Chcolich: Fallout Variant (5e Fallout Supplement)

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Glowing Chocolich: Feral Ghoul Lord[edit]

Medium humanoid (Ghoul, Legendary), lawful evil


Armor Class 18 All (Glowing coat)
Hit Points 247 (33d8 + 99)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 30 (+10) 30 (+10) 30 (+10)

Saving Throws Con +12, Int +19, Wis +19, Cha +19
Skills Arcana +19, History +19, Insight +19, Perception +19
Proficiency Bonus +9
Damage Resistances Burning Energy, Melee, Ballistic
Damage Immunities Radiation, Poison Energy
Condition Immunities charmed, petrified
Senses passive Perception 29
Languages Common
Challenge 31 (175,000 XP)


Legendary Resistance (3/Day) If the glowing chocolich fails a saving throw, it can choose to succeed instead.

Rejuvenation If it has a phylactery, a destroyed glowing chocolich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body and chem gun appear within 5 feet of the phylactery.

Chem Gun The glowing chocolich is an 18th-level gunshooter (spellcaster). Its gunshooting ability is Dexterity (gun save DC 21, +14 to hit with gun attacks). The glowing chocolich does not use conventional means of spell slots, nor does it use conventional spells, or even damage types. Rather, it has a simple set of spells it can regenerate use of every turn by recharging, and use by shooting it’s chem gun. They are not leveled. The glowing chocolich uses damage types from the 5e Fallout campaign setting. Poison and Burning Energy damage shown here is after the damage is multiplied. All ranged weapon attacks for gun moves use Dexterity. The gun is dropped if the chocolich is permanently destroyed.

Chem gun differences The chocolich can maintain concentration for multiple spells at once, and cannot have its concentration interrupted by taking damage, due to its chem gun.

Glowing At the start of each of the chocolich’s turns, all creatures within 5 feet of it take 3 (1d6) rads.

Cantrip(s) (at will)
  • Paralyzing Needle

Evocation
Casting time: 1 action
Range: 120 feet
Components: S, M (chem gun)
Duration: 1 minute
The chocolich shoots a paralyzing needle at a creature within range that it can see using its chem gun, making a ranged weapon attack. On a hit, the creature is paralyzed by the paralyzing solution. At the start of each of a paralyzed creature's turns, they can make a Strength saving throw. On a failure, they are considered to still be paralyzed. On success, the effect ends.

  • Gun Slam

Evocation
Casting time: 1 action
Range:30 feet
Components: S, M (chem gun)
Duration: Instantaneous
The glowing chocolich slams his gun’s hammer onto the floor, triggering a shockwave. Each creature within range takes 40 (8d6 + 12) Energy damage, and must succeed a Wisdom saving throw or be stunned until the end of their next turn.

  • Taffic Acid

Transmutation
Casting time: 1 action
Range: Self
Components: S, M (Taffic Acid)
Duration: 10 minutes, Concentration

The glowing chocolich spills Taffic Acid on the ground immediately around him, making all of it bend like pliable taffy. All attack rolls against the chocolich roll with disadvantage and deal half as much damage on a successful hit.
  • Radioactive Needle

Evocation
Casting time: 1 action
Range:30 feet
Components: S, M (chem gun)
Duration: Instantaneous

The glowing chocolich shoots an irradiated needle at one creature it can see within range, making a ranged weapon attack. On a hit, the creature takes 11 (2d10) rads.

Spells

  • Ballistic Beans (Recharge 3-6)

Evocation
Casting time: 1 action
Range: Self (200 foot line)
Components: S, M (chem gun)
Duration: Instantaneous
Using his chem gun, the glowing chocolich shoots a rain of pelting jelly beans in a 200 foot line that is 5 feet wide. Creatures in range take 64 (5d20 + 12) balistic damage and must succeed a Dexterity saving throw or be knocked prone by the deluge of candy-like bullets.

