Feral Ghoul (5e Fallout Supplement)
Feral Ghoul[edit]
Medium humanoid (Mutant), unaligned Armor Class 10 All
Skills Medicine +4, Religion +2 Radiation Feeder. When the ghoul takes rads, it heals an equal amount of hit points. ACTIONSClaw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) melee damage and 2 (1d4) rads.
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The mindless zombies of the waste, feral ghouls can be found in practically any pre-war ruin not inhabited by something else. While not particularly hard to kill, they are deadly in numbers and in the dark, both of which are their typical environment.
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Feral Ghoul Roamer[edit]
Medium humanoid (Mutant), unaligned Armor Class 13 All
Skills Medicine +4, Religion +2 Radiation Feeder. When the ghoul takes rads, it heals an equal amount of hit points. ACTIONSClaw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) melee damage and 3 (1d6) rads.
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Due to being mutated while in combat armor, roamers are somewhat harder to kill. Contrary to popular belief, they do not roam because they are more protected, they simply roam longer than ferals without armor.
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Glowing One[edit]
Medium humanoid (Mutant), unaligned Armor Class 12 All
Skills Medicine +4, Religion +2 Radiation Feeder. When the ghoul takes rads, it heals an equal amount of hit points. Radiation Breeder. At the end of each of its turns, the ghoul releases a cloud of radiation in a 20 foot radius. Every creature in that area takes 6 (1d12) rads Radiation Bleeder. The ghoul sheds bright light for 5 feet, and dim light for another 10 feet. ACTIONSClaw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6) melee damage and 7 (2d6) rads. Radioactive Blast. Ranged Spell Attack: +2 to hit, 20 ft. radius. Hit: 11 (3d6) rads.
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Glowing ghouls, also known as glowing ones, have been exposed to such an ungodly amount of radiation that their bodies glow a yellow-green color.
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Bloated Glowing One[edit]
Medium humanoid (Mutant), unaligned Armor Class 14 All
Skills Medicine +8, Religion +4 Radiation Feeder. When the ghoul takes rads, it heals an equal amount of hit points. Radiation Breeder. At the end of each of its turns, the ghoul releases a cloud of radiation in a 20 foot radius. Every creature in that area takes 13 (2d12) rads Radiation Bleeder. The ghoul sheds bright light for 10 feet, and dim light for another 20 feet. ACTIONSClaw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d8) melee damage and 8 (2d8) rads. Radioactive Blast. Ranged Spell Attack: +4 to hit, 20 ft. radius. Hit: 20 (5d8) rads.
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200 years of constant radiation was obviously going to create some pretty ugly things, this guy specifically, a Glowing One that took it even further beyond and became a living lightbulb. Anything even close to human has been melted away by radiation.
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Feral Ghoul Reaver[edit]
Medium humanoid (Mutant), neutral evil Armor Class 17 All
Saving Throws Strength +18, Dexterity +15, Constitution +18 Legendary Resistance (3/day). If the reaver fails a saving throw, it can choose to succeed instead. Putrid Demon. The reaver produces a constant aura of radioactive, volatile smoke from its bubbling flesh. If a creature ends its turn within 15 feet of the reaver, it takes 11 (2d8 + 2) rads. If it did not lose hit points on its previous turn and takes any damage other than melee, every creature within 45 feet must make a DC 20 Dexterity saving throw. On a failure, they take 19 (3d6 + 10) burning energy damage. Blood Lust. Whenever a creature is killed or a critical hit is struck within 200 feet of the reaver, it gains advantage on its next attack roll. Impenetrable Flesh. The reaver has a damage reduction of 4. Radiation Feeder. When the reaver takes rads, it heals an equal amount of hit points. ACTIONSMultiattack. The reaver uses its Frightful Presence. It then makes two attacks with its slash and flesh throw. Frightful Presence. Each creature of the reaver’s choice that is within 120 feet of the reaver and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the reaver’s Frightful Presence for the next 24 hours. Slash. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 38 (4d12 + 10) melee damage and 8 (1d6 + 5) rads. Flesh Throw. Thrown Weapon Attack: +15 to hit, range 40/80 ft., one target. Hit: 17 (2d6 + 7) Burning explosive damage and 8 (1d6 + 5) rads. Blast 20 ft.
LEGENDARY ACTIONSThe reaver 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 reaver regains spent legendary actions at the start of its turn. Attack. The daemon makes one attack, either with its flesh throw or slash. |
One of the most terrifying things for a wastelander to encounter, feral ghoul reavers are the deadliest scourge the wasteland has seen. Unwavering, unyielding, all-seeing, and nigh-unkillable, the Brotherhood, Enclave, and NCR combined couldn’t hope to kill every one of these demons in the wasteland.
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