A rare variant of an average crab-like mirelurk, queens are even more terrifying and dangerous. They stand taller than any other mirelurk subspecies with some reaching the gigantic height of a behemoth. In addition to their added size, they are one of the most aggressive variants. Like all mirelurks, their shell is almost impenetrable but the soft skin of their face is still a weak spot. Mirelurk queens also can spit acid, as well as dispatching swarms of her hatchlings at would-be enemies. They are extremely protective of their nests and eggs and will viciously defend if threatened. You cannot mistake coming across one of these rare creatures, as they let out a terrifying sonic roar to announce their attacks.
| Body | Mind |
|---|---|
| 12 | 6 |
| Melee | Guns | Other |
|---|---|---|
| 5 | 0 | 5 |
| HP | Ini | Defense |
|---|---|---|
| 1 | 18 | 1 (2 if aiming at face) |
| Phys. DR | Energy DR | Rad. DR | Poison DR |
|---|---|---|---|
| 5(Face), 10(Rest of Creature) | 7 | IMM | 9 |
| Attacks |
|---|
PINCERS: BODY + Melee (TN 17), 12 DC Vicious Physical damage |
| Special Abilities |
|---|
HATCHLING SPAWN: Once per round the GM may spend 4 AP as a major action to spawn a group of 4 mirelurk hatchlings. If this action is taken, the mirelurk queen may not make an attack as a major action in the same round. |
| Inventory |
|---|
SCAVENGING: Upon the mirelurk queen’s death the players can find several items and caps among its body and lair. Roll 4d20 for the number of caps that can be found, roll 4 DC and for each effect rolled make a single roll on the random junk table. The lair or body may also contain up to three weapons, and 3d20 rounds of ammunition appropriate to the weapons found, at the GM's discretion. |