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D&D 5e Handbook
This system is merely an addition to the already incredible Dungeons & Dragons Fifth
Edition Players Handbook, and therefore still heavily relies on most of the rules
inside. Fallout[5e] is meant to bridge the gap between the screen and tabletop, while
keeping what is fun about both experiences. That being said for the purposes of playing
Fallout[5e] the rules in this book overide those in the D&D Handbook should they
conflict with eachother. All sections of the D&D Handbook that are about magic should
be completely ignored. The Perks you find in this book replace the feats of 5e completely.
Most importantly the skills are changed to those from Fallout (with some additions) and
the ability scores of D&D have been merged with the SPECIAL system. The ability scores
convert as follows:
Strength=Strength
Perception=Wisdom
Endurance=Constitution
Charisma=Charisma
Intelligence=Intelligence
Agility=Dexterity
Luck=Brand Spankin’ New
Also skills operate closer to the way the do in Fallout with the Speech Skill covering
most of the traditional diplomacy related checks, and the different weapon types having
dedicated skills.
Credits
This system is more pieced together than a raider junk shack. It would have been impossible
for me to make all these rules by myself, and thus Fallout[5e] is a conglomerate of many fan
and official sources for Dungeons & Dragons Fifth Edition. My main role was to curate
different rules and reskin them to make an authentic Fallout experience, and convert many
of the rules and systems from Fallout: New Vegas and Fallout 4. Otherwise I would like to
thank and give credit to the following people for providing a skeleton to me to build on to:
D&D 5e- Wizards of the Coast, and the D&D 5e design team, for the base system and keeping the
hobby alive.
The D20 Modern 5e Conversion- Ed Wilson, for his incredible work building the D20 modern
conversion, including the future, and post-apocalyptic modules.
Fallout New Vegas- Obsidian Entertainment, for making the definitive Fallout experience for
storytelling and character building.
Fallout 4- Bethesda Game Studios, for making the definitive combat system, incredible
art, and tone of the world of Fallout.
Darwins World- Dominic Covey, for getting me thinking about the tabletop beyond fantasy.
Roleplaying at all- Alchestbreach, for being funny as hell and getting me into this whole
RPG thing in the first place with his skyrim playthroughs.
Crafting and Repairing
In the d20 Modern Roleplaying Game rules, ability checks to craft and repair items require
parts, with purchase DCs for these parts given in the skill descriptions. In the Apocalypse,
however, nothing, including repair parts, can be simply purchased at the store, and purchase
DCs are irrelevant. Instead, every attempt to craft or repair an item has a parts DC used to
determine whether the user has sufficient parts available to complete the job. Before you
can succeed at repairing or crafting an item, you must make a parts check to see if you have
what you need.
To make a parts check, you must have a number of the appropriate type of parts equal to at
least the number of parts used in the attempt, as indicated on Table: Parts Checks. Roll 1d20
and add the number of appropriate parts on hand. For example, if you’re attempting to craft a
crossbow, and you have eight mechanical parts on hand, your bonus on the parts check is +8.
If you succeed on the parts check, you have the parts you need and can proceed with the
appropriate ability check for the task. If you fail, you do not have sufficient parts
available for the task. You can retry the check, but only after you obtain at least one
additional part.
The DC for the check depends on the task’s complexity. General guidelines for parts check DCs
are given on Table: Parts Checks.
If you succeed on a parts check, you expend a number of parts. If you succeed in your attempt
to craft or repair the item, you expend the listed number of parts for the complexity of the
item. If your ability check fails, you expend half the number of parts, and have to succeed at
another parts check to make another attempt. The number of parts expended is given on
Table: Parts Checks.
