NPCs (5e Fallout Supplement)
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Bird[edit]
Tiny beast, unaligned Armor Class 12 All
Skills Perception +3 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. ACTIONSBeak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 melee damage.
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Brahmin[edit]
Large beast, unaligned Armor Class 10 Ballistic, Explosive, Melee; 12 Energy (natural armour)
Senses passive Perception 10
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. ACTIONSRam. 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.
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Brahmin are the ideal animal for a blooming society. Meat, milk, hauling, and more can be easily gained with minimal training. |
Buzzard[edit]
Tiny beast, unaligned Armor Class 10 Ballistic, Melee; 13 Explosive, Energy;
Senses passive Perception 10
Rad Pool. Buzzards have a rad pool of 30 Points. ACTIONSBeak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) melee damage.
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Cat[edit]
Tiny beast, unaligned Armor Class 8 Ballistic, Energy; 12 Explosive, Melee
Skills Perception +3, Stealth +4 Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. Rad Pool. Cats have a rad pool of 8 rads. ACTIONSClaws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
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Chicken[edit]
Tiny beast, unaligned Armor Class 10 All
Senses passive Perception 11
Clumsy Flyer. A chicken cannot sustain flight for more than one turn. Rad Pool. Chickens have a rad pool of 5 Points.
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Dogs[edit]
Coyote[edit]
Small beast, unaligned Armor Class 10 ballistic, energy, explosive; 14 melee
Skills Perception +3 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. ACTIONSBite. 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.
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Dog[edit]
Small beast, unaligned Armor Class 10 Ballistic, Energy, explosive; 14 melee (natural armor)
Skills Perception +4 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. ACTIONSBite. 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.
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Mongrel[edit]
Medium beast, unaligned Armor Class 11 Ballistic, Energy; 12 Explosive; 15 Melee (natural armor)
Skills Perception +3, Stealth +4 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. ACTIONSBite. 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.
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Wolf[edit]
Medium beast, unaligned Armor Class 12 Ballistic, Energy; 14 Explosive; 16 Melee (natural armor)
Skills Perception +5, Stealth +3 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. ACTIONSBite. 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.
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Fish[edit]
Fish[edit]
Tiny beast, unaligned Armor Class 11
Senses passive Perception 10
Water Breathing. The Fish can breathe only underwater. Rad Pool. Fish have a rad pool of 100 rads. ACTIONSNip. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 melee damage.
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Giant Catfish[edit]
Large beast, unaligned Armor Class 12 Energy; 14 Melee; 16 Ballistic, Explosive;
Skills Perception +2 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. ACTIONSBite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) melee damage.
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Ghoul Whale[edit]
Huge beast, unaligned Armor Class 12 (natural armor)
Skills Perception +3 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. ACTIONSBite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) melee damage.
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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)
Senses passive Perception 9
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. ACTIONSBite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) melee damage.
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Gecko[edit]
Medium beast, unaligned Armor Class 12 All
Skills Perception +3, Stealth +6 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. ACTIONSBite. 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.
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Golden Gecko[edit]
Medium beast, unaligned Armor Class 14 Ballistic, Explosive; 15 Melee; 16 Energy (natural armor)
Damage Immunities Radiation 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. ACTIONSMultiattack. 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.
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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. |
Fire Gecko[edit]
Medium beast, unaligned Armor Class 14 Ballistic, Melee; 16 Energy, Explosive (natural armor)
Senses darkvision 60 ft., passive Perception 10
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. ACTIONSMultiattack. 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.
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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. |
Green Gecko[edit]
Medium beast, unaligned Armor Class 14 Ballistic, Explosive; 15 Energy; 16 Melee (natural armor)
Senses darkvision 60 ft., passive Perception 10
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. ACTIONSMultiattack. 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.
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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. |
Geckozilla[edit]
Gargantuan beast, unaligned Armor Class 22 All (natural armor)
Saving Throws Dex +7, Con +16, Wis +9, Cha +13 Legendary Resistance (3/Day). If the gecko fails a saving throw, it can choose to succeed instead. ACTIONSMultiattack. 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 ACTIONSThe 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. |
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)
Skills Perception +5 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. ACTIONSMultiattack. 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.