  • Mutation Needles (Recharge 2-6)

Casting time: 1 action
Range: 60 feet
Components: S, M (chem gun)
Duration: Instantaneous
The glowing chocolich shoots up to 6 creatures within range, making a ranged weapon attack. On a hit, the chocolich assigns each of the creatures that are targeted a section on the table below, and chooses one of the following effects for each, but it must do so before firing. No two creatures can be affected by the same needle. The targeted creatures must make a saving throw depending on the type of needle fired IF the needle hits.

Needle type Save Effect
Levitation Constitution The target suddenly starts uncontrollably floating as air fills them inside. For 10 minutes, they rise 5 feet in the air at the beginning of each of their turns. They cannot benefit from any movement speed.
Dimmution Dexterity The target shrinks until they are a Tiny size creature, no taller than a few inches in height. Their movement speed is reduced to 10 feet and they cannot wield weapons lacking the light property. They return to their normal size at the end of their next turn.
Attraction Dexterity The target is suddenly assailed by a flock of magically conjured geese who pester, peck and torture at the creature until the end of their next turn. The target has disadvantage on all attack rolls, saving throws and Wisdom (Perception) checks until the spell ends.
Gasation Wisdom The target starts to balloon up until they can no longer move. Their movement speed becomes 0 and they cannot take any actions until the end of their next turn.
Ghoulification Strength The target becomes sealed in a large shell of radioactive waste. Its movement speed is considered paralyzed, and it starts suffocating if it needs to breathe, unless it’s immune to radiation. At the end of the target's next turn, the waste hardens and can be broken open from the outside only. It has an AC of 13, 20 hit points, and is immune to radiation. If the waste is hit with a melee weapon or spell attack by a creature within 5 feet of the waste, the attacker takes 11 (2d10) rads. At the end of each of the creature’s turns, the creature sealed takes 55 (10d10) rads. The spell ends when the waste is destroyed or when 10 minutes pass from time of casting. If a creature is is killed by this damage, it doesn’t die. Instead, it is permanently transformed into a various type of Feral Ghoul. If the creature was level 1-9, it becomes a regular Feral Ghoul. If the creature was level 10-19, it becomes a Feral Ghoul Roamer. If the creature was level 20, it becomes a Feral Ghoul Reaver. If the killing dose of the radiation was between half the creature’s regular max hp and it’s full regular max hp, it becomes a Glowing One, regardless of the creature’s level, and if the killing dose was equal to the creature’s regular max hp or higher, it becomes a Bloated Glowing One, also regardless of the creature’s level.
Fear Intelligence The target becomes frightened of all creatures friendly to it, as well as all super mutants and BoS members, perceiving them as sudden enemies. For 1 minute, the target is solely concerned with them and must spend all its movement speed and actions moving as far away as it can from them.
  • Exhaustion Laser (Recharge 4-6)

Transmutation
Casting time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
Creatures within an odd perpendicular pattern are suddenly struck with a weird malady that goes as fast as it comes, leaving them feeling weakened. The chocolich chooses one point within range that it can see. From that point, a spectral chem gun appears and briefly shoots a laser, then vanishes. All creatures standing on or adjacent within 30 feet of the direction of the point of choice must succeed a DC 27 Wisdom saving throw. On a failure, their movement speed is reduced to 10 feet until the end of their next turn and they take one level of exhaustion.

  • Glass Elevator Flare (1/day)

Conjuration
Casting time: 1 action
Range: 5 feet
Components: S, M (flare gun)
Duration: Instantaneous
The chocolich uses its flare gun to call for its flying glass elevator to come to its aid when it is in need of transportation or escape. The glass elevator drops like a meteor from whatever ceiling there is and lands within range on a space the chocolich chooses. If there is a creature in that space, they may attempt a Dexterity save to dodge out of the way. On a failed save, they take 8d8 melee or ballistic damage (chocolich’s choice) as the elevator smashes onto them and knocks them 5 feet away from the elevator. The chocolich can use it’s reaction to step into the elevator, after which it will propel itself back up into the sky and vanish. This elevator is invulnerable and cannot be damaged or attacked in any way.

