Ooma (5e Fallout Supplement)

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Ooma[edit]

Medium beast, unaligned


Armor Class 14 Melee, Ballistic; 16 Energy, Explosive (natural armour)
Hit Points 127 (15d8 + 60)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 6 (-2) 18 (+4) 18 (+4)

Skills Perception +8, Stealth +8
Damage Resistances Melee, Ballistic
Damage Immunities Radiation
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 18
Languages
Challenge 11 (7,200 XP)


Lair Actions. The Ooma has collected a variety of irradiated objects to make it’s home more comfortable. Inside the lair a creature takes 6 (1d6+2) radiation damage on every turn. The Ooma also heals 6 (1d6+2) every turn.

Nimble Escape. The Ooma can take the Disengage or Hide action as a bonus action on each of its turns.

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

Mimicry. The Ooma’s cry sounds like the scream of a woman and it has learned to draw prey with it. A DC 18 Perception check is needed to tell that something is off.

Ambusher. In the first round of a combat, the Ooma has advantage on attack rolls against any creature that hasn’t taken a turn yet.

Pounce. If the Ooma moves at least 15 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 Ooma can make one additional claw attack.

ACTIONS

Multiattack. The Ooma makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) Melee damage.

Radiation Blast (recharge 4-5 turns). Can release a blast of 25 (8d6) radiation damage around it in a 15 ft radius.


LEGENDARY ACTIONS

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

Dodge! Can only be used 4 times before a long rest. The Ooma gains a +5 bonus to AC until the start of its next turn.

Graceful Leap (Costs 2 Actions). The Ooma uses its superior legs to leap anywhere within 20 ft vertically and 40 ft horizontally onto an unoccupied space it can see.

Claw Attack

"People often disappear in post war America, so it’s no surprise that superstitious tribals have invented ghost stories about it. One in particular from forests and mountains dwellers warns that people who follow the screams of a woman between the hours of dusk and dawn are never seen again. They say it’s the fault of a female forest spirit who’s hatred towards humanity has transformed it into a man eating monster. They call this spirt Ooma."


The Ooma is ghoulified cougar who’s advanced age has granted it more wisdom than it’s forbearers. As an ambush predator, it prefers a great deal of stealth and trickery in its hunts. It should try to lure players into it’s lair and use it’s Nimble Escape to occasionally disappear into the brush or darkness in order to pounce on them from a different angle.



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