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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
Senses darkvision 30 ft., passive Perception 9
Rad Pool. Iguanas have a rad pool of 5 Points. ACTIONSBite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 melee damage.
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Mega Sloth[edit]
Huge beast, unaligned Armor Class 11 Energy; 12 Melee, Ballistic; 14 Energy
Skills Athletics +9, Perception +4 Rad Pool. Megasloths have a rad pool of 75 Points. ACTIONSMultiattack. 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.
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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)
Skills Perception +3 Keen Sight and Smell. The hound has advantage on Wisdom (Perception) checks that rely on sight or smell. ACTIONSMultiattack. 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.
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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. |
Pit Viper[edit]
Tiny beast, unaligned Armor Class 11 Ballistic; 12 Energy, Explosive; 13 Melee
Senses blindsight 10 ft., passive Perception 10
Rad Pool. Pit vipers have a rad pool of 35 points. ACTIONSBite. 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.
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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
Senses passive Perception 10
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. ACTIONSRam. 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.
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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
Senses darkvision 60 ft., passive Perception 8
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. ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) melee damage.
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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
Skills Perception +3. 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. ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) melee damage.
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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
Skills Perception +3 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. ACTIONSBite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) melee damage.
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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)
Senses passive Perception 11
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. ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) melee damage.
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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)
Skills Perception +7 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. ACTIONSBite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) melee damage.
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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)
Skills Perception +2 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. ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) melee damage.
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Yao-Guai[edit]
Huge beast, neutral good Armor Class 13 Energy, Explosive; 16 Ballistic, Melee (natural armor)
Skills Perception +6 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. ACTIONSMultiattack. 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.
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Aberration[edit]
Ant[edit]
Medium aberration, unaligned Armor Class 12 Melee; 14 Ballistic, Energy, Explosive (natural armour)
Skills Perception +1 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. ACTIONSBite. 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.
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Fire Ant[edit]
Medium aberration, unaligned Armor Class 12 Melee; 14 Ballistic; 16 Energy, Explosive (natural armour)
Skills Perception +1 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. ACTIONSMultiattack. 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.
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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)
Senses blindsight 10 ft., passive Perception 9
Rad Pool. Scorpions have a rad pool of 30 rads. ACTIONSSting. 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.
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Bark Scorpion[edit]
Tiny aberration, unaligned Armor Class 12 All (natural armor)
Skills Perception +3, Stealth +4 Rad Pool. Bark scorpions have a rad pool of 30 points. ACTIONSSting. 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.
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Radscorpion[edit]
Medium aberration, unaligned Armor Class 12 Explosive; 15 Ballistic, Energy, Melee. (natural armour)
Senses blindsight 60 ft., passive Perception 10
Rad Pool. Radscorpions have a rad pool of 150 points. ACTIONSMultiattack. 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.
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Giant Radscorpion[edit]
Huge aberration, unaligned Armor Class 12 Explosive; 15 Ballistic, Energy; 17 Melee (natural armour)
Damage Immunities Radiation ACTIONSMultiattack. 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.
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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
Senses darkvision 60 ft., passive Perception 10
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. ACTIONSMultiattack. The mirelurk makes two pincer attacks. Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) melee damage.
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Mirelurk Hunter[edit]
Medium aberration, unaligned Armor Class 12 Ballistic, Melee; 16 Energy, Explosive
Senses darkvision 60 ft., passive Perception 10
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. ACTIONSMultiattack. The mirelurk makes two pincer attacks. Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) melee damage.
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Lakelurk[edit]
Medium aberration, unaligned Armor Class 16 Melee, Ballistic, Explosive; 19 Energy (natural armor)
Skills Perception +5, Stealth +9 Rad Pool. Lakelurks have a rad pool of 90 points. ACTIONSMultiattack. 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.