Moderate 20 3
Complex 30 6
Advanced 40 10
Craft Check
Simple 15 3
Moderate 25 5
Complex 35 10
Advanced 50 20
Exploring Structures
Exploring Unsafe Structures
After the apocalypse, many of the structures of humanity have been blasted, mangled,
or burned out, or have slowly rotted and rusted due to the weathering of time. This fact
makes entering buildings a dangerous affair. Heroes moving about in an old, decrepit
building run the risk of having walls topple over, floors cave in, or even the entire
structure falling on top of them! A character entering a damaged building (any structure
that has minor damage, major damage, severe damage, or is collapsed, as given on Table:
Structure Conditions) must make a Survival check at the end of the first round in
which he has moved more than 10 feet into the building. If the building is large, and the
character explores more than a small area, he makes additional checks: One check is made
for every 1,000 square feet of the building’s total area. (A typical gas station or
apartment is about 1,000 square feet. A convenience store is typically 1,000 to 2,000 square
feet, and an average house might be as much as 3,000 square feet. Office buildings,
department stores, and other structures may be many thousands of square feet.) The DC for
the check is given on the table. A character crawling or moving very carefully (half speed)
gains advantage on the Survival check. A character moving at greater than normal
speed takes disadvantage on the check.
Underground +50
If a character succeeds on the Survival
check, he may move and act normally. Failure Proximity To the Bomb
indicates a mishap. Consult Table: Building Damage Zone -50
Mishaps, modifying the d100 roll by adding the
Destruction Zone -75
amount by which the Survival check was missed.
Devastation Zone -95
Ceiling Collapse, Minor. Part of the ceiling above the character falls on him, dealing
1d10 points of damage (Agility saving throw DC 11 half). Additional Wisdom Survival
checks made for exploring that building have disadvantage.
Wall Collapse, Major. A large portion of wall falls over on the character, dealing 2d10
points of damage (Agility saving throw DC 13 half). The structure condition becomes one
category worse (for example, if the structure had minor damage, it now has major damage).
Ceiling Collapse, Major. Huge chunks of the ceiling fall on the character, dealing 4d10
points of damage (Agility saving throw DC 15 half). If the building is more than one
story tall, the 5-foot square on the floor above the character is impassable (the floor
of the upper story is missing).
Floor Collapse. The floor caves in beneath the character, and she plummets to the floor
below. The character takes 1d6 points of damage per 10 feet fallen (in most buildings,
the floors are roughly 10 feet apart), which can be mitigated by a Tumble check as normal.
When the character lands, she must make an Agility saving throw (DC 15) or suffer another
mishap (roll on Table: Building Mishaps). Characters within 5 feet of the hole must also
make Agility saving throws (DC 12) or fall into it when the floor around them shifts.
Ignore this effect if the characters are on the building’s foundation floor.
Structure Collapse. The entire structure begins to fall apart. The collapse takes 1d4 rounds.
Each round, the structure condition becomes one category worse (for example, if the structure
began with major damage, after 1 round it has severe damage). The structure might not
collapse completely; for example, if the structure began with minor damage and only collapses
for 1 round, it ends up with major damage and does not collapse completely. Every character
within the structure must make a Survival check every round during the collapse, facing
additional mishaps with failed checks. As the structure’s condition worsens, the DCs for the
Survival checks get higher (as shown on Table: Structure Conditions).
Injury
Sustaining an Injury
Damage as the potential to cause long-term injuries. A creature sustains a lingering
injury under the following circumstances: A critical hit deals damage to the creature
in excess of its Constitution score, The creature is reduced to 0 hit points but isn’t
killed outright
When a creature sustains an injury, roll on the following table. Unless otherwise noted,
you can only suffer each injury once. If you roll that result again, you do not sustain
an injury.
2 Arm or Hand
3 Foot or Leg
4 Limp
Effects of Injury
Each injury has the following effects.
Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged
attack rolls. If you sustain this injury twice, you're blinded.
Arm or hand. You can no longer hold anything with two hands, and you can hold only a single
object at a time. If you sustain this injury twice, you cannot hold anything.
Foot or leg. Your speed on foot is halved, and you must use a cane or crutch to move unless
you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have
disadvantage on Dexterity checks made to balance. If you sustain this injury twice, you fall
prone and your only movement option is to crawl.
Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw
after using the Dash action. If you fail the save, you fall prone.
Internal injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution
saving throw. On a failed save, you lose your action and can't use reactions until the start
of your next turn.
Broken ribs. This has the same effect as Internal Injury above, except that the save DC is
10.
Injury
Horrible scar. You are disfigured to the extent that the wound can't be easily concealed.
You have disadvantage on Charisma checks to persuade and advantage on Charisma checks to
Intimidate.
Festering wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists.
