The Enclave(5e Fallout Supplement)
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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 elder 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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