NPCs (5e Fallout Supplement)

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Bird[edit]

Tiny beast, unaligned


Armor Class 12 All
Hit Points 1 (1d4 - 1)
Speed 10 ft., fly 50 ft.


STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +3
Senses passive Perception 13
Languages
Challenge 0 (10 XP)


Mimicry. Birds can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Rad Pool. Birds have a rad pool of 5 rads.

ACTIONS

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 melee damage.



Brahmin[edit]

Large beast, unaligned


Armor Class 10 Ballistic, Explosive, Melee; 12 Energy (natural armour)
Hit Points 22 (3d10 + 6)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 6 (-2)

Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


Charge. If the Brahmin moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Two-Headed. The Brahmin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, stunned, or knocked unconscious.

Timmid. The Brahmin has disadvantage on saving throws against being frightened.

Rad Pool. Brahmin have a rad pool of 30 points.

ACTIONS

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) melee damage.


Brahmin are the ideal animal for a blooming society. Meat, milk, hauling, and more can be easily gained with minimal training.

Brahmin_FO3.png


Buzzard[edit]

Tiny beast, unaligned


Armor Class 10 Ballistic, Melee; 13 Explosive, Energy;
Hit Points 10 (3d4 + 3)
Speed 5 ft. movement speed; 50 ft. flying


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3)

Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


Rad Pool. Buzzards have a rad pool of 30 Points.

ACTIONS

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) melee damage.



Cat[edit]

Tiny beast, unaligned


Armor Class 8 Ballistic, Energy; 12 Explosive, Melee
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages
Challenge 0 (10 XP)


Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Rad Pool. Cats have a rad pool of 8 rads.

ACTIONS

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



Chicken[edit]

Tiny beast, unaligned


Armor Class 10 All
Hit Points 1 (1d4 - 1)
Speed 30 ft., fly 20 ft.


STR DEX CON INT WIS CHA
3 (-4) 10 (+0) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

Senses passive Perception 11
Languages
Challenge 0 (0 XP)


Clumsy Flyer. A chicken cannot sustain flight for more than one turn.

Rad Pool. Chickens have a rad pool of 5 Points.




Dogs[edit]

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.



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.



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.



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.



Fish[edit]

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)

Senses passive Perception 10
Languages
Challenge 0 (0 XP)


Water Breathing. The Fish can breathe only underwater.

Rad Pool. Fish have 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, 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
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 against any creature that doesn't have all its hit points.

Water Breathing. The catfish can breathe only 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
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.



Geckos[edit]

Bearing the same name as their non-mutated ancestors, geckos are roughly a foot and a half shorter than an average human. They walk on their back legs and are extremely agressive toward any creatures they believe they have a fighting chance against. Young and adult geckos, as well as geckozillas have a light blue/gray skin. They live in immobile colonies, often preferring hills and cliff sides.

Young Gecko[edit]

Small beast, unaligned


Armor Class 11 All (natural armor)
Hit Points 9 (2d6 + 2)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

Senses passive Perception 9
Languages
Challenge 1/4 (50 XP)


Charge. If the gecko moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) melee damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.

Rad Pool. Young geckos have a rad pool of 12 points.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) melee damage.


FNV_LGecko.png


Gecko[edit]

Medium beast, unaligned


Armor Class 12 All
Hit Points 22 (4d8 + 4)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +6
Senses passive Perception 13
Languages
Challenge 1 (200 XP)


Pack Tactics. The gecko has advantage on an attack roll against a creature if at least one of the gecko’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Charge. If the gecko moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) melee damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.

Rad Pool. Adult geckos have a rad pool of 24 points.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) melee damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee damage.


Golden Gecko[edit]

Medium beast, unaligned


Armor Class 14 Ballistic, Explosive; 15 Melee; 16 Energy (natural armor)
Hit Points 52 (7d8 + 21)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 6 (-2) 11 (+0) 7 (-2)

Damage Immunities Radiation
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 2 (450 XP)


Pack Tactics. The gecko has advantage on an attack roll against a creature if at least one of the gecko’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Charge. If the gecko moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) melee damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.

ACTIONS

Multiattack. The golden geckos makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) rads.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee damage.


Given enough radiation, an adult gecko can become a golden gecko, granting them a lighter pelt and enhanced strength and radiation resistance. They typically take place as alphas in gecko packs.

FNV_GGecko.png

Fire Gecko[edit]

Medium beast, unaligned


Armor Class 14 Ballistic, Melee; 16 Energy, Explosive (natural armor)
Hit Points 67 (9d8 + 27)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 6 (-2) 11 (+0) 7 (-2)

Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 3 (700 XP)


Pack Tactics. The gecko has advantage on an attack roll against a creature if at least one of the gecko’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Charge. If the gecko moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) melee damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.

Rad Pool. Fire geckos have a rad pool of 25 points.

ACTIONS

Multiattack. The golden geckos makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee damage.

Fire Breath (Recharge 5-6). The gecko exhales fire in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) energy damage on a failed save, or half as much damage on a successful one. This damage deals half damage to constructs and twice as much to all other creatures.


A recessive trait among geckos, the ability to breath Fire is not unheard of. While certain colonies of exclusively fire geckos exist, they are typically found mixed in with normal geckos. They will act as alphas when golden geckos are not present, but will not challenge a golden gecko’s authority.

FNV_FGecko.png


Green Gecko[edit]

Medium beast, unaligned


Armor Class 14 Ballistic, Explosive; 15 Energy; 16 Melee (natural armor)
Hit Points 60 (8d8 + 24)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 6 (-2) 11 (+0) 7 (-2)

Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 2 (450 XP)


Pack Tactics. The gecko has advantage on an attack roll against a creature if at least one of the gecko’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Charge. If the gecko moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) melee damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.

Rad Pool. Green geckos have a rad pool of 28 Points.

ACTIONS

Multiattack. The green geckos makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee. On a hit, they must succeed a DC 11 Dexterity saving throw, taking 6 (1d6 + 3) Poison Energy damage on a failure, or half as much on a success.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee damage.


With copious consumption of datura or other plant-based poisons, which geckos are naturally resistant to, they can develop a natural venom that stains their pelt dark green. In such ecosystems, they take the place of normal adult geckos. If they also bear the fire gene, their breath typically burns out their poison glands. A similar effect occurs when they become golden.

GreenGeckoFNV.png


Geckozilla[edit]

Gargantuan beast, unaligned


Armor Class 22 All (natural armor)
Hit Points 546 (28d20 + 252)
Speed 50 ft., climb 50 ft.


STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)

Saving Throws Dex +7, Con +16, Wis +9, Cha +13
Skills Perception +16, Stealth +7
Damage Immunities Energy, Radiation
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages
Challenge 24 (62,000 XP)


Legendary Resistance (3/Day). If the gecko fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. The gecko can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) melee damage plus 14 (4d6) poison energy damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) melee damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) melee damage.

Frightful Presence. Each creature of the gecko’s choice that is within 120 feet of the gecko and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the 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 gecko’s Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The gecko exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) energy damage on a failed save, or half as much damage on a successful one. This deals half as much to constructs and twice as much to everything else.


LEGENDARY ACTIONS

The dragon 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 dragon regains spent legendary actions at the start of its turn.

Detect. The gecko makes a Wisdom (Perception) check.
Tail Attack. The gecko makes a tail attack.

A massive fire gecko, Geckozilla is a creature only spoken of in legend. Impenetrable hide and boiling fire, he’s said to be the cause of the disappearance of multiple Brotherhood of Steel recon squads. While the rumors only ever speak of one, there’s always the possibility that somewhere, a horde of these monsters exists; waiting to conquer the world.


Horned Kangaroo[edit]

Medium beast, unaligned


Armor Class 12 Energy; 13 Melee, Ballistic; 14 Explosive (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 5 (-3)

Skills Perception +5
Senses passive Perception 15
Languages
Challenge 2 (450 XP)


Pounce. If the kangaroo moves at least 30 feet straight toward a creature and then hits it with a headbutt attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the kangaroo can make one claw attack against it as a bonus action.

Rad Pool. Horned kangaroos have a rad pool of 20 points.

ACTIONS

Multiattack. Horned Kangaroos can make 1 headbutt attack and 2 claw attacks.

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

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) melee damage.


Most likely originating from pre-war zoos, horned kangaroos are dust-colored kangaroos with goat-like horns. They are considered a sacred sacrificial animal to post-war satanic cults due to the distinct lack of goats. They rarely travel in herd, but often enter large groups when mating season occurs.

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Iguana[edit]

Tiny beast, unaligned


Armor Class 10 All
Hit Points 2 (1d4)
Speed 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4)

Senses darkvision 30 ft., passive Perception 9
Languages
Challenge 0 (10 XP)


Rad Pool. Iguanas have a rad pool of 5 Points.

ACTIONS

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



Mega Sloth[edit]

Huge beast, unaligned


Armor Class 11 Energy; 12 Melee, Ballistic; 14 Energy
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)

Skills Athletics +9, Perception +4
Senses passive Perception 14
Languages
Challenge 7 (2,900 XP)


Rad Pool. Megasloths have a rad pool of 75 Points.

ACTIONS

Multiattack. The sloth makes two fist attacks.

Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) melee damage.

Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) melee damage.


Fallout76_E3_Megasloth.jpg

Descendants of zoos in the United States, megasloths tower over most creatures. They require vast amounts of vegetation, which luckily their digestive tract has adapted to accommodate.


Mutant Hound[edit]

Medium beast, unaligned


Armor Class 11 Melee; 13 Ballistic, Explosive; 15 Energy (natural armor)
Hit Points 52 (7d8 + 21)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3
Damage Immunities Radiation
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 3 (700 XP)


Keen Sight and Smell. The hound has advantage on Wisdom (Perception) checks that rely on sight or smell.

ACTIONS

Multiattack. The hound makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) melee damage and 2 (1d4 + 1) rads.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) melee damage.


Having been mutated by the Forced Evolutionary Virus, mutant hounds are beefy dogs with a taste for blood. They are often subjugated by super mutants, on part of them being the only creatures capable of controlling them.

FO4_Mutant_hound.png


Pit Viper[edit]

Tiny beast, unaligned


Armor Class 11 Ballistic; 12 Energy, Explosive; 13 Melee
Hit Points 2 (1d4)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

Senses blindsight 10 ft., passive Perception 10
Languages
Challenge 1/8 (25 XP)


Rad Pool. Pit vipers have a rad pool of 35 points.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 melee damage, and the target must make a DC 10 Constitution saving throw, taking 7 (2d6) poison energy damage on a failed save, or half as much damage on a successful one.


Pit vipers have undergone mutations to possess incredibly potent venom. This venom is a common poison among the Vipers, a raider gang in the Mojave Wasteland, though vials of the substance and caps have been known to trade hands.


Radstag[edit]

Large beast, unaligned


Armor Class 10 Ballistic, Energy, Explosive; 15 Melee
Hit Points 13 (2d10 + 2)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)


Charge. If the stag moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Rad Pool. Radstags have a rad pool of 45 Points.

ACTIONS

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) melee damage.



Rats[edit]

Rats form large, subterrainian colonies. These colonies are rarely comprised of exclusively rats, with each species fulfilling its own niche.

Badger[edit]

Tiny beast, unaligned


Armor Class 11 All
Hit Points 3 (2d4 - 2)
Speed 30 ft., 10 ft. burrowing speed.


STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)

Senses darkvision 60 ft., passive Perception 8
Languages
Challenge 1/8 (25 XP)


Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Badgers have a rad pool of 5 points.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) melee damage.


The weakest member of a colony, badgers are primarily used for returning resources to the colony’s abode. They typically run at the first sign of danger.

Beaver[edit]

Tiny beast, unaligned


Armor Class 11 All
Hit Points 11 (2d4 + 6)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 6 (-2)

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


Keen Hearing and Smell. The rat has advantage on Perception checks that rely on hearing or smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Beavers have a rad pool of 5 points.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) melee damage.


The builders of rat society, beavers imply a greater sophistication to rat culture. Similarly to badgers, they typically run at the first sign of danger.

Giant Rat[edit]

Small beast, unaligned


Armor Class 11 All
Hit Points 9 (2d6 + 2)
Speed 50 ft.


STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

Skills Perception +3
Senses passive Perception 13
Languages
Challenge 0 (10 XP)


Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Giant rats have a rad pool of 30 points.

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) melee damage.


While not particularly strong, giant rats breed quickly and work well together. Their glowing green-blue eyes have been known to scare inexperienced scavengers. In small numbers, they serve the same purpose as badgers.


Pig Rat[edit]

Medium beast, unaligned


Armor Class 12 All (natural armor)
Hit Points 17 (2d8 + 8)
Speed 40 ft., 25 ft. burrowing


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 2 (-4) 12 (+1) 4 (-3)

Senses passive Perception 11
Languages
Challenge 1 (200 XP)


Keen Hearing and Smell. The rat has advantage on Perception checks that rely on hearing or smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Pig rats have a rad pool of 25 points.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) melee damage.


The primary combatants of a colony, pigs rats are massive, mutated moles. Their enlarged teeth are skilled at piercing flesh.


Mole Rat[edit]

Large beast, unaligned


Armor Class 12 Energy; 14 Explosive, Ballistic; 16 Melee (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft., 40 ft. burrowing


STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)

Skills Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages
Challenge 3 (700 XP)


Keen Hearing and Smell. The rat has advantage on Perception checks that rely on hearing or smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Mole rats have a rad pool of 75 points.

ACTIONS

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


The preverbal kings of rat society, mole rats are few and far between and breed slowly. They are incredibly intelligent, sometimes even being able to learn English.


Sand Shark[edit]

Medium beast, unaligned


Armor Class 11 Explosive; 13 Ballistic, Energy; 15 Melee (natural armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., burrow 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)

Skills Perception +2
Senses Tremorsense 30 ft., passive Perception 12
Languages
Challenge 1/2 (100 XP)


Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Sand sharks have a rad pool of 10 point.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) melee damage.



Yao-Guai[edit]

Huge beast, neutral good


Armor Class 13 Energy, Explosive; 16 Ballistic, Melee (natural armor)
Hit Points 126 (11d12 + 55)
Speed 50 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 8 (-1) 14 (+2) 10 (+0)

Skills Perception +6
Senses passive Perception 16
Languages
Challenge 9 (5,000 XP)


Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Rad Pool. Yao-Guai have a rad pool of 120 Points.

ACTIONS

Multiattack. The bear makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) melee damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) melee damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.


Yao_guai.png


Aberration[edit]

Ant[edit]

Medium aberration, unaligned


Armor Class 12 Melee; 14 Ballistic, Energy, Explosive (natural armour)
Hit Points 11 (2d8 + 2)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 1 (-5) 9 (-1) 5 (-3)

Skills Perception +1
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 1/4 (50 XP)


Keen Smell. The ant has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The ant has advantage on attack rolls against a creature if at least one of the ant's allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Ants have a rad pool of 60 rads.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) melee damage, and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the ant can't bite another target.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 melee damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) Poison energy damage on a failed save, or half as much damage on a successful one.



Fire Ant[edit]

Medium aberration, unaligned


Armor Class 12 Melee; 14 Ballistic; 16 Energy, Explosive (natural armour)
Hit Points 27 (5d8 + 5)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 1 (-5) 9 (-1) 5 (-3)

Skills Perception +1
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 1 (200 XP)


Keen Smell. The ant has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The ant has advantage on attack rolls against a creature if at least one of the ant's allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Ants have a rad pool of 60 rads.

ACTIONS

Multiattack. The fire ant can make 2 fire breath attacks or 2 bite and 1 sting attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) melee damage, and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the ant can't bite another target.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 melee damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) Poison energy damage on a failed save, or half as much damage on a successful one.

Fire Breath. The ant exhales fire in a 15 ft. line. All creatures within range must succeed a DC 11 Dexterity saving throw. On a failure, they take 7 (2d6) burning energy damage on a failure, or half as much on a success.



Scorpions[edit]

Congregating in large swaths of desert, a swarm of scorpions often create an impenetrable barrier on the roads of the wasteland. They are incredibly aggressive and exclusively carnivorous.

Young Bark Scorpion[edit]

Tiny aberration, unaligned


Armor Class 11 All (natural armor)
Hit Points 1 (1d4 - 1)
Speed 10 ft.


STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

Senses blindsight 10 ft., passive Perception 9
Languages
Challenge 0 (10 XP)


Rad Pool. Scorpions have a rad pool of 30 rads.

ACTIONS

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 melee damage, and the target must make a DC 9 Constitution saving throw, saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.



Bark Scorpion[edit]

Tiny aberration, unaligned


Armor Class 12 All (natural armor)
Hit Points 10 (3d4 + 3)
Speed 15 ft., burrow 5 ft.


STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 13 (+1) 1 (-5) 8 (-1) 3 (-4)

Skills Perception +3, Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages
Challenge 1/4 (50 XP)


Rad Pool. Bark scorpions have a rad pool of 30 points.

ACTIONS

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) melee damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.


Barkscorpions_El_Rey_Motel.jpg


Radscorpion[edit]

Medium aberration, unaligned


Armor Class 12 Explosive; 15 Ballistic, Energy, Melee. (natural armour)
Hit Points 93 (11d8 + 44)
Speed 30 ft., burrow 15 ft.


STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 18 (+4) 1 (-5) 10 (+0) 4 (-3)

Senses blindsight 60 ft., passive Perception 10
Languages
Challenge 5 (1,800 XP)


Rad Pool. Radscorpions have a rad pool of 150 points.

ACTIONS

Multiattack. The scorpion makes two attacks: one with its claws and one with its sting.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) melee damage, and the target is grappled (escape DC 15). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +6 to hit, reach 15 ft., one creature. Hit: 14 (2d10 + 3) melee damage, and the target must make a DC 15 Constitution saving throw, taking 6 (2d10) poison energy damage on a failed save, or half as much damage on a successful one.


Giant_radscorpion.png


Giant Radscorpion[edit]

Huge aberration, unaligned


Armor Class 12 Explosive; 15 Ballistic, Energy; 17 Melee (natural armour)
Hit Points 115 (11d12 + 44)
Speed 40 ft., burrow 20 ft.


STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 18 (+4) 1 (-5) 10 (+0) 4 (-3)

Damage Immunities Radiation
Senses blindsight 60 ft., passive Perception 10
Languages
Challenge 8 (3,900 XP)


ACTIONS

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) melee damage, and the target is grappled (escape DC 15). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 15 (2d10 + 4) melee damage, and the target must make a DC 15 Constitution saving throw, taking 6 (2d10) poison energy damage on a failed save, or half as much damage on a successful one.



Mirelurks[edit]

Inhabiting the various fresh and salt water aquatic areas of the wasteland, mirelurks are the result of post-war radiation on pre-war crustaceans. They form a racial hierarchy, with the few-and-far-between kings and queens leading swarms of other species. Despite their names, mirelurks are actually agendered, lay and fertilizing their own clutches of eggs. They are omnivorous, preferring meat, but being willing to settle for barnacles and other aquatic plant-life. In the wild, they are as aggressive as most other creatures. However, unlike their contemporaries, they can be tamed.

Mirelurk[edit]

Medium aberration, unaligned


Armor Class 10 Ballistic, Melee; 14 Energy, Explosive
Hit Points 93 (11d8 + 44)
Speed 20 ft.


STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 5 (1,800 XP)


Carapace. The Mirelurk has a hard shell. One side of the Mirelurk is designated as its head. It is resistant to all damage to any side other than its head.

Rad Pool. Mirelurks have a rad pool of 50 points.

ACTIONS

Multiattack. The mirelurk makes two pincer attacks.

Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) melee damage.


Mirelurk_fo4.png
A mirelurk, Fallout 4.


Mirelurk Hunter[edit]

Medium aberration, unaligned


Armor Class 12 Ballistic, Melee; 16 Energy, Explosive
Hit Points 102 (12d8 + 48)
Speed 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 6 (2,300 XP)


Carapace. The Mirelurk has a hard shell. One side of the Mirelurk is designated as its head. It is resistant to all damage to any side other than its head.

Rad Pool. Mirelurks have a rad pool of 50 points.

ACTIONS

Multiattack. The mirelurk makes two pincer attacks.

Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) melee damage.


FO4_Mirelurk_hunter_transparent.png
A mirelurk hunter, Fallout 4.


Lakelurk[edit]

Medium aberration, unaligned


Armor Class 16 Melee, Ballistic, Explosive; 19 Energy (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1)

Skills Perception +5, Stealth +9
Senses darkvision 120 ft., passive Perception 15
Languages
Challenge 6 (2,300 XP)


Rad Pool. Lakelurks have a rad pool of 90 points.

ACTIONS

Multiattack. The lakelurk makes 2 swipe attacks or use its shout attack.

Swipe. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 2 (1d4 + 4) melee damage plus 9 (2d8) poison energy damage.

Shout (Recharge 5-6). The lakelurk releases a wave of sound. Every creature in a 45 foot line must attempt a DC 14 Constitution saving throw. On a failure, they take 4d10 energy damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.


Lakelurk.png
A lakelurk, Fallout New Vegas


Mirelurk King[edit]

Medium aberration, unaligned


Armor Class 17 All (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)

Saving Throws Dex +3, Con +6, Wis +4, Cha +5
Skills Arcana +5, Deception +8, Perception +4
Damage Immunities Radiation
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 7 (2,900 XP)


Regeneration. The king regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The king makes two swipe attacks or one shout attack.

Swipe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) melee damage.

Shout (Recharge 5-6). The lakelurk releases a wave of sound. Every creature in a 45 foot line must attempt a DC 14 Constitution saving throw. On a failure, they take 4d10 energy damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.


EncMirelurkKing01.png
A mirelurk king, Fallout 4.


Mirelurk Queen[edit]

Huge aberration, unaligned


Armor Class 18 All (natural armor)
Hit Points 168 (16d12 + 64)
Speed 25 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+5) 18 (+4) 18 (+4) 18 (+4)

Damage Resistances Melee
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 18
Languages
Challenge 11 (7,200 XP)


Carapace. The queen has a hard shell. One side of the queen is designated as its head. It is resistant to all damage to any side other than its head.

Acidic. The Queen has resistance to poison damage.

ACTIONS

Multiattack. The queen makes two attacks with either its claws or spit.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) melee damage.

Spit. Melee Weapon Attack: +9 to hit, range 20/80 ft., one target. Hit: 13 (2d10 + 5) Poison Energy damage.


LEGENDARY ACTIONS

The queen 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 queen regains spent legendary actions at the start of its turn.

Attack. The queen makes one claw or spit attack.
Hunker. The queen gains immunity to the next attack against it.
Hatch (Costs 3 Actions). The queen hatches a clutch of eggs from within her body, summoning 1d6+2 friendly Radroaches with the aberration type.

FO4_Mirelurk_queen_transparent.png
A mirelurk queen, Fallout 4.


Bloatfly[edit]

Small aberration, unaligned


Armor Class 12 All
Hit Points 3 (1d6)
Speed 5 ft., fly 15 ft.


STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2)

Skills Perception +4
Senses passive Perception 14
Languages
Challenge 0 (10 XP)


Rad Pool. Bloatflies have a rad pool of 25 points.

ACTIONS

Maggot. Melee Weapon Attack: +4 to hit, range 15/90 ft., one target. Hit: 4 (1d4 + 2) melee damage and 2 (1d4) Poison Melee damage.


One of the most common animals in the wasteland, mutated blowflies live in wandering pods of 2-5 members. While they produce many larva inside their body, very few survive to adulthood due to being used as a a back-up food source and projectile weapon. They are known to explode upon death.

BloatflyCA.jpg


Floater[edit]

Small aberration, unaligned


Armor Class 9 All (natural armor)
Hit Points 7 (2d6)
Speed 15 ft.


STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 10 (+0) 3 (-4) 3 (-4) 3 (-4)

Damage Vulnerabilities Burning
Senses blindsight 30 ft., passive Perception 6
Languages
Challenge 1/8 (25 XP)


Noxious Fumes. If a floater is killed by burning damage, every creature within 5 feet of it take 2 (1d4) Burning energy damage. Floaters hover 5 feet off the ground.

