Raider (5e Fallout Supplement)
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Raider[edit]
Medium humanoid (any race), any non-lawful alignment Armor Class 10 Energy; Melee, Explosive; 10 Ballistic; 13 (Raider Armor)
Senses passive Perception 10
Rad Pool. The Raider has a rad pool of 15 points. ACTIONSNote: Raiders typically only have one weaponPipe .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 30/200 ft., one target. Hit: 3 (1d4 + 1) ballistic damage. Must be reloaded as an action after 20 shots. Pipe .45 Revolver Rifle. Ranged Weapon Attack: +1 to hit, range 40/300 ft., one target. Hit: 4 (1d6 + 3) ballistic damage. Must be reloaded as an action after 6 shots. Pipe .308 Bolt-Action Rifle. Ranged Weapon Attack: +3 to hit, range 50/400 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. |
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