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Mirelurk King[edit]
Medium aberration, unaligned Armor Class 17 All (natural armor)
Saving Throws Dex +3, Con +6, Wis +4, Cha +5 Regeneration. The king regains 10 hit points at the start of its turn if it has at least 1 hit point. ACTIONSMultiattack. 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.
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Mirelurk Queen[edit]
Huge aberration, unaligned Armor Class 18 All (natural armor)
Damage Resistances Melee 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. ACTIONSMultiattack. 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 ACTIONSThe 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. |
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Bloatfly[edit]
Small aberration, unaligned Armor Class 12 All
Skills Perception +4 Rad Pool. Bloatflies have a rad pool of 25 points. ACTIONSMaggot. Melee Weapon Attack: +4 to hit, range 15/90 ft., one target. Hit: 4 (1d4 + 2) melee damage and 2 (1d4) Poison Melee damage.
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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. |
Floater[edit]
Small aberration, unaligned Armor Class 9 All (natural armor)
Damage Vulnerabilities Burning 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. ACTIONSBite. Melee Weapon Attack: +2 to hit, reach 15 ft., one target. Hit: 2 (1d4) melee damage.
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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.
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Honey Beast[edit]
Large aberration, unaligned Armor Class 14 Ballistic, Explosive; 16 Energy, Melee (natural armor)
Saving Throws Dex +4, Con +5, Wis +2, Cha +5 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. ACTIONSBite. 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.
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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.
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Mantis[edit]
Small aberration, unaligned Armor Class 7 All
Condition Immunities charmed, frightened, poisoned Leap. If the mantis moves 15 feet and attacks, it has advantage to hit. Rad Pool. Mantises have a rad pool of 10 points. ACTIONSSlash. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) melee damage.
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Mantises next in abandoned wooden buildings and warm caves. They are known as a dangerous, but easily rectified problem across the West Coast. |
Radroach[edit]
Tiny aberration, unaligned Armor Class 7 All (natural armor)
Damage Immunities Radiation ACTIONSBite. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 1d4 melee damage.
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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. |
Monstrosities[edit]
Alien[edit]
Medium monstrosity (Alien), any alignment Armor Class 12 All (Space Suit)
Saving Throws Int +5, Wis +4 Rad Pool. The alien has a rad pool of 35 points. ACTIONSAlien 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.
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Also known as zetans, aliens are extraterrestrial beings who have meddled in the Earth’s matters since at least the 1600’s. |
Back to Main Page → 5e Homebrew → 5e Campaign Settings → Fallout→ Bestiary→ Mutants
Cazador[edit]
Medium monstrosity, chaotic good Armor Class 14 Ballistic, Exlosive; 16 Energy, Melee (natural armor)
Saving Throws Dex +3, Con +3, Wis +2, Cha +3 ACTIONSBite. 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.
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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. |
Centaur[edit]
Large monstrosity (Mutant), chaotic evil Armor Class 14 (natural armor)
Skills Perception +8 ACTIONSMultiattack. 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.
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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. |
Tunneler[edit]
Medium monstrosity (Mutant), chaotic evil Armor Class 18 All (natural armor)
Saving Throws Dex +5, Con +6, Wis +3, Cha +5 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. ACTIONSMultiattack. 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.
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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. |
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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)
Saving Throws Dex +4 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. ACTIONSMultiattack. 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.
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Adult Deathclaw[edit]
Large monstrosity, unaligned Armor Class 17 All (natural armour)
Saving Throws Dex +4 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. ACTIONSMultiattack. 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.
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Gatorclaw[edit]
Large monstrosity, unaligned Armor Class 17 All (natural armor)
Saving Throws Dex +4 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. ACTIONSMultiattack. 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.
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Deathclaw Alpha Male[edit]
Huge monstrosity, unaligned Armor Class 20 All (natural armour)
Saving Throws Strength +15, Constitution +8 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. ACTIONSMultiattack. 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.
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Deathclaw Matriarch[edit]
Large monstrosity, unaligned Armor Class 17 All (natural armour)
Saving Throws Dexterity +15, Wisdom +8 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. ACTIONSMultiattack. 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.