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 15 ft., one target. Hit: 2 (1d4) melee damage.


One of the original subjects of FEV testing, floaters were once simple flatworms. Producing and storing fumes in sacks across their body, they are able to hover, using their long tails to maneuver themselves.

LampreyFloaterCA.jpg
An artist’s rendition of a floater, The Art of Fallout 3.


Honey Beast[edit]

Large aberration, unaligned


Armor Class 14 Ballistic, Explosive; 16 Energy, Melee (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., burrow 10 ft.


STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3)

Saving Throws Dex +4, Con +5, Wis +2, Cha +5
Skills Perception +4, Stealth +4
Damage Immunities Poison, Radiation
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages
Challenge 3 (700 XP)


Bees. If a creature ends their turn within 25 feet of the beast, they must succeed a DC 15 Constitution saving throw. On a failure, they take 6 (1d4 + 4) Poison energy damage.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) melee damage.

Bee Blast (Recharge 5-6). The beast releases even more bees in a 15-foot radius. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) poison energy damage on a failed save, or half as much damage on a successful one.


These massive honey bees are a rarity in the wasteland. When they occur, their nest migrates to their back. A mobile superfortress for bees, effectively untouchable to most wasteland creatures. The excess honey produced by the hive is immediately transported into the beast’s system.

FO76_Honey_Beast.png
A slumbering honey beast, Fallout 76.


Mantis[edit]

Small aberration, unaligned


Armor Class 7 All
Hit Points 10 (3d6)
Speed 15 ft.


STR DEX CON INT WIS CHA
10 (+0) 5 (-3) 11 (+0) 1 (-5) 11 (+0) 3 (-4)

Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages
Challenge 0 (10 XP)


Leap. If the mantis moves 15 feet and attacks, it has advantage to hit.

Rad Pool. Mantises have a rad pool of 10 points.

ACTIONS

Slash. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) melee damage.


Mantises next in abandoned wooden buildings and warm caves. They are known as a dangerous, but easily rectified problem across the West Coast.

Giant_mantis_nypmh.png


Radroach[edit]

Tiny aberration, unaligned


Armor Class 7 All (natural armor)
Hit Points 1 (2d4 - 6)
Speed 10 ft., climb 10 ft.


STR DEX CON INT WIS CHA
4 (-3) 4 (-3) 4 (-3) 4 (-3) 4 (-3) 4 (-3)

Damage Immunities Radiation
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 0 (10 XP)


ACTIONS

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 1d4 melee damage.


A common infestation in all parts of the wastes, radroaches are generally peaceful scavengers, only resorting to violence if one of their comrades is attacked.

Radroach.png


Monstrosities[edit]

Alien[edit]

Medium monstrosity (Alien), any alignment


Armor Class 12 All (Space Suit)
Hit Points 40 (9d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 14 (+2) 12 (+1) 11 (+0)

Saving Throws Int +5, Wis +4
Skills Arcana +5, History +5
Senses passive Perception 11
Languages Alien
Challenge 6 (2,300 XP)


Rad Pool. The alien has a rad pool of 35 points.

ACTIONS

Alien Disintegrator. Ranged Weapon Attack: +5 to hit, range 100/365 ft., one target. Hit: 18 (4d8 + 2) energy damage. Must be reloaded as an action after 100 shots.


Also known as zetans, aliens are extraterrestrial beings who have meddled in the Earth’s matters since at least the 1600’s.

Alien_outfit.png


Back to Main Page5e Homebrew5e Campaign SettingsFalloutBestiaryMutants

Cazador[edit]

Medium monstrosity, chaotic good


Armor Class 14 Ballistic, Exlosive; 16 Energy, Melee (natural armor)
Hit Points 22 (4d8 + 4)
Speed 10 ft., fly 60 ft.


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)

Saving Throws Dex +3, Con +3, Wis +2, Cha +3
Skills Perception +4, Stealth +3
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages
Challenge 1 (200 XP)


ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) melee damage. On a hit, the target must succeed a DC 12 Dexterity saving throw. On a failure, they take 33 (6d10) poison energy damage.


Cazadors were yet another superweapon never deployed by the United States military. After escaping to the wasteland, they became the greatest menace the Mojave had ever seen, far beyond the Legion or NCR. Living in large hives in cliff sides, they claim large swaths of land as their territory.

Cazador.png


Centaur[edit]

Large monstrosity (Mutant), chaotic evil


Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 25 ft.


STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0)

Skills Perception +8
Damage Immunities Radiation
Senses darkvision 60 ft., passive Perception 18
Languages understands Common but can't speak it
Challenge 6 (2,300 XP)


ACTIONS

Multiattack. The centaur makes three attacks: two slaps and one spit.

Slap. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) melee damage.

Spit. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) Energy damage and 6 (1d4 + 4) rads.


Horribly failed FEV subjects, every centaur used to be human. Due to their horribly degraded intelligence, they are treated as pets by groups of super mutants.

CentaurEvolved.png


Tunneler[edit]

Medium monstrosity (Mutant), chaotic evil


Armor Class 18 All (natural armor)
Hit Points 112 (15d8 + 45)
Speed 40 ft., climb 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +5, Con +6, Wis +3, Cha +5
Skills Perception +6, Stealth +5
Damage Immunities Poison, Radiation
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages None
Challenge 7 (2,900 XP)


Sensitive Eyes. If a tunneler takes fire damage, it must succeed a DC 15 Charisma saving throw. On a failure, it becomes frightened of the creature that dealt the damage for 1 minute. It may reattempt this saving throw at the end of each of its turns.

ACTIONS

Multiattack. The tunneler makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) melee damage plus 4 (1d8) poison melee damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) melee damage.


Originating from the tunnels under Hopeville, tunnelers are among the most feared creatures in the entire wasteland. Always in groups no smaller than 5, they have been known to hunt deathclaws. Their humanoid bodies have led to speculation that they are the descendants of those who took shelter around Hopeville during the Great War. If this is the case, the effects of radiation have took a supreme toll on them, reducing them to intelligent, bloodthirsty monsters.

Tunneler.png

}}

Deathclaws[edit]

A failed supersoldier program developed by the prewar United States’ military based off of the Jackson’s chameleon, Deathclaws are ferocious predators with fearsome claws and terrible fangs. They attack anything in their paths, engaging with unmatched aggression. While most are unable to speak, a small community fostered by the enclave was noted to have mastered the English language.

Young Deathclaw[edit]

Medium monstrosity, unaligned


Armor Class 17 All (natural armor)
Hit Points 93 (11d8 + 44)
Speed 30 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
Senses passive Perception 11
Languages
Challenge 7 (3,900 XP)


Brave. The deathclaw has advantage on saving throws against being frightened.

Pounce. If the deathclaw moves at least 30 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the deathclaw can make one additional bite attack.

Rad Pool. Deathclaws have a rad pool of 60 rads.

ACTIONS

Multiattack. The deathclaw makes four attacks: one with its bite, two with its claws, and one with its gore attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) melee damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) melee damage.

Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d6 +7) melee damage.


Babydeathclaw.png


Adult Deathclaw[edit]

Large monstrosity, unaligned


Armor Class 17 All (natural armour)
Hit Points 142 (15d10 + 60)
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
Senses passive Perception 11
Languages
Challenge 8 (3,900 XP)


Brave. The deathclaw has advantage on saving throws against being frightened.

Pounce. If the deathclaw moves at least 30 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the deathclaw can make one additional bite attack.

Rad Pool. Deathclaws have a rad pool of 80 rads.

ACTIONS

Multiattack. The deathclaw makes four attacks: one with its bite, two with its claws, and one with its gore attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) melee damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 7) melee damage.

Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d6 +7) melee damage.


Deathclaw_fo4.png


Gatorclaw[edit]

Large monstrosity, unaligned


Armor Class 17 All (natural armor)
Hit Points 142 (15d10 + 60)
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
Senses passive Perception 11
Languages
Challenge 9 (3,900 XP)


Brave. The gatorclaw has advantage on saving throws against being frightened.

Pounce. If the gatorclaw moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the gatorclaw can make one additional bite attack.

Rad Pool. Gatorclaws have a rad pool of 80 rads.

ACTIONS

Multiattack. The gatorclaw makes five attacks: one with its bite, and four with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) melee damage. On a hit, they must succeed a DC 17 Strength saving throw or become grappled.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) melee damage.


Gatorclaw.png


Deathclaw Alpha Male[edit]

Huge monstrosity, unaligned


Armor Class 20 All (natural armour)
Hit Points 157 (15d12 + 60)
Speed 30 ft.


STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Strength +15, Constitution +8
Damage Resistances Melee, Explosive
Senses passive Perception 11
Languages
Challenge 10 (3,900 XP)


Brave. The deathclaw has advantage on saving throws against being frightened.

Pounce. If the deathclaw moves at least 30 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the deathclaw can make one additional bite attack.

Rad Pool. Deathclaws have a rad pool of 200 rads.

ACTIONS

Multiattack. The deathclaw makes four attacks: one with its bite, two with its claws, and one with its gore attack.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) melee damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) melee damage.

Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 10) melee damage.


DeatclawAlphaFNV.png


Deathclaw Matriarch[edit]

Large monstrosity, unaligned


Armor Class 17 All (natural armour)
Hit Points 171 (18d10 + 72)
Speed 60 ft.


STR DEX CON INT WIS CHA
24 (+7) 30 (+10) 18 (+4) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Dexterity +15, Wisdom +8
Damage Resistances Ballistic, Energy
Senses passive Perception 15
Languages
Challenge 12 (3,900 XP)


Brave. The deathclaw has advantage on saving throws against being frightened.

Pounce. If the deathclaw moves at least 30 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the deathclaw can make one additional bite attack.

Rad Pool. Deathclaws have a rad pool of 200 rads.

ACTIONS

Multiattack. The deathclaw makes 6 attacks: one with its bite, four with its claws, and one with its gore attack.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) slashing damage.

Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d6 + 10) piercing damage.


Deathclawmother.png


Legendary Deathclaw[edit]

Huge monstrosity, unaligned


Armor Class 21 All (natural armour)
Hit Points 199 (19d12 + 76)
Speed 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 18 (+4) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Strength +15, Dexterity +15, Constitution +8, Wisdom +8
Damage Resistances Ballistic, Energy, Explosive
Damage Immunities Melee
Senses passive Perception 15
Languages
Challenge 17 (18,000 XP)


Brave. The deathclaw has advantage on saving throws against being frightened.

Pounce. If the deathclaw moves at least 30 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the deathclaw can make one additional bite attack.

Rad Pool. Deathclaws have a rad pool of 400 rads.

ACTIONS

Multiattack. The deathclaw makes six attacks: one with its bite, four with its claws, and one with its gore attack.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) melee damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) melee damage.

Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d6 + 10) melee damage.


FNV_DeathclawAlpha.png


Desert Stalker[edit]

Medium aberration, unaligned


Armor Class 14 Ballistic, Energy; 15 Explosive; 17 Melee. (natural armor)
Hit Points 76 (8d8 + 40)
Speed 10 ft., burrow 15 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 5 (1,800 XP)


Trap. The desert stalker lives in a 20 foot radius nest. Within this range, it is aware of any creatures, its burrowing speed is doubled, and attacks against it have disadvantage.

ACTIONS

Multiattack. The desert stalker makes two attacks: one with its drag and one with its claws.

Drag. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) melee damage. On a hit, the target must succeed a DC 14 Dexterity saving throw. On a failure, it moves 10 feet toward the center of its nest along with the target.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) melee damage. On a hit, the target must succeed a DC 14 Strength saving throw. On a failure, they grapple the target.


Native to deserts, desert stalkers are mutated ant lions capable of dragging creatures as large as young deathclaws to an early grave. They are solitary creatures, only migrating to mate, doing so with the first viable mate they find, before returning to their home. In the event of disjointed mating seasons, desert stalkers have been known to kill their own.

Desertstalker.png


Night Stalker[edit]

Medium monstrosity, unaligned


Armor Class 15 All (natural armor)
Hit Points 52 (8d8 + 16)
Speed 35 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 15 (+2) 2 (-4) 8 (-1) 7 (-2)

Senses darkvision 60 ft., passive Perception 9
Languages
Challenge 3 (700 XP)


Cloaking. Certain night stalkers, due to long-term exposure to stealth boys, have developed a natural cloaking ability. As an action, they can become invisible until they deal or take damage. They may do this once, regaining use at the end of a long rest.

