infecting humans is a blessing.
Super Mutant Names
Unless they are of the rare intelligent sort or raised in civilized society, their names are based in grunts and made simple.
Male: Drowg, Mog, Lov, Plog, Greeg, Tord, Huck, Plik, Burg, Merge, Koog, Shup, Hun, Carg.
Female: Teeb, Lop, Goop, Hup, Push, Agh, Pod, Vug, Hurd, Teeg, Mag, Nap, Hul, Kus, Lip.
Super Mutant Traits
Tall, mighty, and angry, radiation has created a radical breed of human complete with grayish green skin.
Ability Score Increase. Your Strength and Constitution increase by +2 while your Wisdom and Intelligence decrease by -2.
Age. Super mutants do not visibly age, being able to live for hundreds of years, and are considered fully grown the moment they are converted.
Alignment. Full of animalistic rage and a strong will to survive, they are often neither lawful nor good. They look after themselves, without a code. Most super mutants are chaotic neutral.
Size. There is not a Super Mutant that is under 6'6". Your size is Large.
Speed. Your base walking speed is 30 feet despite wider strides, on account of having to carry so much weight.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Irradiated Blood. Being practically designed through mutation, Super Mutants take 2 less radiation.
Carnivore. Vegetation is rare in irradiated areas where Super Mutants are spawned, and so Super Mutants can only eat meat based foods.
Awkward. Power armor must be refitted to fit you.
Ability Score Increase. In addition to the Race Traits of the standard Super Mutant, the Nightkin gets a -2 to their Constitution.
Invisibility. During night hours, the Nightkin can use their action to cast Invisibility on themselves. They can only do this 1d4 times, regaining all uses at the end of a long rest.
Random Height and Weight
|6′ 6″||+2d4||600 lb.||× (10 x 2d20) lb.|
*Height = base height + height modifier