If your hit point maximum drops to 0, you die. You can suffer this wound multiple times.
The effect is cumulative.
Treatment
The treatment of wounds and injuries is critical in the wasteland. The simplest way to
heal injuries and HP is to use a stimpack or visit a doctor. Alternatively should you
be proficient in surgery tools and have them you may attempt a DC 18 medicine check
to heal any injuries. Also the chem Hydra Restores the condition of any injured limbs
(eyes count as limbs for this purpose). Scars cannot be healed.
V.A.T.S.
The Vault-Tec Assisted Targeting System is a computational Battlefield analysis software
that comes installed on Pip-Boy devices, but not necessarily all of them. When you have
a Pip-Boy with VATS enabled outside of combat you may use to gain advantage on perception
checks to see other creatures. In addition to this you are zoomed in enough to see what
it looks like and what weapons it has equipped. If you have not encountered them before
you may make a DC 15 Intelligence saving throw to learn the type of creature it is.
In Combat you may use a move action to enable VATS and get a +1 to hit on that turn.
Radiation
Irradiated Environments
Environmental radiation exposure has five degrees: mild, low, moderate, high, and severe.
Consult Table: Environmental Radiation Exposure to determine the amount of radiation
(noted in rads) you absorb per round of exposure.
Low 2d6
Moderate 4d6
High 10d6
Severe 18d6
Effects of Radiation
Radiation slowly builds up in your system, impairing your natural functions. At 200 or more
rads absorbed, you gain a level of exhaustion, and cannot go below a minimum exhaustion level
until you reduce your radiation levels. Consult Table: Radiation Effects to determine your
minimum exhaustion level.
200-399 1
400-599 2
600-799 3
800-999 4
1000+ 5
At 1,000+ rads, you must make a Constitution saving throw (DC 15) every hour. On a failed
save, you gain the final level of exhaustion.
Treating Radiation
A dose of Rad-Away takes away 100 rads, otherwise you can see a doctor to have your rads
removed and exhaustion cured.
Ranged Attacks
You can make ranged attacks only against targets within a specified range. Ranged
attacks with guns, such as one made with a rifle, have two ranges. The smaller number
is the normal range, and the larger number is the long range. Your attack roll has
disadvantage when your target is beyond normal range, and you can’t attack a target
beyond the long range.
Gun Condition
The vast majority of guns in the wasteland have been sitting in the least optimal
environment for their preservation for over 200 years. That being said, despite the
rust and dust down their old barrels most guns are still functional but not quite
what they used to be. For this reason, when you roll a natural 1 on an attack roll
with a ranged weapon it loses -1 on damage rolls until repaired. for the purposes
of repairing each stacked -1 the weapon has is an additional level on the repair
table. For example a 10mm Pistol that has received two natural 1 rolls 2d8-2 for
damage and counts as moderate on the repair table.
Inspiration
The delivery and use of inspiration works nearly the same as it does in the 5e
players handbook but in Fallout[5e] not only do you get advantage on the roll
you also add your luck bonus to the final roll in addition to your normal bonuses.
Encumbrance
The rules for lifting and carrying are intentionally simple. Here is a variant if
you are looking for more detailed rules for determining how a character is hindered
by the weight of equipment. When you use this variant, ignore the Strength column of
the Armor table in chapter 5.
If you carry weight in excess of 5 times your Strength score, you are encumbered, which
means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up to your maximum carrying
capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and
you have disadvantage on ability checks, attack rolls, and saving throws that use Strength,
Dexterity, or Constitution.
Perks
Perks
A Perk represents a talent or area of expertise that gives a character special capabilities.
It embodies training, experience, and abilities beyond what a class provides.
At certain levels, your class gives you the SPECIAL Improvement feature. You can forgo
taking that feature to take a Perk of your choice instead. You can take each feat only
once, unless the Perk’s description says otherwise.
You must meet any prerequisite specified in a Perk to take that Perk. If you ever lose
a Perk’s prerequisite, you can’t use that feat until you regain the prerequisite.
For example, the Grappler feat requires you to have a Strength of 13 or higher. If your
Strength is reduced below 13 somehow you can’t benefit from the Grappler feat until your
Strength is restored.