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Legendary Deathclaw[edit]
Huge monstrosity, unaligned Armor Class 21 All (natural armour)
Saving Throws Strength +15, Dexterity +15, Constitution +8, Wisdom +8 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. ACTIONSMultiattack. 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.
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Desert Stalker[edit]
Medium aberration, unaligned Armor Class 14 Ballistic, Energy; 15 Explosive; 17 Melee. (natural armor)
Skills Perception +2 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. ACTIONSMultiattack. 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.
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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. |
Night Stalker[edit]
Medium monstrosity, unaligned Armor Class 15 All (natural armor)
Senses darkvision 60 ft., passive Perception 9
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. ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) melee damage plus 7 (2d6) poison energy damage.
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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. |
Wanamingo[edit]
Large monstrosity, unaligned Armor Class 17 All
Saving Throws Charisma +4 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. ACTIONSMultiattack. 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.
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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
Skills Perception +2 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. ACTIONSMultiattack. 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.
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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. |
Gun Turret[edit]
Tiny construct, unaligned Armor Class 12 Explosive; 14 Ballistic, Energy, Melee
Skills Perception +2 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. ACTIONSMachine Gun. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (5d6 + 4) ballistic damage.
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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. |
Laser Turret[edit]
Tiny construct, unaligned Armor Class 12 Explosive; 14 Ballistic, Energy, Melee
Skills Perception +2 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 ACTIONSLaser. 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
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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. |
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
Skills Medicine +2, Arcana +2, History +2 Hover. Mister/Miss handys hover 1 foot above the ground. ACTIONSBuzz Saw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) melee damage.
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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 Gutsy[edit]
Medium construct, lawful neutral Armor Class 14 Melee; 15 Explosive, Ballistic; 16 Energy
Skills Intimidation +3 Hover. Mister Gutsies hover 1 foot above the ground. ACTIONSMultiattack. 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.
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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. |
Robobrain[edit]
Medium construct, lawful evil Armor Class 15 Melee; 17 Ballistic, Energy, Explosive
Saving Throws Intelligence + 5, Wisdom + 5, Charisma + 5 Treads. The robobrain has advantage against being moved against its will. ACTIONSMultiattack. 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)
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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. |
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)
Damage Immunities Radiation Flyby. The eyebot provokes no opportunity attacks when it flies out of an enemy's reach. ACTIONSLaser 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.
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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.
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Protectron[edit]
Medium construct, lawful neutral Armor Class 12 All
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Processor Shell. A protectron can treat the first critical hit scored on it as a normal hit. ACTIONSLaser 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.
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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.
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Assaultron[edit]
Medium construct, lawful neutral Armor Class 15 Ballistic, Explosive; 16 Energy; 17 Melee
Skills Intimidation +1, Perception +3 ACTIONSMultiattack. 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.
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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.
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Securitron Mk. I[edit]
Medium construct, lawful neutral Armor Class 15 All
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned, unconscious ACTIONS9mm 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.
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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.
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Securitron Mk. II[edit]
Medium construct, lawful neutral Armor Class 16 All
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned, unconscious Repair Protocol. The securitron regains 1d4 + 1 hit points at the beginning of each of its turns. ACTIONSMultiattack. 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.
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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.
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Sentry Bot[edit]
Large construct, lawful neutral Armor Class 17 All
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Headlamp. The sentry bot projects red dim light in a 45 foot cone. ACTIONSMultiattack 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.
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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.
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Liberty Prime[edit]
Gargantuan construct, lawful neutral Armor Class 22 All (natural armor)
Saving Throws Dex +7, Con +15, Wis +10, Cha +12 Legendary Resistance (3/Day). If Liberty Prime fails a saving throw, it can choose to succeed instead. ACTIONSMultiattack. 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 ACTIONSThe 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. |
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.
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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)
Skills Survival + 2 Rad Pool. Riot troopers have a rad pool of 12 points. ACTIONSStun 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.
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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.
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Trooper[edit]
Medium humanoid (any races), any alignment Armor Class 11 Energy, Explosive; 12 Melee; 12 Ballistic (NCR Armor, Combat Armor Shoulders)
Saving Throws Charisma + 2 Rad Pool. Troopers have a rad pool of 20 points. ACTIONSService 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.