Rad Pool. Night stalkers have a rad pool of 60 points.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) melee damage plus 7 (2d6) poison energy damage.


Created before the war and planned to be deployed as yet another super soldier project, night stalkers were originally created by Doctor Borous in the Big MT research and development grounds. The fusion of coyote and rattlesnake DNA, sources debate whether it was made to preserve the endangered rattlesnake for research purposes, or simply as a sadistic dare within Big MT. They nest in caves, often forming large packs. They have been observed both howling and hissing.

Legendary_attack.png


Wanamingo[edit]

Large monstrosity, unaligned


Armor Class 17 All
Hit Points 142 (15d10 + 60)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 24 (+7) 18 (+4) 14 (+2) 12 (+1) 6 (-2)

Saving Throws Charisma +4
Damage Immunities Ballistic
Condition Immunities Blind
Senses passive Perception 11
Languages
Challenge 8 (3,900 XP)


Brave. Wanamingos have advantage on saving throws against being frightened.

Alien. Upon seeing a Wanamingo for the first time, a creature must succeed a DC 17 Intelligence or Charisma saving throw or become frightened for 1 minute. They may retry this saving throw at the end of each of their turns.

Rad Pool. Wanamingos have a rad pool of 160 rads.

ACTIONS

Multiattack. Wanamingos can made 3 attacks: one with its bite, and two with its tentacles.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 7) melee damage.

Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) melee damage.


Wanamingo_render.jpg


Constructs[edit]

Machines can generally be crafted, but doing so requires proficiency in Arcana, a set of Artificer’s tools, and 2 sensor modules. Crafting time is listed for 1 creature. Multiple creatures can craft the same robot simultaneously, so long as they fit the requirements. All constructs are immune to radiation.

Universal[edit]

Certain machines are produced by all manufacturers due to their high demand and simplicity.

Auto-Cannon[edit]

Medium construct, unaligned


Armor Class 15 All
Hit Points 49 (11d8)
Speed 0 ft.


STR DEX CON INT WIS CHA
1 (-5) 19 (+4) 10 (+0) 7 (-2) 11 (+0) 7 (-2)

Skills Perception +2
Damage Immunities Radiation
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages
Challenge 4 (1,100 XP)


Immobile. The turret is a permanent fixture of the place where it is installed. It cannot be pushed or pulled. The turret automatically fails all Strength and Dexterity saving throws.

ACTIONS

Multiattack. The turret can make 2 machine gun attacks.

Machine Gun. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (5d6 + 4) ballistic damage.


Only deployed in the highest priority areas, these turrets are known to shred through almost any target with ease. Crafting requires 7 scrap electronics, 9 scrap metals, 3 specific auuto-cannon parts, and 120 hours of work.

AutoCannonFallout2.gif


Gun Turret[edit]

Tiny construct, unaligned


Armor Class 12 Explosive; 14 Ballistic, Energy, Melee
Hit Points 27 (11d4)
Speed 0 ft.


STR DEX CON INT WIS CHA
1 (-5) 19 (+4) 10 (+0) 7 (-2) 11 (+0) 7 (-2)

Skills Perception +2
Damage Immunities Radiation
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages
Challenge 3 (700 XP)


Immobile. The turret is a permanent fixture of the place where it is installed. It cannot be pushed or pulled. The turret automatically fails all Strength and Dexterity saving throws.

ACTIONS

Machine Gun. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (5d6 + 4) ballistic damage.


Toward the end of the tensions leading up to the war, these gun turrets were installed in most public areas, especially in office and government buildings. Crafting requires 2 scrap electronics, 3 scrap metals, 2 specific gun turret parts, and 90 hours of work.

Fo3_ceiling_turret.png MAGUN2HJ_se.gif


Laser Turret[edit]

Tiny construct, unaligned


Armor Class 12 Explosive; 14 Ballistic, Energy, Melee
Hit Points 25 (10d4)
Speed 0 ft.


STR DEX CON INT WIS CHA
1 (-5) 19 (+4) 10 (+0) 7 (-2) 11 (+0) 7 (-2)

Skills Perception +2
Damage Immunities Radiation
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages
Challenge 3 (700 XP)


Immobile. The turret is a permanent fixture of the place where it is installed. It cannot be pushed or pulled. The turret automatically fails all Strength and Dexterity saving throws.

Invulnerable. While inactive, laser turrets are immune to all damage, and are unconsious

ACTIONS

Laser. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (5d6 + 4) energy damage.

Activate The laser turret becomes active if it is currently inactive

Deactivate The laser turret becomes inactive if it is currently active


Unlike their ballistic counterparts, laser turrets were exclusively deployed in military installations and prisons. Crafting requires 8 scrap electronics, 9 scrap metal, 2 specific laser turret parts, and 90 hours of work.

Fo3_automated_turret.png Laser_turret_FoT.png


General Atomics International Robots[edit]

While it briefly dipped into military application like every other company, GAI primarily focused on consumer goods ranging from washing machines to nuclear reactors.

Mister/Miss Handy[edit]

Medium construct, lawful neutral


Armor Class 12 Melee; 13 Explosive, Ballistic; 14 Energy
Hit Points 36 (8d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 12 (+2)

Skills Medicine +2, Arcana +2, History +2
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 2 (450 XP)


Hover. Mister/Miss handys hover 1 foot above the ground.

ACTIONS

Buzz Saw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) melee damage.


Marketed as the perfect all purpose assistant, the mister handy was designed and programmed to handle all household duties from childcare to lawn-care. Their personality matrices were given a delightful British accent. An identical model was released less than a year later with a feminine voice costing 10% more named the Miss Handy. Crafting requires 1 scrap metal, 1 scrap electronic, 1 biometric scanner, 4 specific mister/miss handy parts, and 160 hours.

Mister_Handy.png

Mister Gutsy[edit]

Medium construct, lawful neutral


Armor Class 14 Melee; 15 Explosive, Ballistic; 16 Energy
Hit Points 66 (12d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+3) 12 (+0) 11 (+1) 12 (+0) 10 (+0)

Skills Intimidation +3
Damage Immunities Radiation
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 5 (450 XP)


Hover. Mister Gutsies hover 1 foot above the ground.

ACTIONS

Multiattack. Mister gutsies can make 3 attacks with 1 weapon. To change weapons, they must sacrifice 1 attack.

Buzz Saw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 4) melee damage.

Plasma Rifle. Ranged Weapon Attack: +6 to hit, range 45/200 ft., one creature. Hit: 12 (3d6 + 4) energy damage.

Flamethrower. Melee Weapon Attack: +6 to hit, 10 foot cone. Hit: 10 (1d12 + 4) Burning explosive damage.


A modified mister handy intended for military use, the Mister Gutsy was given a gruff, aggressive personality with 1 directive, destroy communism. Crafting requires 2 scrap metal, 2 scrap electronic, 1 biometric scanner, 4 specific mister/miss handy parts, and 240 hours.

Mister_Gutsy.png


Robobrain[edit]

Medium construct, lawful evil


Armor Class 15 Melee; 17 Ballistic, Energy, Explosive
Hit Points 90 (12d8 + 36)
Speed 25 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 17 (+3) 15 (+2) 15 (+2)

Saving Throws Intelligence + 5, Wisdom + 5, Charisma + 5
Skills Perception + 5
Damage Vulnerabilities Melee
Damage Immunities Radiation
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Common
Challenge 5 (1,800 XP)


Treads. The robobrain has advantage against being moved against its will.

ACTIONS

Multiattack. The robobrain makes three energy rifle attacks.

Energy Rifle. Ranged Weapon Attack: +6 to hit, range 150/200 ft., one target. Hit: 12 (2d8 + 3)


Developed exclusively for military use, robobrains use a human brain as its main processor in order to reduce cost and the amount of prisoners of war the United States had to deal with. Due to this, they are extremely susceptible to going rogue, attacking any and all that it sees. Creating a robobrain requires 3 scrap electronics, 5 scrap metal, 1 preserved human brain, 2 specific robobrain pieces, and 250 hours of work.

Robobrain.png


RobCo Industries[edit]

Founded by Robert House, RobCo quickly soared to the spot of number one in most powerful technological corporations, if not businesses in general, in the 21st century, most evidenced in the RobCo Unified Operating System, which was, as its namesake implies, used in all American systems.

Eyebot[edit]

Tiny construct, unaligned


Armor Class 10 All (natural armor)
Hit Points 5 (2d4)
Speed 0 ft., fly 40 ft.


STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 10 (+0) 9 (-1) 3 (-4) 3 (-4)

Damage Immunities Radiation
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses blindsight 30 ft., passive Perception 6
Languages
Challenge 1/8 (25 XP)


Flyby. The eyebot provokes no opportunity attacks when it flies out of an enemy's reach.

ACTIONS

Laser Emitter. Ranged Weapon Attack: +2 to hit, reach 20/30 ft., one target. Hit: 4 (1d6 + 1) energy damage. This is exclusive to normal eyebots.

Medical Administer. The eyebot heals a non-construct creature within 5 feet of it for 2d6 + 1 hit points. This is exclusive to medical eyebots.

Repair Tool. The eyebot heals a construct or object within 5 feet of it for 2d6 + 1 hit points. This is exclusive to repair eyebots.


Being built on an adaptable frame, the eyebot saw extensive use in all aspects of American society. Crafting requires 7 scrap electronic, 15 scrap metals, 1 radio, 1 specific eyebot, medical eyebot, or repair eyebot piece, as appropriate to the type of eyebot desired, and 60 hours of work.

ED-EReg.png Medical_eyebot.png Repair_eyebot.png
A normal, medical, and repair eyebot, Fallout New Vegas


Protectron[edit]

Medium construct, lawful neutral


Armor Class 12 All
Hit Points 77 (14d8 + 14)
Speed 20 ft.


STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 12 (+1) 21 (+5) 12 (+1) 11 (+0)

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 12
Languages Common
Challenge 3 (700 XP)


Processor Shell. A protectron can treat the first critical hit scored on it as a normal hit.

ACTIONS

Laser Hands. Ranged Weapon Attack: +1 to hit, range 90/120 ft., one target. Hit: 14 (4d4 + 2) energy damage.

Punch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) melee damage.


The most widely spread RobCo model, protectrons were used as supplements to police, fire fighter, store employee, guard, and even military numbers. Granted, it did none of these jobs particularly well, speaking in a robotic voice and moving relitavely slow. Crafting requires 1 scrap electronic, 2 scrap metals, 3 specific protectron parts, and 180 hours of work.

Protectron_blue.png
A protectron, Fallout 3.


Assaultron[edit]

Medium construct, lawful neutral


Armor Class 15 Ballistic, Explosive; 16 Energy; 17 Melee
Hit Points 110 (17d8 + 34)
Speed 50 ft.


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 21 (+5) 12 (+1) 8 (-1)

Skills Intimidation +1, Perception +3
Damage Resistances Melee
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 17
Languages Common
Challenge 4 (1,100 XP)


ACTIONS

Multiattack. The Assaultron can make 2 jab attacks as an action.

Jab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 5) melee damage.

Eye Laser (Recharge 6). The assaultron unleashes a violent beam of red energy in a 150 ft line that is 5 feet wide. Every creature in range must make a DC 15 Dexterity saving throw, taking 19 (3d8 + 5) Energy damage on a failed save, or half as much damage on a successful one. When it is able to use its eye laser, the front part of its head glows bright red.


Acting as the United State’s answer to the Chinese Crimson Dragoon terror/anti-power armor division, the assaultron's proficiency in hand to hand combat and anti-Stealth sensors were invaluable before the bombs fell. Crafting requires 11 scrap electronics, 19 scrap metals, 2 specific assaultron pieces, and 280 hours of work.

Assaultron-Fallout4.png
An Assaultron, Fallout 4.


Securitron Mk. I[edit]

Medium construct, lawful neutral


Armor Class 15 All
Hit Points 110 (13d8 + 52)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 18 (+4) 12 (+2) 10 (+0) 11 (+0)

Condition Immunities charmed, exhaustion, frightened, petrified, poisoned, unconscious
Senses passive Perception 10
Languages
Challenge 6 (2,300 XP)


ACTIONS

9mm SMG. Ranged Weapon Attack: +5 to hit, range 30/120 ft. Hit: 15 (2d10 + 4) ballistic damage.

Gatling Laser. Ranged Weapon Attack: +5 to hit, range 100/150 ft. Hit: 13 (2d8 + 4) energy damage.


The would-be magnum opus of RobCo, the PDQ-88b securitron was destined to be deployed only weeks after the bombs fell. Due to this, almost every single unit was preserved in an underground bunker. Operating on the inferior Mk. I operating system, they are unable to make use of their most powerful armaments. While their display screen is capable of displaying a number of images, most show that of a policeman. Crafting requires 3 scrap electronics, 3 scrap metals, 2 specific securitron pieces, and 250 hours of work.

Securitron9mmMachinegun.png
A securitron Mk. I, Fallout New Vegas.


Securitron Mk. II[edit]

Medium construct, lawful neutral


Armor Class 16 All
Hit Points 110 (13d8 + 52)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 18 (+4) 15 (+2) 15 (+2) 11 (+0)

Condition Immunities charmed, exhaustion, frightened, petrified, poisoned, unconscious
Senses passive Perception 10
Languages
Challenge 7 (2,900 XP)


Repair Protocol. The securitron regains 1d4 + 1 hit points at the beginning of each of its turns.

ACTIONS

Multiattack. The securitron can make 6 attacks: 2 with its 9mm SMG, 2 with its Gatling Laser, 1 with its grenade launcher, and 1 with its missile launcher.

9mm SMG. Ranged Weapon Attack: +5 to hit, range 40/120 ft. Hit: 15 (2d10 + 4) ballistic damage.

Gatling Laser. Ranged Weapon Attack: +5 to hit, range 100/150 ft. Hit: 13 (2d8 + 4) energy damage.

Grenade Launcher. Ranged Weapon Attack: +5 to hit, range 30/120 ft. Hit: 13 (2d8 + 4) explosive damage. Blast 5 ft.

Missile Launcher. Ranged Weapon Attack: +5 to hit, range 15/150 ft. Hit: 17 (2d12 + 4) explosive damage. Blast 15 feet.


After being updated with the Mk. II OS, securitrons became an army capable of defending any location from any threat. Their screens now show the face of a soldier. A Mk. II securitron can only be created by connecting a Mk. I securitron to the securitron network or manually uploading the Mk. II OS, which is heavily defended, directly into its body.

FNV_M235_Missile_Launchers.png
A securitron Mk. II, Fallout New Vegas.


Sentry Bot[edit]

Large construct, lawful neutral


Armor Class 17 All
Hit Points 168 (16d10 + 80)
Speed 20 ft.


STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 10 (+0) 1 (-5)

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 10
Languages Common
Challenge 7 (2,900 XP)


Headlamp. The sentry bot projects red dim light in a 45 foot cone.

ACTIONS

Multiattack The sentry bot makes three Gatling Laser attacks

Gatling Laser. Ranged Weapon Attack: +10 to hit, range 100/150 ft., one target. Hit: 15 (2d8 + 6) Energy damage.

Missile Launcher. Ranged Weapon Attack: +10 to hit, range 15/60 ft., one target. Hit: 19 (2d12 + 6) explosive damage. Blast 15 feet.

Ram. The sentry bot charges forward 35 feet and anything caught in it's path will be targeted by the following attack: Melee weapon attack:+13 to hit, Reach 5 ft, one target. Hit 21 (3d10 + 6) melee damage.


Designed to exclusively participate in the heaviest firefights, the sentry bot has the heaviest armor plating on any pre-War robot. Being extremely costly to produce, very few were produced or deployed, but those that were had extraordinary combat records. This cost ultimately led to the conception of the securitron. They can be crafted for 2 scrap electronics, 5 scrap metals, 4 specific sentry bot parts, and 300 hours of work.

latest.png
A sentry bot.


Liberty Prime[edit]

Gargantuan construct, lawful neutral


Armor Class 22 All (natural armor)
Hit Points 481 (26d20 + 208)
Speed 40 ft.


STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

Saving Throws Dex +7, Con +15, Wis +10, Cha +12
Skills Perception +17, Stealth +7
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common
Challenge 23 (50,000 XP)


Legendary Resistance (3/Day). If Liberty Prime fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. Prime can use his Frightful Presence. He then makes three attacks with his stomp or nuclear pitch.

Nuclear Pitch. Thrown Weapon Attack: +16 to hit, range 60/120 ft., one target. Hit: 38 (5d10 + 9) Energy damage + 38 (5d10 + 9). Blast 45 ft.

Stomp. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) melee damage.

Frightful Presence. Each creature of Prime’s choice that is within 120 feet of and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the 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 Liberty Prime’s Frightful Presence for the next 24 hours.

Eye Laser (Recharge 5-6). Liberty Prime fires a massive laser in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) energy damage on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

The Liberty Prime 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 Liberty Prime regains spent legendary actions at the start of its turn.

Communist Detector. Liberty Prime makes a Wisdom (Perception) check.
Stomp Attack. Liberty Prime makes a stomp attack.

Developed by the United States as yet another superweapon to deploy against China, Liberty Prime is a massive machine with a nigh-limitless supply of nuclear warheads, which it throws with extreme precision, and a large enough reactor to fuel its eye beam for centuries. Aggressively patriotic, he has been repaired and reprogrammed by the Brotherhood of Steel to recognized any enemies of the Brotherhood as the “Red Chinese”, against whom he shows no mercy. If he drops to 0 hit points, he explodes, and 25 specific Liberty Prime Armor pieces and 25 specific Liberty Prime electronic pieces appear around the Wasteland. At that point, he can be rebuilt. Rebuilding requires 200 scrap electronics, 200 scrap metals, 6 sensor modules(including the base 2 sensor module cost), all 25 specific Liberty Prime pieces of both types, and 10,000 hours of work. If a specific Liberty Prime piece is destroyed, it can be recreated for 5 scrap electronics for an electronic piece or 5 scrap metal for an armor piece, and 1 hour of work.

Fo4_Liberty_Prime.jpg
Liberty Prime, Fallout 4.


Humanoids[edit]

NCR[edit]

While the following were designed to reflect the troops of the NCR, similar units exist across the wasteland including the Minuteme in the Commonwealth and Reilly’s Rangers in the Capital Wasteland.

Riot Trooper[edit]

Medium humanoid (any race), lawful neutral


Armor Class 10 Explosive; 11 Energy, Melee; 12 Ballistic (NCR Armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Survival + 2
Senses passive Perception 10
Languages Common
Challenge 1/2 (100 XP)


Rad Pool. Riot troopers have a rad pool of 12 points.

ACTIONS

Stun Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+1 melee damage. On a hit, the target must succeed a DC 11 Constitution saving throw, falling unconcious until the beginning of their next turn.


Used to non-lethally quell riots, act as military police, create an NCR presence in civilian areas, or to give rank to personnel a commanding officer would rather not get injured, such as the son of a senator, the NCR riot forces fight drunken gamblers and boredom more than anything else.

NCRMilitaryPolice.png
NCR military policeman, Fallout New Vegas


Trooper[edit]

Medium humanoid (any races), any alignment


Armor Class 11 Energy, Explosive; 12 Melee; 12 Ballistic (NCR Armor, Combat Armor Shoulders)
Hit Points 22 (4d8 + 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Charisma + 2
Skills Survival + 2
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)


Rad Pool. Troopers have a rad pool of 20 points.

ACTIONS

Service Rifle. Ranged Weapon Attack: +4 to hit, range 100/300 ft., one target. Hit: (2d6 + 2) ballistic damage. Must be reloaded as an action after 20 shots.

Marksman’s Carbine. Ranged Weapon Attack: +4 to hit, range 15/300 ft., one target. Hit: (2d4 + 2) ballistic damage. Must be reloaded as an action after 4 shots. If the trooper does not move, they may make an attack at long range without disadvantage.


The primary force of the NCR, troopers are deployed to numerous outposts in and outside NCR territory. While wholly unexceptional and mediocrely equipped, what a group of motivated troopers can do on the battlefield can not be understated.

Troopers_concept.jpg
NCR troopers, Fallout New Vegas


Ranger[edit]

Medium humanoid (any race), lawful good


Armor Class 16 All (Ranger Armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 13 (+1) 13 (+1) 17 (+3)

Saving Throws Con +7, Wis +5
Skills Athletics +8, Perception +5, Persuasion +7
Senses passive Perception 15
Languages Common
Challenge 6 (2,300 XP)


Rad Pool. Rangers have a rad pool of 45 points.

Brave. The ranger has advantage on saving throws against being frightened.

Keen Sight. The ranger has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Lever-Action Rifle. Ranged Weapon Attack: +8 to hit, range 90/600 ft., one target. Hit: 14 (3d4 + 4) ballistic damage. Must be reloaded as an action every 5 shots.


Leadership (Recharges after a Short or Long Rest). For 1 minute, the ranger can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the ranger. A creature can benefit from only one Leadership die at a time. This effect ends if the ranger is incapacitated.


Members of the NCR’s elite ranger force, rangers are handpicked from the most accurate and stealthy of the NCR infantry. They are well known for their ability to infiltrate enemy territory and successfully complete missions with great efficiency. Their force of will and general determination has made them famous across the NCR as expert troops.

NCRRanger.jpg
An NCR Ranger defending Hoover Dam, Fallout New Vegas


Heavy Trooper[edit]

Medium humanoid (any race), lawful good


Armor Class 14 All (NCR Salavaged Power Armor)
Hit Points 150 (20d8 + 60)
Speed 20 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 15 (+2) 16 (+3) 13 (+1)

Saving Throws Str +8, Dex +8, Con +7, Wis +7
Skills Athletics +8, Insight +7, Intimidation +5, Perception +7, Persuasion +5
Senses passive Perception 17
Languages any two languages
Challenge 10 (5,900 XP)


Brave. The heavy trooper has advantage on saving throws against being frightened.

Rad Pool. The heavy trooper has a rad pool of 105 points.

ACTIONS

Multiattack. The heavy trooper makes 2 Minigun attacks.

Minigun. Melee Weapon Attack: +9 to hit, range 30/300 ft., one target. Hit: 14 (2d8 + 5) ballistic damage. Must be reloaded after 25 attacks.


Deployed exclusively to defend NCR hard-points and important individuals, heavy troopers are chosen among NCR elite soldiers who lack the subtlety required to become a ranger, but retain the conviction and patriotism to defend the NCR against any threat.

FNV_NCR_salvaged_armor.png
An NCR heavy trooper, Fallout New Vegas


Veteran Ranger[edit]

Medium humanoid (any race), any alignment


Armor Class 22 (Veteran NCR Ranger Armor)
Hit Points 171 (18d8 + 90)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 20 (+5) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Constitution +9, Wisdom +5, Charisma +7
Skills Stealth +9, Intimidation +7
Condition Immunities frightened
Senses Darkvision 60 ft., passive Perception 11
Languages Common
Challenge 12 (8,400 XP)


Brave. The ranger has advantage on saving throws against being frightened.

Keen Sight. The ranger has advantage on Wisdom (Perception) checks that rely on sight.

Rad Pool. Veteran Rangers have a rad pool of 150 points.

ACTIONS

Anti-Material Rifle. Ranged Weapon Attack: +9 to hit, range 15/1,500 ft., one target. Hit: 29 (8d6 + 5) ballistic damage. If the ranger does not move, it can make attacks at long range without disadvantage. Must be reloaded as an action after 8 shots. Attacks can not be made on consecutive turns.

Riot Shotgun. Ranged Weapon Attack: +9 to hit, range 10/30 ft., one target. Hit: 6 (2d10 + 5) ballistic damage. Must be reloaded as an action after 12 shots.


Easily the deadliest, best outfitted soldiers in the NCR military, the strength of a veteran ranger can not be overstated. They are often deployed in teams of one to three soldiers to resolve issues one to three platoons could not solve. In the two cases that the NCR has called upon the entire ranger force, they became almost completely unstoppable. While most soldiers haven’t even met one, their legend of “chewing nails and spitting napalm” echoes throughout every NCR base.

