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
Hit Points 4 (1d6 + 1)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1/8 (25 XP)


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.

ACTIONS

Bite. 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)
Hit Points 18 (4d6 + 4)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Understands common, but can’t speak.
Challenge 1/2 (100 XP)


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.

ACTIONS

Bite. 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)
Hit Points 32 (5d8 + 10)
Speed 50 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages Understands Common, but can not speak.
Challenge 1 (200 XP)


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.

ACTIONS

Bite. 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)
Hit Points 65 (10d8 + 20)
Speed 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)

Skills Perception +5, Stealth +3
Senses passive Perception 15
Languages
Challenge 3 (700 XP)


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.

ACTIONS

Bite. 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)
Hit Points 199 (21d10 + 84)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Dex +4
Damage Resistances Melee, Explosive
Senses passive Perception 11
Languages
Challenge 13 (10,000 XP)


Brave. The blue devil has advantage on saving throws against being frightened.

Rad Pool. blue devil have a rad pool of 80 rads.

ACTIONS

Multiattack. 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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