Tunneler (5e Fallout Supplement)

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Tunneler[edit]

Medium monstrosity (Mutant), chaotic evil


Armor Class 18 All (natural armor)
Hit Points 112 (15d8 + 45)
Speed 40 ft., climb 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +5, Con +6, Wis +3, Cha +5
Skills Perception +6, Stealth +5
Damage Immunities Poison, Radiation
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages None
Challenge 7 (2,900 XP)


Sensitive Eyes. If a tunneler takes fire damage, it must succeed a DC 15 Charisma saving throw. On a failure, it becomes frightened of the creature that dealt the damage for 1 minute. It may reattempt this saving throw at the end of each of its turns.

ACTIONS

Multiattack. The tunneler makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) melee damage plus 4 (1d8) poison melee damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) melee damage.


Originating from the tunnels under Hopeville, tunnelers are among the most feared creatures in the entire wasteland. Always in groups no smaller than 5, they have been known to hunt deathclaws. Their humanoid bodies have led to speculation that they are the descendants of those who took shelter around Hopeville during the Great War. If this is the case, the effects of radiation have took a supreme toll on them, reducing them to intelligent, bloodthirsty monsters.

Tunneler.png

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