Ghost People (5e Fallout Supplement)

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Ghost People[edit]

Medium humanoid (Mutant), chaotic neutral


Armor Class 12 All
Hit Points 36 (8d8)
Speed 40 ft., climb 10 ft.


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 10 (+0) 8 (-1) 6 (-2) 10 (+0)

Skills Deception +6, Insight +3
Damage Immunities Radiation
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)


Immortal. If the ghost person is reduced to 0 hit points by any means other than a critical hit or are not dealt 10 damage while unconscious from falling to 0 hit points, they return to maximum hit points and stop being unconscious at the end of their next turn.

Surprise Attack. If the ghost person surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

ACTIONS

Note - ghost people only hold 1 melee weapon or 2d4 thrown weapons.

Multiattack. The ghost person makes two melee attacks.

Beartrap Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) melee damage.

Knife Spear. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 13 (2d6 + 4) melee damage.

Homemade Incendiary Grenade. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 13 (3d4 + 4) burning energy damage. Blast 5 ft.


A separate strain of the ghoul mutation, ghost people are the result of Sierra Madre workers being intentionally given faulty hazmat suits by the Big MT Think Tank while working within the toxic cloud they placed within areas of the casino. While bloodthirsty, they are not entirely insane, showing an almost religious reverence to the casino’s holograms and writing nihilistic graffiti on the walls.

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