The Master (5e Fallout Supplement)

From D&D Wiki
Jump to navigation Jump to search

The Master[edit]

Gargantuan humanoid (Mutant, Legendary), neutral evil


Armor Class 18 All (natural armor)
Hit Points 855 (59d20 + 236)
Speed 0 ft.


STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 18 (+4) 24 (+7) 25 (+7) 25 (+7)

Saving Throws Strength +12, Constitution +12, Wisdom +15, Intelligence +15
Skills Intimidation +15, Perception +15, +12, Investigation +12
Damage Resistances Energy
Damage Immunities Radiation
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 25
Languages Common
Challenge 35 (260,000 XP)


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 until the end of their next turn, and they take 4d10 Poison Energy damage.

Poison Penetration. Poison Energy damage is dealt even if the target is wearing Power Armor, but not if it’s a construct. Damage shown here is after the damage is multiplied.

Master’s Loot The Master drops a Staff of Mutant Control upon death.

ACTIONS

Multiattack. 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: 133 (12d20 + 7) Poison Energy damage.

Call assistance. 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 ACTIONS

The 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.

Activate Turret. The master activates a turret on any surface in the same room as it.

Summon Mutant. The master creates a super mutant in the same room as it.

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. It often finds itself at odds with the the Feral Ghoul Lord as a result.

FO01_NPC_Master_B.png
The Master, Fallout.

Back to Main Page5e HomebrewCampaign SettingsFalloutLegendary Creatures