When you use a firearm in semiautomatic or automatic mode, you reduce the attack penalty
incurred by half (-1 for semiautomatic, -2 for automatic).
You can use an action to steady your aim. Choose a creature that you can see within the
weapon’s range. If your next action is a ranged weapon attack against this creature, you
gain advantage on the attack roll and score a critical hit on a natural roll of 19 or 20.
When using an automatic weapon, you can fill a 10-foot cube within the weapon’s normal
range with a hail of bullets as an action. Any creature in the affected area must make a
Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a
successful saving throw, the creature only takes half the weapon’s damage, or no damage if
they have cover. Using this technique expends 10 pieces of ammunition.
Combat Focus
Prerequisite: 6th level
You are specially trained with close-quarters weapons and with archaic ranged weapons such
as bows and crossbows. When you use an attack action with a simple weapon, martial weapon,
improvised weapon, or unarmed strike, you may attack twice instead of once. In addition,
you may choose one of the following fighting styles as the subject of your training:
Ranged. You gain a +2 bonus to attack rolls you make with simple and martial ranged weapons.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a
+2 bonus to damage rolls with that weapon.
Perks
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a
melee weapon that you are wielding with two hands, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or
versatile property for you to gain this benefit.
Protection. When a creature you can see attacks a target other than you that is within
5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must
be wielding a shield.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier
to the damage of the second attack.
You can use Agility instead of Strength for the attack and damage rolls of your unarmed
strikes.
You can roll a d4 in place of the normal damage of your unarmed strike.
When you use the Attack action with an unarmed strike on your turn, you can make one unarmed
strike as a bonus action.
Pistol Expert
Prerequisite: Proficiency with personal firearms
Thanks to extensive practice with handguns, you gain the following benefits:
You can reload weapons with internal or cylinder magazines as an action or a bonus action.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus
action to attack with a one-handed firearm you are holding.
Perks
Black Widow/Lady Killer
Prerequisite: Be a Human, Ghoul, or Synth.
You’re charming...and Dangerous. You gain the following benefits:
Cannibal
Prerequisite: Level 4, Endurance of 16
You aren't seriously...? Yes, yes ,you are. You gain the following benefits:
Educated
Prerequisite: Level 4, Intelligence of 12
From now on add +2 skill points when you gain a new experience level. This Perk works best
when purchased early in your adventure.
Hunter
Prerequisite: Proficient in Survival
Just like your grandpaps taught ya! you gain the following benefits against Beasts and
Monstrosities:
In combat you do triple damage rather than double when scoring a critical hit.
The minimum number of rads required to reach a new level of exhaustion is doubled.
Bloody Mess
Prerequisite: Level 8, Luck 13
Watch out for flying eyeballs! You gain the following benefits:
On critical hits there is a 10% chance that your target will explode into a thick
red paste!
Demolition Expert
Prerequisite: Level 4, Perception 12
You are an expert when it comes to the fine art of handling explosives. They always go
off when they're supposed to. You gain the following benefits:
You deal an extra damage die with the Rocket launcher, Grenade Launcher, Incinerator,
Fat-Man, Tesla Cannon, Cavalier Bow, and all grenades.
Ferocious Loyalty
Prerequisite: Level 8, Charisma 12
The power of your personality inspires die-hard loyalty from your party. When you
drop to under 10 HP, your companions temporarily gain the following benefits :
Ballistic resistance
+1d8 HP
Fortune Finder
Prerequisite: Level 4, Luck 13
Oh! You found a shiny cap on the ground! Todays your lucky day! When looting you always
manage to find 10% more caps.
Perks
Lead Belly
Prerequisite: Endurance 12
Your digestive tract has adjusted to the weirdness of the Wasteland! Take half radiation
from eating or drinking.
Toughness
Prerequisite: Endurance 12, Luck 12
If nothing else, you can take a beating! Instantly gain +2 Armor Class
Quick Draw
Prerequisite: Level 8, Agility 13
Reach for skies! You can now draw a weapon as a free action.
Rad Resistance
Prerequisite: Level 8, Endurance 12, Intelligence 10
Hazmat schmazhat. You instantly gain resistance to all radiation damage.
