Dogs (5e Fallout Supplement)
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Dogs[edit]
Also Known as canines they have been serving humans for many generations of domesticated dogs... and also eating them
Coyote[edit]
Small beast, unaligned Armor Class 10 ballistic, energy, explosive; 14 melee
Skills Perception +3 Keen Hearing and Smell. The coyote has advantage on Wisdom (Perception) checks that rely on hearing or smell. Rad Pool. Coyotes have a rad pool of 5 points. ACTIONSBite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) melee damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
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Dog[edit]
Small beast, unaligned Armor Class 10 Ballistic, Energy, explosive; 14 melee (natural armor)
Skills Perception +4 Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Rad Pool. Dogs have a rad pool of 10 points. ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) melee damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
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Mongrel[edit]
Medium beast, unaligned Armor Class 11 Ballistic, Energy; 12 Explosive; 15 Melee (natural armor)
Skills Perception +3, Stealth +4 Keen Hearing and Smell. The mongrel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The mongrel has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Rad Pool. Mongrels have a rad pool of 25 points. ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) melee damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
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Wolf[edit]
Medium beast, unaligned Armor Class 12 Ballistic, Energy; 14 Explosive; 16 Melee (natural armor)
Skills Perception +5, Stealth +3 Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Grey Coat. The wolf has advantage on Dexterity (Stealth) checks made to hide in urban terrain. Rad Pool. Wolves have a rad pool of 30 hit points. ACTIONSBite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) melee damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
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Blue Devil[edit]
Large beast, unaligned Armor Class 17 All (natural armour)
Saving Throws Dex +4 Brave. The blue devil has advantage on saving throws against being frightened. Rad Pool. blue devil have a rad pool of 80 rads. ACTIONSMultiattack. The blue devil makes four attacks: two with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 7) melee damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 7) melee damage. Frightening Gaze. The Blue devil fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 16 Wisdom saving throw 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 Blue devil's gaze for the next 24 hours.
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