  • Bloat Needle (Recharge 4-6)

Transmutation
Casting time: 1 action
Range: 30 feet
Components: S, M (chem gun)
Duration: Up to 8 hours
The chocolich shoots a creature within range of it with a needle, making a ranged weapon attack. On a hit, the target balloons grotesquely, it’s insides filling with weird chemicals. The creature must succeed on a Constitution saving throw or be rendered stunned for the duration. While the target is stunned, their bodies become a rotund and plump sphere of chemicals and any armor or clothing they were wearing breaks due to the change in size.

  • Heavy Radiation (Recharge 2-6)

Transmutation
Casting time: 1 bonus action
Range: Self
Components: S
Duration: Instantaneous
The chocolich jauntily saunters past enemies with ease and evades their defenses. For 1 minute, the chocolich's movements do not provoke any opportunity attacks, it’s Irradiated trait’s range increases to 10 feet, and Irradiated’s rads increases to 7 (2d6).

  • Confusion Needle (recharge 4-6)

Evocation
Casting time: 1 action
Range: 5 feet
Components: S, M (chem gun)
Duration: 1 minute
The chocolich shoots a creature within range, making a range weapon attack. On a hit, the target incorrectly thinks the chocolich declared them the winner of a “ghoulification ticket”. Rather than anything good happen, the creature must succeed a Charisma saving throw or become confused for the duration. While the target is confused, the chocolich has a telepathic link with it as long as they both are on the same plane of existence. He can use this telepathic link to try to issue a commands to the creature while he is conscious as an action. The chcolich must roll a d20, and if the result is 10 or higher, the creature does its best to obey the command. The chocolich can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from the chocolich, it defends and preserves itself to the best of its ability. The chocolich can use his action to try to take total and precise control of the target. The chocolich must roll a d20, and if the result is 15 or higher, it works. Otherwise, it fails. If it works, until the end of his next turn, the creature takes only the actions the chocolich chooses, and doesn't do anything that he doesn't allow it to do. During this time he can also cause the creature to use a reaction, but this requires him to use his own reaction as well.

Turn Resistance. The chocolich has advantage on saving throws against any effect that turns undead.

ACTIONS

Inexhaustible. The chocolich takes a big sigh, thinking about all the work he has cut out for him to discipline the naughty children of the world. After this contemplation, he regains all uses of his spells for the turn without needing to roll for recharge.

REACTIONS

Sarcasm. When attacked, the chocolich employs his witty tongue and throws a comment at his attacker. The attacker must succeed a DC 20 Intelligence saving throw or be stunned by their own stupidity until the beginning of their next turn.

LEGENDARY ACTIONS

The Chocolich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Chocolich regains spent legendary actions at the start of its turn.

Flute. The chocolich calls up to 5 oompa loompas to his aid. They use the stat block of a Feral Ghoul (5e Fallout Supplement)).

.
Frightening Needle (Costs 2 Actions). The chocolich shoots one creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the chocolich's Frightening Needle for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-ghoul creature within 20 feet of the chocolich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) Poison Energy damage on a failed save, or half as much damage on a successful one. This deals damage even if the target is a Construct or wearing Power Armor.


The single most terrifying thing for a wastelander to encounter, the glowing chocolich (usually called the chocolich or, most frequently, the Feral Ghoul Lord) is a vindictive and powerful firearms expert and ghoul lord, bent on making the lives of the rare naughty child wastelander miserable. His rule of ghouls is akin to The Master’s rule of super mutants, and the two are often at odds. He is known to own a nightmare factory of sweets, as close as one can get to sweets in the wasteland, where children are lured in and usually eaten or killed by his horrific concoctions of monstrous confections and ghoulish servants known as oompa-loompas. He was rumoredly once a kind man until he came to hate children after a few of them raided his factory during a wasteland expedition shortly after the bombs dropped. This grudge lived with him as he passed into lichdom and to this day he remains a cautionary tale for the kids who would not behave and head into the wastes. His particular love of pre-War sweets and the fact that he was heavily irradiated in life led to a peculiar lichdom, as he does not use any of the conventional spells or equipment, making him unpredictable. He is supposedly courteous to children who have been good, but he still puts them through the wringer, or the gun, often. Those who pass his trials are sometimes given a reward (usually a type of gun, like a laser rifle) based on their conduct in life. If they were just and true, they are free to go. Otherwise, doom awaits. As for what kind of trials and doom, no one knows for sure, although legend has it that he enjoys riddles and acting quite childish himself, like a certain famous candy maker. Unlike liches which show the test of time on themselves, the chocolich is a dapper dressed, skeletal gentleman in purple. His sunken eyes reflect what are said to lights of lost innocence from the children he has killed.

Secret of Ghoulification. The chocolich supposedly made a contract with Lorenzo Cabot, performing gruesome rituals of child sacrifice to procure an eternity for himself where he might spend his days torturing naughty children.
Like a regular lich, he has a phylactery, which is said to be his dashing top hat, with the arcane binding sigils inscribed inside.

Children Sacrifices. The chocolich periodically feeds the souls of children to his phylactery to sustain the magic preserving its body and consciousness. He does this using his chem gun rcombined with his other material resources to trap unsuspecting naughty children. After a target is rendered incapable of moving, the oompa-loompas take the target away into a part of his factory where their body and soul are stuffed into the phylactery. The chocolich must have his phylactery in the factory with him in the same plane for this to work. His phylactery can hold up to five creatures at a time, and a dispel magic cast as a 9th-level spell upon the phylactery releases any and all creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life.

Death and Restoration. The chocolich, unlike other liches that may be fearful for their destruction, dances with the possibility, as his phylactery is in plain sight. When his physical body is broken, he is often reported seen laughing as his hat is left behind. His phylactery is said to be capable of being inherited, turning its next wearer into the next chocolich. However, that hasn't happened yet, as no one's been able to both destroy his body and his phylactery.

BoS Hatred The chocolich is known to really hate the Brotherhood of Steel. He will prioritize disposing of them before anything else, unless other factions prove to be a problem. The reason behind this is unknown, but rumour has it that a BoS squadron launched a massive attack in order to get technology on their hands.

Lonely Existence. The former candy maker is said to sometimes muse of his loneliness and despair seeing otherwise nice children behave badly, although not at all for children born into the BoS, or super mutant children. That is why he keeps his factory open, he says. Some say he still uses his living name, though few call him by it.

Undead Nature. The chocolich doesn't require air, food, drink, or sleep.

The Chocolich Factory[edit]

The chocolich retains ownership of the chocolate and candy factory he owned whilst alive. It now serves as his base of operations. What once was a place of joy and music for child entertainment is now filled with dread and necrotic energies, lots of guns, and battle plans.
The machinery and whimsy used to make revolutionary desserts now serve sinister purposes ranging from torture devices to outright killing machines, like chocolate assaultrons, candy securitrions, and once, even a taffy Liberty Prime. The former is used against hostages, and the latter are often used for anti-BoS raids. His loyal ghoulish oompa-loompas lurk behind the walls and around the corners, ready to snatch targets away. His fortress is well guarded in particular against meddling adults.
If the chocolich is encountered in his own factory, his challenge rating is the same but he grants 300,000 XP upon defeat instead.
The lair becomes a decrepit looking ruin devoid of creatures once the chocolich leaves its innards or once the chocolich is no longer on the same plane of existence.

Lair Actions[edit]

On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the chocolich can't use the same effect two rounds in a row:

  • The chocolich's movement speed increases to 80 feet for the next minute. During that time, it can't use other lair actions or spells.
  • The chocolich shoots one creature it can see within 30 feet of it making a ranged weapon attack, using the chocolich’s spell attack bonus. On a hit, a crackling cord of modified radiation tethers the chocolich to the target. Whenever the chocolich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the chocolich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the chocolich or the target is no longer in the chocolich's lair.
  • The chocolich calls forth the spirits of creatures that died in its lair, or in this case, undead BoS soldiers and super mutants. These summons materialize and attack one creature that the chocolich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) Poison Energy damage on a failed save, or half as much damage on a success. This damage is dealt even if the target is a Construct or wearing Power Armor. The summons then scurry away to attack another time when called upon.

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