Strong Back
Prerequisite: Strength 12, Endurance 10
What are you, part pack mule? Gain +50 to carry weight. You can take this perk 3 times.
Swift Learner
Prerequisite: Level 8
You get a bit more substance from lessons learned in the wasteland. You permanently
gain an addittional 10% when receiving HP.
Pyromaniac
Prerequisite: Level 8, proficient in Explosives
As the world was reborn in fire, so were you. You gain the following benefits:
You deal an additional damage die with all fire weapons on the initial strike.
Perks
Robotics Expert
Prerequisite: Intelligence 15, Science proficiency
Machines will always serve humans, if you have anything to say about it. You gain
the following benefits:
When sneaking up on a robot you can attempt a science check (DC 20) to shut it
down or make it self destruct after a round. This Explosion is a 20 ft burst that
deals 3d6 damage with a DC 15 Agility save.
Sniper
Prerequisite: Level 8, Perception 16
It's all about focus. You have improved control and can hold your breath longer when
aiming with scopes. With semiautomatic weapons that have an effective range of 160 or
greater you the following benefits:
You can spend a movement action to focus and gain a +2 to hit that turn.
When you score a critical hit you do triple damage rather than double.
Adamantium Skeleton
Prerequisite: Level 8
You’ll have to do better than that bub. When receiving an injury it is ineffective for
entries 2-6 on the injuries table.
Chemist
Prerequisite: Level 8, Medicine proficiency
Far Out! Addictive Chems now last twice as long.
Jury Rig
Prerequisite: Level 8, Repair proficiency
Eh, I’ll make it work. When attempting to repair or craft an item you gain advantage
on the Parts check.
Light Step
Prerequisite: Luck 10, Agility 12
You are agile, lucky, and always careful. You gain advantage on the Agility check to
dodge traps, explosions, and building mishaps.
Perks
Purifier
Prerequisite: Level 8
Destroy their mongrel hides! You gain the following benefits against Abberations:
In combat you do triple damage rather than double when scoring a critical hit with
melee and unarmed weapons.
Chem Resistant
Prerequisite: Level 12, Medicine proficiency
All the rush without the hassle! the DC for addiction saves is cut in half.
Infiltrator
Prerequisite: Level 12, 13 Intelligence, 13 Perception
Who needs knocking? You gain the following benefits:
Explorer
Prerequisite: Level 4, Pip-Boy
The mark of the Explorer is to search out new and interesting locations.
With this Perk, Nearby locations are instantly marked on your Pip-Boy’s map
Wild Wasteland
Prerequisite: Luck 10
Wild Wasteland unleashes the most bizarre and silly elements of post-apocalyptic America.
Not for the faint of heart or the serious of temperament. This Perk increases the random
encounter chance and gives access to some of the wackier quests. Picking this effects the
whole party and thus it should be consulted with them first, and it is also entirely up
to the DM to acknowledge it or not. Make sure they do not consider it “on” by default.
Perks
Spray and Pray
Hey! Watch where you’re aiming! Your party gains resistance to all of your attacks.
Wasteland Whisperer
Prerequisite: Level 12, Charisma 13, Survival proficiency
Okay, let’s put those claws to use. You gain the ability to challenge a non-humanoid
creatures intelligence with a speech check. Should you win the creature becomes friendly
and a companion until the next long rest where it will return home.
at level 16 you may take this turn again and pass a speech check (as denoted by the DM)
to keep the creature as a companion until you replace it with another one.
Awareness
Prerequisite: Pip-Boy with V.A.T.S.
With the Vault-Tec Assisted Targeting System nothing gets past you! When using VATS you
gain the following benefits:
Outside of combat after passing the Intelligence chance you also know the creatures
current HP, Weaknesses, Resistances, and alliances.
D&D 5e Feats
Feat Page #
Actor 165
Charger 165
score bonus the feat gives you is to be ignored, Heavily Armored 167
and of course you shoulduse the rules in this Heavy Armor Master 167
book to properly convert it to Fallout[5e]. Make
sure to ask your DM any questions you have about Inspiring Leader 167
the conversion of feats. The allowed feats are Keen Mind 167
Mobile 168
Observant 168
Resilient 168
Sentinel 169
Sharpshooter 170
Skilled 170
Skulker 170
Tough 170
Monsters
BlOATFLY
Small Beast, Unaligned
------------------------------------------
The standard bloatfly is covered in a green and
Armor Class:12 brown carapace. It prefers to attack at long range,
Hit Points:13 (3d8)
Speed:10 ft., Fly 40 ft.
using its own larva (each of which sports a wicked
------------------------------------------ dart-like spine) launched from the abdomen.
