Feral Ghoul Reaver (Fallout Supplement)

From D&D Wiki
Jump to navigation Jump to search
FeralGhoulReaver.png
Feral Ghoul Reaver
Size and Type: Medium Humanoid(Human)
Hit Dice: 9d8+40 (80 hp)
Mas: 19
Initiative: +4
Speed: 35 ft
Defense: 16 (10 + DEX + 2 Armor), touch 14, flat-footed 14
Base Attack/Grapple: +6/+10
Attack: +14 Melee (1d12+4/19-20, HtH strike)
Full Attack: +14 Melee (1d12+4/19-20, HtH strike), +9 Melee (1d12+4/19-20, HtH strike), or +14 ranged (2d6, radioactive gore)
Space/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Ghoulification, Radioactive Gore, Radiation Resistance, Unnatural Skin(bubbling and smoking)
Saves: Fort +9, Ref +9, Will +9
Abilities: Str 19, Dex 19, Con 19, Int 3, Wis 3, Cha 1
Skills: Hide +9, Listen +11, Move Silently +9, Spot +11
Feats: Alertness, Improved Critical(HtH strike), Weapon Focus(radioactive gore), Weapon Focus(HtH strike)
Possessions: 1d6-1 misc item(s), 1d2-1 food, 1d4 ammo, 5d10 Caps.
Organization:
Challenge Rating: 7
Allegiances: Ghouls
Advancement: None
Level Adjustment: None


Feral Ghoul Reavers are stronger than the average Feral Ghoul!

Feral Ghoul Reavers are extremely strong ferals clothed in what appears to be the remains of metal armor. Reavers' skin may, upon close inspection, appear to bubble and burn, emitting radiation and dark green smoke. If a reaver is killed by a critical hit from an energy weapon, the smoke will continue to emanate from the remains. Tougher than other ghouls, reavers are one of the most formidable enemies in the game. They are extremely quick, even high-level players may, if not careful, be quickly crippled or killed by a reaver's powerful melee attacks. Reavers have the unique ability to throw pieces of their own body at a target. These chunks, thrown with deadly accuracy, explode like a grenade. Reavers seem to be highly perceptive and can detect player characters who are sneaking, even while wearing a Stealth Boy or Chinese Stealth Armor. The Feral Ghoul Reaver can be a massive threat to low level players, easily killing them in a few hits.

Combat[edit]

Upon detecting a non-ghoul, most ferals will make a high-pitched gurgle or screech, and set out to search the area. Upon sighting prey, they will often scream once more, alerting any nearby ghouls, and attack. There is no rank or pecking order to these attacks; all attack at the same time in a rampant onslaught. Because of this, in enclosed areas like Vaults, it is very easy to get overwhelmed. Feral ghouls mainly attack with their hands, slashing and smashing in an insane fury. Some feral ghouls can be seen to use weapons, such as the trooper ghouls in Camp Searchlight, likely indicating that they have only gone feral recently.

Radioactive Gore(Ex): Ranged attack, 2d6 damage and exposure to low radiation(Fort DC 15, 4d6 hours, initial 1d6-2 Con, secondary 1d6-2 Con).

Ghoulification(Ex): +9 Str, +9 Dex, +9 Con (already factored into stats). Regains 2 HP per radiation level per turn when in irradiated areas not being resisted. Meaning that a Ghoul with a higher radiation resistance must be in areas with higher radiation in order to be healed by it.

Radiation Resistance(Ex): Radiation does not heal at levels 1-2.



Back to Main PageD20 ModernCreaturesCR 7
Back to Main PageD20 ModernCampaign SettingsFalloutCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Fallout franchise, and/or include content directly affiliated with and/or owned by ZeniMax Media. D&D Wiki neither claims nor implies any rights to Fallout copyrights, trademarks, or logos, nor any owned by ZeniMax Media. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png