Nv-rifle-dude.jpg
A veteran ranger, Fallout New Vegas


Brotherhood of Steel[edit]

Initiate[edit]

Medium humanoid (Human), any lawful alignment


Armor Class 12 Ballistic, Energy; 13 Explosive, Melee (Combat Shoulders)
Hit Points 65 (10d8 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 13 (+1)

Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Arcana +4
Senses passive Perception 10
Languages Common
Challenge 2 (450 XP)


Rad Pool. The Brotherhood initiate has a rad pool of 25 points.

ACTIONS

Multiattack. The initiate makes two ranged attacks with its laser rifle.

Laser Rifle. Ranged Weapon Attack: +5 to hit, range 150/200 ft., one target. Hit: 6 (2d8 + 3) Energy damage. Must be reloaded after 24 shots.


The lowest rank of the Brotherhood of Steel, initiates are given a modest amount of training in regards to being both a knight and a scribe. Eventually, given more training, they must choose one path to walk. Regardless, they are rarely found outside of a BoS bunker.

Fo3_Initiates.png
Two initiates, Fallout New Vegas


Scribe[edit]

Medium humanoid (Human), any lawful alignment


Armor Class 9 All (Robes)
Hit Points 45 (10d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 16 (+3) 14 (+2) 12 (+1)

Saving Throws Dex +2, Wis +4
Skills Athletics +4, Arcana +4, History +4,
Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)


Rad Pool. The Brotherhood scribe has a rad pool of 20 points.

ACTIONS

Laser Pistol. Ranged Weapon Attack: +2 to hit, range 100/150 ft., one target. Hit: 5 (1d4 + 3) Energy damage. Must be reloaded after 30 shots.


Masters of the sciences, Brotherhood scribes are trained with pre-war books and terminals. While their primary employment is the repair of the combat ranks’ weapons and armor, the maintenance of bunker machines, research and development, and even raising children born into the BoS, they have been known to do field repairs and even medical procedures under certain circumstances.

Fo3_Brotherhood_Scribe.png
Two scribes, Fallout 3


Elder[edit]

Medium humanoid (Human), lawful neutral


Armor Class 11 (Combat Jumpsuit)
Hit Points 49 (9d8 + 9)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 16 (+3) 16 (+3) 16 (+3)

Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages Common
Challenge 3 (700 XP)


Rad Pool. Elders have a rad pool of 60 points.

ACTIONS

Multiattack. The Elder makes two ranged attacks.

Laser RCW. Ranged Weapon Attack: +4 to hit, range 80/120 ft., one target. Hit: 7 (2d8 + 2) energy damage. Must be reloaded after 20 shots.


The highest ranking member of a Brotherhood bunker, elders rarely wear their combat gear. However, they are nevertheless skilled in combat, typically out performing a majority of their subordinates.

Father_Elijah.jpg
Brotherhood Elder Elijah, Fallout New Vegas.


Knight[edit]

Medium humanoid (Human), lawful neutral


Armor Class 15 (T-45f)
Hit Points 90 (12d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 16 (+3) 13 (+1) 15 (+2) 13 (+1)

Saving Throws Con +7, Wis +6
Skills Athletics +8, Perception +6, Persuasion +5
Senses Darkvision 60 ft., passive Perception 16
Languages Common
Challenge 11 (7,200 XP)


Brave. The knight has advantage on saving throws against being frightened.

Powered. The knight counts as a construct for the sake of Pulse and Burning weaponry.

Rad Pool. The Knight has a rad pool of 200 points.

ACTIONS

Multiattack. The knight makes two ranged attacks.

Laser Rifle. Ranged Weapon Attack: +6 to hit, range 150/200 ft., one target. Hit: 11 (2d8 + 2) energy damage. Must be reloaded as an action after 24 shots.

XL70E3. Melee or Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 11 (2d8 + 2) ballistic damage. Must be reloaded as an action after 10 shots. If the Knight does not move, they may attack with this weapon at long range without disadvantage.


The main bulk of the Brotherhood’s fighting force, Knights make use of advanced armor and weaponry to overwhelm their enemies.

FNV_Paladin_Todd.jpg
A Brotherhood Knight, Fallout New Vegas.


Paladin[edit]

Medium humanoid (Human), lawful neutral


Armor Class 18 All (T-51f)
Hit Points 136 (16d8 + 64)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 15 (+2) 15 (+2) 19 (+4)

Saving Throws Dex +6, Con +8, Wis +6
Skills Athletics +9, History +6, Perception +6, Persuasion +8
Senses passive Perception 16
Languages Common
Challenge 13 (10,000 XP)


Brave. The paladin has advantage on saving throws against being frightened.

Indomitable (3/Day). The paladin can reroll a saving throw it fails. It must use the new roll.

Keen Sight. The paladin has advantage on Wisdom (Perception) checks that rely on sight.

Powered. The paladin counts as a construct for the sake of Pulse and Burning weaponry.

Rad Pool. The paladin has a rad pool of 300 points.

ACTIONS

Note - Paladins typically only have 1 weapon.

Multiattack. The paladin makes three ranged attacks.

Minigun. Ranged Weapon Attack: +9 to hit, range 30/300 ft., one target. Hit: 14 (2d8 + 5) ballistic damage. Must be reloaded as an action after 25 shots.

Gatling Laser. Ranged Weapon Attack: +9 to hit, range 250/300 ft., one target. Hit: 19 (3d8 + 5) energy damage. Must be reloaded as an action after 50 shots.

Missile Launcher. Ranged Weapon Attack: +9 to hit, range 100/200 ft., one target. Hit: 22 (6d8 + 5) explosive damage. Blast 20. Must be reloaded as an action after each shot.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the paladin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the paladin. A creature can benefit from only one Leadership die at a time. This effect ends if the paladin is incapacitated.


The elite upper echelon of the Brotherhood’s fighting force. Outfitted with the best equipment available, they take the helm as expeditionary forces and elite soldiers. In the NCR Brotherhood War, it was not uncommon for a squad of paladins to come out victorious against a platoon of NCR soldiers.

Fallout_New_Vegas_T-51b.jpg
A squad of patrolling Brotherhood paladins, Fallout New Vegas.


Armored Elder[edit]

Medium humanoid (Human), lawful neutral


Armor Class 19 All (T-60 mkII)
Hit Points 195 (23d8 + 92)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 15 (+2) 15 (+2) 19 (+4)

Saving Throws Str +10, Dex +10, Con +9, Wis +7
Skills Acrobatics +10, Athletics +8, Perception +10, Stealth +10
Damage Resistances Melee
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 20
Languages Common
Challenge 16 (15,000 XP)


Brave. The elder has advantage on saving throws against being frightened.

Indomitable (3/Day). The elder can reroll a saving throw it fails. It must use the new roll.

Keen Sight. The elder has advantage on Wisdom (Perception) checks that rely on sight.

Powered. The elder counts as a construct for the sake of Pulse and Burning weaponry.

Rad Pool. The elder has a rad pool of 400 points.

ACTIONS

Note - elders typically only use 1 weapon.

Multiattack. The Elder makes 3 ranged attacks.

Gauss Rifle. Ranged Weapon Attack: +10 to hit, range 20/600 ft., one target. Hit: 26 (6d6 + 5) ballistic damage. Must be reloaded as an action after 7 shots. If the elder does not move, they may make attacks at long range without disadvantage.

Tesla Cannon. Ranged Weapon Attack: +10 to hit, range 300/350 ft., one target. Hit: 31 (4d12 + 5) energy damage. Must be reloaded as an action after 4 shots.

Fat Man. Ranged Weapon Attack: +10 to hit, range 15/400 ft., one target. Hit: 83 (12d12 + 5) ballistic damage. Must be reloaded as an action after each shot.


When the need arises, elders are outfitted with the best armor and weaponry the Brotherhood has to offer. In the later-years of the BoS, high-ranking paladins such as star paladins, sentinels, and paladin lords are outfitted similarly.

FO4_BOS_Soldier_Infobox.png
An armored Brotherhood elder, Fallout New Vegas.


Enclave[edit]

Formed out of the remnants of the United States Government, the Enclave primarily uses advanced power armor and plasma weaponry to make the will of what they believe to be the only “true” humans known.

Officer[edit]

Medium humanoid (Human), any lawful alignment


Armor Class 9 All (Combat Jumpsuit)
Hit Points 45 (10d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 16 (+3) 14 (+2) 12 (+1)

Saving Throws Dex +2, Wis +4
Skills Athletics +4, Arcana +4, History +4,
Senses passive Perception 12
Languages Common
Challenge 1 (450 XP)


Rad Pool. The Enclave officer has a rad pool of 20 points.

ACTIONS

Plasma Pistol. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 7 (1d12 + 1) Energy damage. Must be reloaded after 12 shots.


Enclave officers are typically not found in combat due to their training prioritizing command over combat.

Enclave_officer.png
An enclave officer, Fallout 3


Soldier[edit]

Medium humanoid (Human), any lawful alignment


Armor Class 15 All (X-01)
Hit Points 16 (3d8 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Charisma + 2
Skills Survival + 2
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)


Powered. The soldier counts as a construct for the sake of Pulse and Burning weaponry.

Rad Pool. Soldiers have a rad pool of 120 points.

ACTIONS

Plasma Rifle. Ranged Weapon Attack: +4 to hit, range 45/200 ft., one target. Hit: (3d6 + 2) energy damage. Must be reloaded as an action after 12 shots.


Clad in power armor, even the lowest ranks in the Enclave are a force to be reckoned with.

RemnantsPowerArmor.png
An enclave soldier, Fallout New Vegas


Tesla Trooper[edit]

Medium humanoid (Human), any lawful alignment


Armor Class 16 All (X-02)
Hit Points 78 (12d8 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

Saving Throws Str +6, Int +4
Skills Athletics +6, Perception +3, Intimidation +3
Damage Resistances poison
Senses passive Perception 13
Languages Common
Challenge 8 (3,900 XP)


Tesla Coils. If a creature makes a melee attack against a tesla soldier, they must succeed a DC 15 Dexterity saving throw or take 1d8 + 1 energy damage.

Powered. The tesla trooper counts as a construct for the sake of Pulse and Burning weaponry.

Rad Pool. A Tesla soldier has a rad pool of 300 points.

ACTIONS

Multiattack. The tesla soldier makes two attacks.

Gatling Plasma. Ranged Weapon Attack: +6 to hit, range 80/240 ft., one target. Hit: 15 (3d8 + 3) energy damage.


Elite Enclave soldiers are given advanced armor and heavier weaponry. Unlike their lower-rank counterparts, they rarely do patrols or outpost guard duty. Instead, they are deployed by Vertibird when a conflict outside of a normal force’s ability occurs.

FO3_Tesla_Power_Armor.png
A Tesla soldier, Fallout 3.


Hellfire Trooper[edit]

Medium humanoid (Human), lawful neutral


Armor Class 17 All (X-03)
Hit Points 195 (23d8 + 92)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 15 (+2) 15 (+2) 19 (+4)

Saving Throws Str +10, Dex +10, Con +9, Wis +7
Skills Acrobatics +10, Athletics +8, Perception +10, Stealth +10
Damage Resistances Melee
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 20
Languages Common
Challenge 16 (15,000 XP)


Brave. The hellfire trooper has advantage on saving throws against being frightened.

Indomitable (3/Day). The hellfire trooper can reroll a saving throw it fails. It must use the new roll.

Keen Sight. The hellfire trooper has advantage on Wisdom (Perception) checks that rely on sight.

Powered. The hellfire trooper counts as a construct for the sake of Pulse and Burning weaponry.

Rad Pool. The hellfire troop has a rad pool of 800 points.

ACTIONS

Note - humanoids typically only have 1 weapon.

Multiattack. The hellfire trooper makes 3 ranged attacks.

Plasma Caster. Ranged Weapon Attack: +10 to hit, range 100/300 ft., one target. Hit: 24 (3d12 + 5) energy damage. Must be reloaded as an action after 12 shots.

Tesla Cannon. Ranged Weapon Attack: +10 to hit, range 300/350 ft., one target. Hit: 31 (4d12 + 5) energy damage. Must be reloaded as an action after 4 shots.