S:10 (+0)
P:10 (+0) An individual fly's supply of larvae is seemingly
E:10 (+0) inexhaustible, and unless evaded or eliminated, the
C: 3 (-4)
I: 1 (-5) creature will pursue a target relentlessly.
A:14 (+2)
L: 3 (-4)
Bloatflies typically live in small groups of two to
------------------------------------------ four individuals, but can be encountered on
Senses: Passive Perception 10
Challenge: 1/2 (100 xp)
their own. Despite the increased size, they have no
------------------------------------------- difficulty staying airborne.
Actions:
DOG
Dogs are most commonly seen as feral beasts that Small Beast, Unaligned
------------------------------------------
plague the wastes and kill livestock, they are Armor Class:12
necessary for many struggling wastelanders. There Hit Points:5 (1d8+1)
Speed:40 ft.
is also the rare cases of domestic breeds that act ------------------------------------------
as companions towards their human counterparts. S:13 (+1)
P:12 (+1)
E:12 (+1)
Humans are the only species known to truly tame C:12 (+1)
I: 3 (-4)
and domesticate these canines. Although other types A:14 (+2)
L: 7 (-2)
of sub/meta-humans show an interest in doing the ------------------------------------------
same, dogs of all types, including feral dogs, are Skills: Perception +3
Senses: Passive Perception +3
well-known to attack or flee from them on sight. Challenge: 1/8 (25 XP)
------------------------------------------
Keen Hearing and Smell.
The Dog has advantage on Perception checks
that rely on hearing or smell.
-------------------------------------------
Actions:
Bite. Melee Weapon Attack: +9 to hit, Although they do not have vocal cords, they can growl and shout,
reach 5 ft., one target. Hit: 15
(2d10 + 4) piercing damage. and some seem to be able to mimic human speech much the same as
Claw. Melee Weapon Attack: +9 to hit,
a parrot does. However, normal deathclaws aren't intelligent
reach 5 ft., one target. Hit: 8 enough to be capable of real speech.
(ld8 + 4) slashing damage
MOLERAT
Mole rats are mutated rodents that are much larger than their Small Beast, Unaligned
------------------------------------------
pre-War cousins. They have survived as a species by burrowing Armor Class:13
underground where the soil protected them from direct nuclear Hit Points:7 (2d6)
Speed:30 ft., Burrow 40 ft.
explosions. However, they still were greatly mutated by the ------------------------------------------
subsequent fallout, increasing their size as well as their S: 7 (-2)
P:10 (+0)
viciousness. A few people in the wastes have even been known E:11 (+0)
to train them and keep them as pets. C: 4 (-3)
I: 2 (-4)
A:15 (+2)
L: 8 (-1)
------------------------------------------
Senses: Passive Perception 10, Darkvision
Challenge: 1/8 (25 XP)
------------------------------------------
Keen Smell. The molerat has advantage
Perception checks that rely on smell.
-------------------------------------------
Actions:
MUTANT
HOUND
Mutant hounds are usually several times bigger than normal Large Aberration, Unaligned
------------------------------------------
stray dogs and mongrels. The modification imposed on their Armor Class: 13 (natural armor)
bodies is similar to the one the super mutants went through Hit Points: 26 (4d10 + 4)
Speed: 50 ft.
when they were humans: increase of muscle mass, depigmentation ------------------------------------------
of the skin to a greenish color and complete loss of body hair. S:16 (+3)
P:11 (+0)
The intelligence of mutant hounds seems to be affected too in E:13 (+1)
the same way that a super mutant's is from the Forced C: 8 (-1)
I: 7 (-2)
Evolutionary Virus. They appear not to be in any way linked to A:13 (+1)
L: 8 (-1)
the Master, as he was evolving only humans for his army. Super ------------------------------------------
mutants seem to understand mutant hounds like no other in the Immiunities: Radiation
Skills: Perception +4
Commonwealth. Their vocal cords have evolved to create a very Senses: darkvision 60 ft.,
deep and low howl that they use to alert their nearby brethren. passive Perception 14
Challenge: 1/2 (100 XP)
------------------------------------------
Keen Hearing and Smell. The worg has
advantage on Wisdom (Perception) checks
that rely on hearing or smell.