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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.
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Ranger[edit]
Medium humanoid (any race), lawful good Armor Class 16 All (Ranger Armor)
Saving Throws Con +7, Wis +5 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. ACTIONSLever-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.
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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.
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Heavy Trooper[edit]
Medium humanoid (any race), lawful good Armor Class 14 All (NCR Salavaged Power Armor)
Saving Throws Str +8, Dex +8, Con +7, Wis +7 Brave. The heavy trooper has advantage on saving throws against being frightened. Rad Pool. The heavy trooper has a rad pool of 105 points. ACTIONSMultiattack. 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.
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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.
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Veteran Ranger[edit]
Medium humanoid (any race), any alignment Armor Class 22 (Veteran NCR Ranger Armor)
Saving Throws Constitution +9, Wisdom +5, Charisma +7 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. ACTIONSAnti-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.
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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.
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Brotherhood of Steel[edit]
Initiate[edit]
Medium humanoid (Human), any lawful alignment Armor Class 12 Ballistic, Energy; 13 Explosive, Melee (Combat Shoulders)
Saving Throws Str +4, Dex +5, Wis +2 Rad Pool. The Brotherhood initiate has a rad pool of 25 points. ACTIONSMultiattack. 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.
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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.
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Scribe[edit]
Medium humanoid (Human), any lawful alignment Armor Class 9 All (Robes)
Saving Throws Dex +2, Wis +4 Rad Pool. The Brotherhood scribe has a rad pool of 20 points. ACTIONSLaser 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.
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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.
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Elder[edit]
Medium humanoid (Human), lawful neutral Armor Class 11 (Combat Jumpsuit)
Skills Athletics +5, Perception +2 Rad Pool. Elders have a rad pool of 60 points. ACTIONSMultiattack. 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.
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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.
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Knight[edit]
Medium humanoid (Human), lawful neutral Armor Class 15 (T-45f)
Saving Throws Con +7, Wis +6 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. ACTIONSMultiattack. 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.
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The main bulk of the Brotherhood’s fighting force, Knights make use of advanced armor and weaponry to overwhelm their enemies.
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Paladin[edit]
Medium humanoid (Human), lawful neutral Armor Class 18 All (T-51f)
Saving Throws Dex +6, Con +8, Wis +6 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
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.
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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.
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Armored Elder[edit]
Medium humanoid (Human), lawful neutral Armor Class 19 All (T-60 mkII)
Saving Throws Str +10, Dex +10, Con +9, Wis +7 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
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.
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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.
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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)
Saving Throws Dex +2, Wis +4 Rad Pool. The Enclave officer has a rad pool of 20 points. ACTIONSPlasma 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.
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Enclave officers are typically not found in combat due to their training prioritizing command over combat.
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Soldier[edit]
Medium humanoid (Human), any lawful alignment Armor Class 15 All (X-01)
Saving Throws Charisma + 2 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. ACTIONSPlasma 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.
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Clad in power armor, even the lowest ranks in the Enclave are a force to be reckoned with.
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Tesla Trooper[edit]
Medium humanoid (Human), any lawful alignment Armor Class 16 All (X-02)
Saving Throws Str +6, Int +4 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. ACTIONSMultiattack. 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.
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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.
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Hellfire Trooper[edit]
Medium humanoid (Human), lawful neutral Armor Class 17 All (X-03)
Saving Throws Str +10, Dex +10, Con +9, Wis +7 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
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.
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Comprised of only the most skilled Enclave soldiers, the Hellfire division crushes its opposition with extreme force.
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Frank Horrigan[edit]
Huge humanoid (Mutant), unaligned Armor Class 25 All (X-01m Power Armor)
Saving Throws Int +5, Wis +9, Cha +9 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. ACTIONSMultiattack. 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 ACTIONSThe 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. |
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.