Fat Man. Ranged Weapon Attack: +10 to hit, range 15/400 ft., one target. Hit: 83 (12d12 + 5) ballistic damage. Must be reloaded as an action after each shot.


Comprised of only the most skilled Enclave soldiers, the Hellfire division crushes its opposition with extreme force.

Fo3BS_Hellfire_Power_Armor.png
Hellfire troopers, Fallout 3.


Frank Horrigan[edit]

Huge humanoid (Mutant), unaligned


Armor Class 25 All (X-01m Power Armor)
Hit Points 544 (33d12 + 330)
Speed 40 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 3 (-4) 11 (+0) 11 (+0)

Saving Throws Int +5, Wis +9, Cha +9
Skills Intimidation +5
Damage Resistances Energy
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses blindsight 120 ft., passive Perception 10
Languages
Challenge 30 (155,000 XP)


Legendary Resistance (3/Day). If Horrigan fails a saving throw, he can choose to succeed instead.

Brutal. Horrigan’s attacks count as critical hits on any roll above a 17.

Siege Monster. Horrigan deals double damage to objects and structures.

Powered. Horrigan counts as a construct for the sake of Pulse and Burning weaponry.

ACTIONS

Multiattack. Frank Horrigan can use his Frightful Presence, then make five attacks: three with his End Boss Knife and 2 with his End Boss Plasma Gun.

End Boss Knife. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 62 (8d12 + 10) melee damage.

End Boss Plasma Gun. Ranged Weapon Attack: +19 to hit, range (150/300), one target. Hit: 38 (8d6 + 10) energy damage.

Frightful Presence. Each creature of Horrigan’s choice within 120 feet of it and aware of him must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if he is within line of sight, 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 Horrigan’s Frightful Presence for the next 24 hours.


LEGENDARY ACTIONS

The Horrigan 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 Horrigan regains spent legendary actions at the start of its turn.

Move. Horrigan moves up to half its speed.
Your ride’s over mutie. Time to die! (Costs 2 Actions). Horrigan makes one attack.

Frank Horrigan was a monster of a soldier the moment he entered service. Psychotic, determined, and extremely loyal, he was the perfect soldier for many in the enclave. In an incident regarding the excavation of the Mariposa Military Base, he was exposed to FEV. His superiors pounced on the opportunity and rushed him to the Enclave research lab where he was experimented upon. He was kept sedated. In every incident that he awoke, the entire science team handling him was killed. When he was finally awoken, he was larger and stronger than any super mutant. Power armor and various cybernetics had been grafted to his flesh. Most importantly, his loyalty to the president remained.

Fo-promo-frank-horrigan-low-res_orig.jpg
Frank Horrigan’s model, towering over a deathclaw, in Wasteland Warfare.


Legion[edit]

Legionary[edit]

Medium humanoid (Human), any alignment


Armor Class 11 Ballistic, Energy, Explosive; 12 Melee (Legion Armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Skills Intimidation +2
Senses passive Perception 10
Languages Common
Challenge 1/2 (100 XP)


Pack Tactics. The legionary has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. The legionary has a rad pool of 20 points.

ACTIONS

Multiattack. The legionary makes two melee attacks.

Machete. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) melee damage.


Expendable, poorly equipped, and typically slaves, legionaries fight with a fervor unseen in the NCR due to the indoctrination of the Legion.

Nv-legion-armor.png
A recruit legionary, Fallout New Vegas.


Centurion[edit]

Medium humanoid (Human), any alignment


Armor Class 13 Ballistic, Melee; 14 Energy; 15 Explosive (Centurion Armor, Metal Helmet)
Hit Points 112 (15d8 + 45)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Senses passive Perception 11
Languages Common
Challenge 5 (1,800 XP)


Brave. The centurion has advantage on saving throws against being frightened.

Rad Pool. The Centurion has a rad pool of 50 points.

ACTIONS

Multiattack. The gladiator makes two melee attacks.

Thermic Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) Energy damage.

Hunting Rifle. Ranged Weapon Attack: +5 to hit, range 30/700 ft., one target. Hit: 17 (4d6 + 2) ballistic damage. Must be reloaded after 5 shots.


The unit leaders of the Legion, centurions are given modified power armor. While being incredibly heavy and lacking any power, it still provided quality defense. Centurions are feared by both their enemies and subordinates.

Centurion.png
A Centurion with a thermic lance, Fallout New Vegas.


Preatorian[edit]

Medium humanoid (Human), any alignment


Armor Class 13 Ballistic, Energy, Melee; 14 Explosive (Centurion Armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Senses passive Perception 11
Languages Common
Challenge 6 (2,300 XP)


Brave. The praetorian has advantage on saving throws against being frightened.

Rad Pool. The praetorian has a rad pool of 50 points.

ACTIONS

Multiattack. The praetorian makes three melee attacks or two ranged attacks.

Ballistic Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) explosive damage.

12.7mm Submachine Gun. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 10 (2d6 + 3) ballistic damage. Must be reloaded after 21 shots.


Praetorians must not only be incredibly distinguished in combat, but incredibly trusted in order to guard high-ranking members of the Legion. While their equipment is much more ceremonial in nature, it is none the less deadly.

Praetorian.png
A praetorian, Fallout New Vegas.


Legate[edit]

Medium humanoid (Human), lawful evil


Armor Class 16 Ballistic, Melee, Energy; 17 Explosive (Legate Armor)
Hit Points 190 (20d8 + 100)
Speed 40


STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 20 (+5) 22 (+6) 22 (+6) 12 (+1)

Saving Throws Str +11, Dex +9, Con +9, Int +10, Wis +10
Skills Acrobatics +9, Animal Handling +10, Athletics +11, History +10, Insight +10, Intimidation +5, Investigation +10, Nature +10, Perception +10, Stealth +9, Survival +10
Damage Resistances Melee, Explosive
Condition Immunities Charmed, Frightened
Senses blindsight 120 ft., passive Perception 16
Languages Common
Challenge 12 (8,400 XP)


Legendary Resistance (3/day). If a legate fails a saving throw, he can choose to succeed instead.

Rad Pool. The legate has a rad pool of 120 points.

ACTIONS

Multi-Attack. The legate makes 3 attacks.

Blade of the East. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) melee damage.


The military high-commander of a legion, Legates strike fear into the hearts of even Rangers. Unparalleled in physical might and internal fury, they often fight in the front lines unless explicitly told not to by Caesar. Beyond the man himself, they bow to none, fighting until death on the battlefield.

FNV_Lanius.jpg
Legate Lanius, Fallout New Vegas


Mutants[edit]

Super Mutant[edit]

Medium humanoid (Mutant), any chaotic alignment


Armor Class 12 Ballistic, Explosive; 13 Melee; 14 Energy (Leather Jacket)
Hit Points 52 (7d8 + 21)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

Saving Throws Cha +2
Skills Intimidation +2
Damage Immunities Radiation
Senses passive Perception 10
Languages Common
Challenge 2 (450 XP)


Reckless. At the start of its turn, the super mutant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Note: super mutants typically only have one weapon

Assault Rifle (R91). Ranged Weapon Attack: +3 to hit, range 30/300 ft., one target. Hit: 8 (2d6 + 1) ballistic damage. Must be reloaded as an action or bonus action (super mutant’s choice) after 30 shots.

Machete. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) melee damage.

Missile. Melee Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 27 (6d8 + 3) explosive damage. Blast 15 feet. Must be reloaded as an action after each shot.

Fat Man. Melee Weapon Attack: +5 to hit, range 15/400 ft., one target. Hit: 63 (12d10 + 3) explosive damage. Blast 80 feet. Must be reloaded as an action after each shot.


Created by FEV experimentation, super mutants are largely unintelligent brutes, though many older generations retained their intelligence. Functionally immortal and incredibly physically capable, those that turn to violence are a plague on the wasteland. The NCR even recruited a handful of the more peaceful mutants into their ranks.

Super_mutant_1.jpg
A sketch of a super mutant, Fallout Tactics: Brotherhood of Steel.


Super Mutant Leader[edit]

Large humanoid (Mutant), chaotic evil


Armor Class 12 Ballistic; 13 Explosive, Melee; 15 Energy (Leather Jacket, Metal Shoulder Armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

Skills Perception +4
Damage Vulnerabilities Radiation
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 4 (1,100 XP)


Reckless. At the start of its turn, the super mutant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Multiattack. The leader makes two attacks.

Battle Rifle. Ranged Weapon Attack: +3 to hit, range 90/360 ft., one target. Hit: 9 (3d4 + 1) ballistic damage.

Machete. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) melee damage.

Missile. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 23 (5d8 + 3) explosive damage. Blast 15 feet.

Mini-Nuke. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 63 (12d10 + 3) explosive damage. Blast 80 feet.


As their name implies, super mutant leaders lead parties of super mutants. Their authority is respected often due to their size and aggressiveness.


Super Mutant Behemoth[edit]

Gargantuan humanoid (Mutant), neutral evil


Armor Class 21 All (natural armor)
Hit Points 367 (21d20 + 147)
Speed 50 ft.


STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 8 (-1) 10 (+0) 7 (-2)

Saving Throws Con +14, Wis +10, Cha +11
Skills Athletics +15
Damage Immunities Radiation
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands Common but can’t speak
Challenge 22 (41,000 XP)


Giant Smash. If a creature is attacked by a behemoth, they take half damage on a miss.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. The behemoth can use its Frightful Presence. It then makes two attacks: one with its slam and one with its rock throw.

Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 8) melee damage.

Rock Throw. Thrown Weapon Attack: +15 to hit, range 30/60 ft., one target. Hit: 22 (4d6 + 8) melee damage.

Frightful Presence. Each creature of the behemoth’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the 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 behemoth’s Frightful Presence for the next 24 hours.


Rare flukes, even in the unpredictability of FEV, behemoths suffer the most from super mutants disposition toward strength and away from smarts. While they do understand English, they typically can not read and only produce roars.

FO3_super_mutant_behemoth.png
A super mutant behemoth, Fallout 3.


Nightkin[edit]

Large humanoid (Mutant), chaotic evil


Armor Class 12 Ballistic; 13 Explosive, Melee; 15 Energy (Leather Jacket, Metal Shoulder Armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

Skills Perception +6, Stealth +7
Damage Immunities Radiation
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 5 (1,800 XP)


Reckless. At the start of its turn, the super mutant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Stealth-Boy. Nightkin are invisible until they attack a creature.

ACTIONS

Multiattack. The leader makes two attacks.

Chinese Assault Rifle. Ranged Weapon Attack: +3 to hit, range 60/300 ft., one target. Hit: 9 (2d8 + 1) ballistic damage.

Machete. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) melee damage.

Missile. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 23 (5d8 + 3) explosive damage. Blast 15 feet.

Mini-Nuke. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 63 (12d10 + 3) explosive damage. Blast 80 feet.


The most favored among super mutant forces, night-kin are outfitted with modified stealth-boys capable of running indefinitely so long as the user does not exceed a maximum amount of movement. Due to their constant use of these devices, they are typically diagnosed with schizophrenia and their skin is darkened to a black-blue hue.


Master[edit]

Gargantuan humanoid (Mutant), neutral evil


Armor Class 18 All (natural armor)
Hit Points 855 (59d20 + 236)
Speed 0 ft.


STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 18 (+4) 24 (+7) 25 (+7) 25 (+7)

Saving Throws Strength +12, Constitution +12, Wisdom +15, Intelligence +15
Skills Intimidation +15, Perception +15, Athletics +12, Investigation +12
Damage Resistances Energy
Damage Immunities Radiation
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception
Languages Common
Challenge 25 (75,000 XP)


Legendary Resistance (3/day). If the Master fails a saving throw, it can choose to succeed instead.

Psionic Pressure. A creature that starts its turn within 60 feet of the Master has disadvantage on Constitution saving throws and takes 1d10 poison damage.

ACTIONS

Multiattack. The Master uses its frightful presence. It then makes 2 Psionic Blast attacks.

Psionic Blast. Ranged Weapon Attack: +15 to hit, range 60/120 ft., one target. Hit: 38 (3d20 + 7) poison damage.

Summon. The Master uses one of its legendary actions as a normal action.