-------------------------------------------
Actions:
RADSCORPION
Radscorpions are large, mutated scorpions commonly found in Large Beast, Unaligned
------------------------------------------
and around abandoned structures. They originated from the Armor Class: 15 (natural armor)
North American Emperor scorpion, which were prolific in many Hit Points: 52 (7d10 + 14)
Speed: 40ft.
pet stores at the time of the Great War. They have since ------------------------------------------
mutated to become much larger, faster and more venomous S:15 (+2)
P: 9 (-1)
than ever before. E:15 (+2)
C: 3 (-4)
I: 1 (-5)
A:13 (+1)
L:10 (+0)
------------------------------------------
Senses: blindsight 60ft.,
passive Perception 9
Challenge: 3 (700 XP)
------------------------------------------
Actions:
RAIDER
A common raider is the weakest of the cannon fodder found Medium humanoid (non-super mutant),
any non-lawful alignment
in Fallout. Even the greenest of players should have ------------------------------------------
little trouble in dispatching several of them. Armed with Armor Class: 12 (Raider Light Armor)
Hit Points: 11 (2d8 + 2)
pipe guns and little health they tend to survive only Speed: 30ft.
several hits from early game weapons before succumbing. ------------------------------------------
S:12 (+1)
New players should be warned that they usually travel with P:10 (+0)
stronger variants and on occasion, a boss. E:12 (+1)
C:10 (+0)
I:10 (+0)
A:11 (+0)
L:12 (+1)
------------------------------------------
Senses passive Perception 10
Challenge 1/8 (25 XP)
------------------------------------------
Actions:
RAIDER
PYRO
BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN! Medium humanoid (non-super mutant),
any non-lawful alignment
BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN! ------------------------------------------
BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN?BURN!BURN!BURN! Armor Class: 12 (Raider Light Armor)
Hit Points: 11 (2d8 + 2)
BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN! Speed: 30ft.
BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN!BURN! ------------------------------------------
S:12 (+1)
BURN!BURN!BURN!BURN! P:10 (+0)
E:12 (+1)
C:10 (+0)
I:10 (+0)
A:11 (+0)
L:12 (+1)
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Senses passive Perception 10
Challenge 1/4 (50 XP)
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Actions:
/or/
SUICIDER
Hunting Rifle. Ranged Weapon Attack:
+3 to hit, range 160/800 ft. ,
one target. Hit: 5 (2d10) Ballistic damage.
/or/
BEHEMOTH
Laser Rifle. Ranged Weapon Attack:
+3 to hit, range 160/800 ft. ,
one target. Hit: 7 (2d10+4) Energy damage.
ZETAN
Aliens are diminutive, hairless, yellowish-green-skinned Small humanoid (???), ???
humanoids with short, wiry limbs and green blood. ------------------------------------------
Armor Class: 15 (Space Suit)
Their heads are disproportionately large, with round, Hit Points: 40 (8d8)
heavy-lidded, solid black eyeballs with no discernible Speed: 30ft.
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iris or pupil; a thin, toothless mouth with green tongue, S: 8 (-1)
and two pairs of small holes where ears and nostrils would P:15 (+3)
E:10 (+0)
be. Aliens have no opposable thumbs, each hand instead C:13 (+1)
having three long, tentacle-like fingers with large suction I:18 (-4)
A:16 (+3)
cups at each fingertip that allow them to manipulate objects. L: 9 (-1)
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They breathe a similar atmosphere to humans, and (at least Saving Throws: Int +6, Cha +3
those on Mothership Zeta) subsist mainly on a diet of strange, Sense: Darkvision 60 ft.,
passive perception 13
alien worms and squid. Languages: Deep Speech, telepathy 60 ft.
Skills: Speech +3, Religion +6
Challenge: 3 (700xp)
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Actions: