The Courier (5e Fallout Supplement)
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The Courier[edit]
Medium humanoid (Human, Legendary), neutral Armor Class 30 All (Elite Riot Armor, which is dropped on death)
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 three attacks. Riot Shotgun. Melee Weapon Attack +7 to hit, range 10/30 ft., one target. Hit 25 (2d10 + 16) 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. This is dropped on death. Custom-Made Anti-Material Rifle. Ranged Weapon Attack +16 to hit, range 15/1,750 ft., one target. Hit 38 (8d6 + 7) Ballistic damage. Attacks with this weapon do not immediately reveal the Courier. In place of 1 attack, they may remove one disadvantage gained from attacking at long range. Must be reloaded in place of an attack after 8 attacks. This is dropped on death.
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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. |
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