Fishes (5e Fallout Supplement)

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Fish[edit]

Tiny beast, unaligned


Armor Class 11
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 20 ft.


STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

Proficiency Bonus +2
Senses passive Perception 10
Languages
Challenge 0 (10 XP)


Water Breathing. The fish can only breathe underwater.

Rad Pool. The fish has a rad pool of 100 rads.

ACTIONS

Nip. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 melee damage.



Giant Catfish[edit]

Large beast, unaligned


Armor Class 12 Energy; 14 Melee; 16 Ballistic; 16 Explosive
Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)

Skills Perception +2
Proficiency Bonus +2
Damage Immunities Radiation
Senses blindsight 30 ft., passive Perception 12
Languages
Challenge 2 (450 XP)


Blood Frenzy. The catfish has advantage on melee attack rolls on any creature that doesn't have all its hit points.

Water Breathing. The catfish can only breathe underwater.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) melee damage.



Ghoul Whale[edit]

Huge beast, unaligned


Armor Class 12 (natural armor)
Hit Points 90 (12d12 + 12)
Speed 0 ft., swim 60 ft.


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 13 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3
Proficiency Bonus +2
Damage Immunities Radiation
Senses blindsight 120 ft., passive Perception 13
Languages
Challenge 3 (700 XP)


Echolocation. The whale can't use its blindsight while deafened.

Hold Breath. The whale can hold its breath for 30 minutes.

Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) melee damage.



Yacumama[edit]

Huge beast, unaligned


Armor Class 14 Energy, Explosive; 15 Melee, 15 Ballistic (natural armor)
Hit Points 149 (13d12 + 65)
Speed 25 ft., swim 50 ft.


STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)

Skills Perception +3
Proficiency Bonus +3
Damage Vulnerabilities Energy
Senses passive Perception 13
Languages
Challenge 5 (1,800 XP)


Amphibious. The yacumama can breathe air and water.

Swimming Leap. With a 10-foot running start, the yacumama can long jump up to 20 feet.

Rad Pool. The yacumama has a rad pool of 100 rads.

ACTIONS

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) melee damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the yacumama can't make bite attacks against other targets.

Deadly Leap. If the Yacumama jumps at least 15 ft. as part of its movement it can uses this action to land in a space containing one or more other creatures. Each of those creatures must succeed a DC 16 Dexterity saving throw or be knocked prone and take 30 (4d12+6) melee damage. On a successful save the creature takes half damage, is not knocked prone, and is pushed 5 ft out of the Yacumama's space into unoccupied space. If no unoccupied space is within range the creature falls prone in the yacumama's space.


The yacumama is the mutated decedent of the invasive snakehead lungfish, and like its ancestor, it has used its ability to survive and move on land to spread across post-war America. It lurks in large bodies of fresh water such as lakes and rivers. Strong teeth that, in the past, easily crushed crustacean shells now shatter human armors with ease.

snakehead+out+of+water.jpg



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