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Legion[edit]
Legionary[edit]
Medium humanoid (Human), any alignment Armor Class 11 Ballistic, Energy, Explosive; 12 Melee (Legion Armor)
Skills Intimidation +2 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. ACTIONSMultiattack. The legionary makes two melee attacks. Machete. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) melee damage.
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Expendable, poorly equipped, and typically slaves, legionaries fight with a fervor unseen in the NCR due to the indoctrination of the Legion.
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Centurion[edit]
Medium humanoid (Human), any alignment Armor Class 13 Ballistic, Melee; 14 Energy; 15 Explosive (Centurion Armor, Metal Helmet)
Saving Throws Str +7, Dex +5, Con +6 Brave. The centurion has advantage on saving throws against being frightened. Rad Pool. The Centurion has a rad pool of 50 points. ACTIONSMultiattack. 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.
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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.
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Preatorian[edit]
Medium humanoid (Human), any alignment Armor Class 13 Ballistic, Energy, Melee; 14 Explosive (Centurion Armor)
Saving Throws Str +7, Dex +5, Con +6 Brave. The praetorian has advantage on saving throws against being frightened. Rad Pool. The praetorian has a rad pool of 50 points. ACTIONSMultiattack. 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.
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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.
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Legate[edit]
Medium humanoid (Human), lawful evil Armor Class 16 Ballistic, Melee, Energy; 17 Explosive (Legate Armor)
Saving Throws Str +11, Dex +9, Con +9, Int +10, Wis +10 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. ACTIONSMulti-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.
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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.
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Mutants[edit]
Super Mutant[edit]
Medium humanoid (Mutant), any chaotic alignment Armor Class 12 Ballistic, Explosive; 13 Melee; 14 Energy (Leather Jacket)
Saving Throws Cha +2 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. ACTIONSNote: 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.
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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.
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Super Mutant Leader[edit]
Large humanoid (Mutant), chaotic evil Armor Class 12 Ballistic; 13 Explosive, Melee; 15 Energy (Leather Jacket, Metal Shoulder Armor)
Skills Perception +4 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. ACTIONSMultiattack. 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.
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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)
Saving Throws Con +14, Wis +10, Cha +11 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. ACTIONSMultiattack. 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.
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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.
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Nightkin[edit]
Large humanoid (Mutant), chaotic evil Armor Class 12 Ballistic; 13 Explosive, Melee; 15 Energy (Leather Jacket, Metal Shoulder Armor)
Skills Perception +6, Stealth +7 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. ACTIONSMultiattack. 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.
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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)
Saving Throws Strength +12, Constitution +12, Wisdom +15, Intelligence +15 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. ACTIONSMultiattack. 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 ACTIONSThe 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.
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Feral Ghoul[edit]
Medium humanoid (Mutant), unaligned Armor Class 10 All
Skills Medicine +4, Religion +2 Radiation Feeder. When the ghoul takes rads, it heals an equal amount of hit points. ACTIONSClaw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) melee damage and 2 (1d4) rads.
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The mindless zombies of the waste, feral ghouls can be found in practically any pre-war ruin not inhabited by something else. While not particularly hard to kill, they are deadly in numbers and in the dark, both of which are their typical environment.
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Feral Ghoul Roamer[edit]
Medium humanoid (Mutant), unaligned Armor Class 13 All
Skills Medicine +4, Religion +2 Radiation Feeder. When the ghoul takes rads, it heals an equal amount of hit points. ACTIONSClaw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) melee damage and 3 (1d6) rads.
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Due to being mutated while in combat armor, roamers are 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.
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Feral Ghoul Reaver[edit]
Medium humanoid (Mutant), neutral evil Armor Class 17 All
Saving Throws Strength +18, Dexterity +15, Constitution +18 Legendary Resistance (3/day). If the reaver fails a saving throw, it can choose to succeed instead. Putrid Demon. The reaver produces a constant aura of radioactive, volatile smoke from its bubbling flesh. If a creature ends its turn within 15 feet of the reaver, it takes 11 (2d8 + 2) rads. If it did not lose hit points on its previous turn and takes any damage other than melee, every creature within 45 feet must make a DC 20 Dexterity saving throw. On a failure, they take 19 (3d6 + 10) burning energy damage. Blood Lust. Whenever a creature is killed or a critical hit is struck within 200 feet of the reaver, it gains advantage on its next attack roll. Impenetrable Flesh. The reaver has a damage reduction of 4. Radiation Feeder. When the reaver takes rads, it heals an equal amount of hit points. ACTIONSMultiattack. The reaver uses its Frightful Presence. It then makes two attacks with its slash and flesh throw. Frightful Presence. Each creature of the reaver’s choice that is within 120 feet of the reaver and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the reaver’s Frightful Presence for the next 24 hours. Slash. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 38 (4d12 + 10) melee damage and 8 (1d6 + 5) rads. Flesh Throw. Thrown Weapon Attack: +15 to hit, range 40/80 ft., one target. Hit: 17 (2d6 + 7) Burning explosive damage and 8 (1d6 + 5) rads. Blast 20 ft.
LEGENDARY ACTIONSThe reaver can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The reaver regains spent legendary actions at the start of its turn. Attack. The daemon makes one attack, either with its flesh throw or slash. |
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.
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Glowing One[edit]
Medium humanoid (Mutant), unaligned Armor Class 14 All
Skills Medicine +4, Religion +2 Radiation Feeder. When the ghoul takes rads, it heals an equal amount of hit points. Radiation Breeder. At the end of each of its turns, the ghoul releases a cloud of radiation in a 20 foot radius. Every creature in that area takes 6 (1d12) rads Radiation Bleeder. The ghoul sheds bright light for 5 feet, and dim light for another 10 feet. ACTIONSClaw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6) melee damage and 7 (2d6) rads. Radioactive Blast. Ranged Spell Attack: +2 to hit, 20 ft. radius. Hit: 11 (3d6) rads.
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Glowing ghouls, also known as glowing ones, have been exposed to such an ungodly amount of radiation that their bodies glow a yellow-green color.
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Bloated Glowing One[edit]
Medium humanoid (Mutant), unaligned Armor Class 14 All
Skills Medicine +8, Religion +4 Radiation Feeder. When the ghoul takes rads, it heals an equal amount of hit points. ACTIONSClaw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d8) melee damage and 8 (2d8) rads. Radioactive Blast. Ranged Spell Attack: +4 to hit, 20 ft. radius. Hit: 20 (5d8) rads.
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200 years of constant radiation was 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.
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Ghost People[edit]
Medium humanoid (Mutant), chaotic neutral Armor Class 12 All
Skills Deception +6, Insight +3 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
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.
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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. |
Miscellaneous[edit]
Raider[edit]
Medium humanoid (any race), any non-lawful alignment Armor Class 9 Energy, Melee; 10 Ballistic; 11 Explosive (Raider Armor)
Senses passive Perception 10
Rad Pool. The Raider has a rad pool of 15 points. ACTIONSPipe .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.
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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
Senses passive Perception 10
Rad Pool. Townies have a rad pool of 10. ACTIONSHumanoids typically only have 1 weapon.
Double-Barrel (O/U) Shotgun (Caravan Shotgun). Ranged Weapon Attack: +2 to hit, range (10/40), one target. Hit: 8 (3d4) ballistic damage.
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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
Skills Nature +4, Perception +5, Stealth +6, Survival +5 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. ACTIONSMultiattack. 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.
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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)
Saving Throws Strength +14, Dexterity +16, Constitution +14, Intelligence +16, Wisdom +16, Charisma +19 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. ACTIONSMultiattack. 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.
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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. |
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
Damage Vulnerabilities Energy 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. ACTIONSMultiattack. The sprayer makes 1d4 gas attacks. Gas. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) poison energy damage.
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Spore Carrier[edit]
Medium plant, unaligned Armor Class 14 All
Skills Perception +5, Stealth +6 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. ACTIONSMultiattack. 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.
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Spore Plant[edit]
Medium plant, unaligned Armor Class 6 All
Saving Throws Con +5, Cha +3 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. ACTIONSBite 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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