Frightful Presence. Each creature of the Master’s choice that is within 120 feet of the Master and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the 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 Master’s Frightful Presence for the next 24 hours.


LEGENDARY ACTIONS

The Master can take 1 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 Master regains spent legendary actions at the start of its turn.

Summon Turret. The master activates a turret on any surface in the same room as it.

Summon Mutant. The master calls a super mutant from the surrounding area.

The leader of all super mutants, the master’s exposure to FEV reduced him to a wandering sludge, but fused his already FEV-enhanced mind with a military-grade supercomputer. With this intellect, he rules over super mutants as a god of sorts.

FO01_NPC_Master_B.png
The Master, Fallout.


Feral Ghoul[edit]

Medium humanoid (Mutant), unaligned


Armor Class 10 All
Hit Points 9 (2d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 8 (-1) 14 (+2) 8 (-1)

Skills Medicine +4, Religion +2
Damage Immunities Radiation
Senses Darkvision 30 ft., passive Perception 12
Languages
Challenge 1/4 (50 XP)


Radiation Feeder. When the ghoul takes rads, it heals an equal amount of hit points.

ACTIONS

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) melee damage and 2 (1d4) rads.


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.

Fo4-feral-ghoul-roamer.png
A Feral Ghoul, Fallout 4.


Feral Ghoul Roamer[edit]

Medium humanoid (Mutant), unaligned


Armor Class 13 All
Hit Points 22 (5d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 10 (+0) 8 (-1) 14 (+2) 8 (-1)

Skills Medicine +4, Religion +2
Damage Immunities Radiation
Senses Darkvision 30 ft., passive Perception 12
Languages
Challenge 1/2 (100 XP)


Radiation Feeder. When the ghoul takes rads, it heals an equal amount of hit points.

ACTIONS

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) melee damage and 3 (1d6) rads.


Due to being mutated while in combat armor, roamers are substantially harder to kill. Contrary to popular belief, they do not roam because they are more protected, they simply roam longer than ferals without armor.

Ghoul_Roamer.png
A Feral Ghoul Roamer, Fallout 3.


Feral Ghoul Reaver[edit]

Medium humanoid (Mutant), neutral evil


Armor Class 17 All
Hit Points 232 (16d8 + 160)
Speed 75 ft.


STR DEX CON INT WIS CHA
30 (+10) 24 (+7) 30 (+10) 10 (+0) 30 (+10) 2 (-4)

Saving Throws Strength +18, Dexterity +15, Constitution +18
Skills Intimidation +15, Perception +11
Damage Immunities Radiation
Condition Immunities charmed, frightened, paralyzed
Senses blindsight 120 ft., darkvision 150 ft., passive Perception 28
Languages
Challenge 25 (75,000 XP)


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.

ACTIONS

Multiattack. 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 ACTIONS

The 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.
Charge (Costs 2 Actions). The reaver moves half its movement speed.

The single most terrifying thing 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.

Feral_ghoul_reaver.png
A reaver, Fallout 3.


Glowing One[edit]

Medium humanoid (Mutant), unaligned


Armor Class 14 All
Hit Points 40 (9d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 10 (+0) 8 (-1) 14 (+2) 8 (-1)

Skills Medicine +4, Religion +2
Damage Immunities Radiation
Senses Darkvision 30 ft., passive Perception 12
Languages
Challenge 2 (450 XP)


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.

ACTIONS

Claw. 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.


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.

Glowing_one.png
A Glowing One, Fallout 3.


Bloated Glowing One[edit]

Medium humanoid (Mutant), unaligned


Armor Class 14 All
Hit Points 152 (16d8 + 80)
Speed 15 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 20 (+5) 6 (-2) 14 (+2) 6 (-2)

Skills Medicine +8, Religion +4
Damage Immunities Radiation
Senses Darkvision 60 ft., passive Perception 18
Languages
Challenge 8 (3,900 XP)


Radiation Feeder. When the ghoul takes rads, it heals an equal amount of hit points.

ACTIONS

Claw. 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.


200 years of constant radiation was due 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.

EncFeralGhoulGlowing03.png
A Bloated Glowing One, Fallout 4.


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.

Ghost_harvester.png


Miscellaneous[edit]

Raider[edit]

Medium humanoid (any race), any non-lawful alignment


Armor Class 9 Energy, Melee; 10 Ballistic; 11 Explosive (Raider Armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10
Languages Common
Challenge 1/8 (25 XP)


Rad Pool. The Raider has a rad pool of 15 points.

ACTIONS

Pipe .38 Pistol. Ranged Weapon Attack: +3 to hit, range 20/80 ft., one target. Hit: 3 (1d4 + 1) ballistic damage. Must be reloaded as an action after 13 shots.

Pipe .45 Revolver. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. Hit: 4 (1d6 + 1) ballistic damage. Must be reloaded as an action after 6 shots.

Pipe .308 Bolt-Action Pistol. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 5 (1d8 + 1) ballistic damage. Must be reloaded as an action after 6 shots.

Pipe .38 Rifle. Ranged Weapon Attack: +3 to hit, range 20/200 ft., one target. Hit: 3 (1d4 + 1) ballistic damage. Must be reloaded as an action after 20 shots.

Pipe .45 Rifle. Ranged Weapon Attack: +3 to hit, range 30/300 ft., one target. Hit: 4 (1d6 + 1) ballistic damage. Must be reloaded as an action after 6 shots.

Pipe .308 Bolt-Action Rifle. Ranged Weapon Attack: +3 to hit, range 40/400 ft., one target. Hit: 5 (1d8 + 1) ballistic damage. Must be reloaded as an action after 6 shots.

Pipe Shotgun. Ranged Weapon Attack: +3 to hit, range 10/20 ft., one target. Hit: 7 (1d12 + 1) ballistic damage. Must be reloaded as an action after each shot.

Pipe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) melee damage.


The typical wasteland ruffian, raiders survive by antagonizing smaller communities in hopes of extorting supplies. This stat block can be used to represent almost any low-tier humanoid who lives outside of an established community, including scavengers and hunters.


Townie[edit]

Medium humanoid (any race), any alignment


Armor Class 8 All
Hit Points 4 (1d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10
Languages Common
Challenge 0 (10 XP)


Rad Pool. Townies have a rad pool of 10.

ACTIONS

Humanoids typically only have 1 weapon.


9mm Pistol. Ranged Weapon Attack: +2 to hit, range (50/100), Reload 13, one target. Hit: 4 (1d6) ballistic damage.

Double-Barrel (O/U) Shotgun (Caravan Shotgun). Ranged Weapon Attack: +2 to hit, range (10/40), one target. Hit: 8 (3d4) ballistic damage.


Making the majority of humans that survive in the post-apocalypse, townies lack substantial weapons or armor, and typically find shelter in fortified communities.


Courier[edit]

Medium humanoid (any race), any alignment


Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 40 ft.


STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages Common
Challenge 1/2 (100 XP)


Keen Hearing and Sight. The courier has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Rad Pool. Couriers have a rad pool of 25 points.

ACTIONS

Multiattack. The courier makes two ranged attacks.

Recharger Rifle. Ranged Weapon Attack: +4 to hit, range 150/200 ft., one target. Hit: 10 (3d4 + 2) Energy damage.

7.62mm Rifle. Ranged Weapon Attack: +4 to hit, range 65/700 ft., one target. Hit: 12 (4d4 + 2) Ballistic damage. Must be reloaded as an action after 20 shots.


Among farmers and water merchants when it comes to valuable services in the wasteland, couriers are entrusted with the task of transporting packages of varying value across vast stretches of land, often alone.


The Courier[edit]

Medium humanoid (Human), neutral good


Armor Class 25 All (Elite Riot Armor)
Hit Points 190 (20d8 + 100)
Speed 120 ft., climb 100 ft., swim 100 ft.


STR DEX CON INT WIS CHA
20 (+5) 25 (+7) 20 (+5) 25 (+7) 25 (+7) 30 (+10)

Saving Throws Strength +14, Dexterity +16, Constitution +14, Intelligence +16, Wisdom +16, Charisma +19
Skills Acrobatics +9, Animal Handling +10, Arcana +10, Athletics +7, Deception +9, History +8, Insight +9, Intimidation +10, Investigation +7, Medicine +10, Nature +9, Perception +10, Performance +10, Persuasion +10, Religion +7, Sleight of Hand +6, Stealth +8, Survival +7
Damage Immunities Radiation
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, poisoned, stunned
Senses truesight 60 ft., passive Perception 20
Languages Common
Challenge 30 (155,000 XP)


Legendary Resistance (5/Day). If the Courier fails a saving throw, they can choose to succeed instead.

Brutal. The Courier’s attacks count as critical hits on any roll above a 17.

ACTIONS

Multiattack. The Courier makes two attacks.

Riot Shotgun. Melee Weapon Attack +10 to hit, range 10/30 ft., one target. Hit 25 (2d10 + 14) ballistic damage. In exchange for their second attack, the Courier can force the creature they attacked to attempt a DC 20 Constitution saving throw. On a failure, they are knocked prone. Must be reloaded in place of an attack after 12 attacks.

Custom-Made Anti-Material Rifle. Ranged Weapon Attack +16 to hit, range 15/1,750 ft., one target. Hit 38 (8d6 + 10) Ballistic damage. Attacks with this weapon do not immediately reveal the Courier. Must be reloaded in place of an attack after 8 attacks. In place of 1 attack, they may remove disadvantage gained from attacking at long range.


Monumental in the accidental destruction of Hopeville and Ashton, the raid on the Sierra Madre Casino, the evacuation of Zion, the experiment of the Big MT, and the Second Battle of Hoover Dam, the Courier was originally a lowly Mojave Express courier.

LR_Courier.jpg


Plants[edit]

Vault-Tec undertook many experiments to create a species of plant that would be perfectly suited for the wasteland. One such experiment resulted in a spore plant capable of both growing into large, semi-sentient growths whose spores are capable of infecting and controlling living creatures.

Gas Sprayer[edit]

Medium plant, unaligned


Armor Class 5 All
Hit Points 18 (4d8)
Speed 0 ft.


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

Damage Vulnerabilities Energy
Condition Immunities blinded, deafened, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
Languages
Challenge 1/4 (50 XP)


Spacial Awareness A sprayer can sense movement, meaning it can tell if something is close to it.

False Appearance. While stationary, a sprayer is indistinguishable from a normal bush.

Rad Eater. Rads heal sprayers for the same amount they would have decreased its maximum hit points.

ACTIONS

Multiattack. The sprayer makes 1d4 gas attacks.

Gas. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) poison energy damage.



Spore Carrier[edit]

Medium plant, unaligned


Armor Class 14 All
Hit Points 52 (8d8 + 16)
Speed 30 ft., climb 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 15 (+2) 17 (+3) 16 (+3)

Skills Perception +5, Stealth +6
Damage Vulnerabilities Energy
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
Languages
Challenge 2 (450 XP)


Spacial Awareness A spore carrier can sense movement, meaning it can tell if something is close to it.

False Appearance. While stationary, a spore carrier is indistinguishable from a normal bush.

Rad Eater. Rads heal spore carriers for the same amount they would have decreased its maximum hit points.

ACTIONS

Multiattack. A spore carrier can make 2 slap attacks.

Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) melee damage.


Spore_carrier.png


Spore Plant[edit]

Medium plant, unaligned


Armor Class 6 All
Hit Points 2 (1d8 - 2)
Speed 0 ft.


STR DEX CON INT WIS CHA
3 (-4) 4 (-3) 6 (-2) 5 (-3) 4 (-3) 5 (-3)

Saving Throws Con +5, Cha +3
Damage Vulnerabilities Energy
Condition Immunities Frightened
Senses Tremorsense 10 ft.
Languages
Challenge 1/2 (20 XP)


Spacial Awareness A Venus mantrap can sense movement, meaning it can tell if something is close to it.

False Appearance. While stationary, a venus mantrap is indistinguishable from a normal bush.

Rad Eater. Rads heal Venus man traps for the same amount they would have decreased its maximum hit points.

ACTIONS

Bite Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6 + 0) melee damage. The target must make a Strength saving throw (DC 5) or become grappled.

Spit Ranged Weapon Attack: +3 to hit, range 40/80 ft., one target. Hit: 2 (1d4 + 0) melee damage.


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