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make for the ongoing Terrors of the Wastes

Fifth Edition Fallout Credits Copy by: RDD Wilkin


section of this document.

Design by: RDD Wilkin


VERSION 1-0-8 Layout and Formatting: RDD Wilkin What you won’t Find
Cover Art: by rustysteel (https://rustysteel. Some setting lore is included to provide
This is a fan guide to running Fifth deviantart.com), used with permission.
Edition games in the Fallout setting. necessary context to things such as character
Interior Art: all art is either licensed stock background options and various types of
art or fan art which is used with express creature encountered in the wastes. Beyond
You may also find the content herein permission of the artist.
online at the the Fifth Edition Fallout that, however, Fifth Edition Fallout doesn’t
Fan Art: Some truly incredible artists have attempt to describe the world of Fallout but
wiki. been kind enough to allow use of their art instead focuses on the rules you need to play
in Fifth Edition Fallout! Wherever fanart is in that world. When planning adventures, the
For the time being, Fifth Edition used within this sourcebook, you’ll also find
Fallout is an evolving ruleset, with (for Fallout wikia is a recommended source for all
an artist credit and a url link to their art currently available information about the
instance) new feats, backgrounds, and page. Please do visit them and check out their
creature statblocks being added on a setting. Alternatively, research is a great
other amazing artwork! excuse to start another playthrough of one of
regular basis. Updates are typically made Stock Art: class images by and © Shaman
to the wiki first, while the PDF receives the Fallout video games!
Stock Art
large updates after enough changes have Additional Graphics: power armour graphic
occurred to make it worthwhile. based on icons from game-icons.net
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3D models used for illustration are the


property of Bethesda Softworks. Introduction
This PDF compiles rules and mechanics
Released under the terms of the Open previously posted on my blog, as well as new
Game License v1.0a which can be found at content updates and rules fixes that have been
the end of the document. Text and game subsequently introduced. It is not a complete
mechanics presented herein are not Open game, and requires the Fifth Edition Player’s
Game Content. Handbook or Basic Rules.
If you use the rules presented here to run a
This document is not for sale or Fallout game or adapt them to another setting,
redistribution. You may make copies or it would make my day to hear about it! Please
print out this document for personal use consider tweeting @spilledale to let me know
only. what you’re doing with it. You can also tweet
me to request the next monster statblocks I
Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 1
Contents ~~Barbarian�������������������������������17
~~Bard�����������������������������������18
~~Mysterious Stranger������������������������27
~~Night Vision����������������������������27
Legal Information������������������������ 1 ~~Fighter���������������������������������19 ~~Pack Alpha������������������������������27
Credits������������������������������� 1 ~~Inappropriate Classes����������������������16 ~~Pathfinder������������������������������27
~~Rogue����������������������������������20 ~~Pickpocket������������������������������27
Introduction���������������������������� 1
Proficiencies�������������������������� 22 ~~Pyromaniac������������������������������27
Characters����������������������������� 4
~~Skills���������������������������������22 ~~Quick Pockets����������������������������27
Ability Scores�������������������������� 4
~~Tools����������������������������������22 Terrors of the Wastes������������������� 28
~~Luck������������������������������������4
Feats�������������������������������� 23 ~~Salesman��������������������������������29
Rad Resist����������������������������� 5 ~~Scrounger�������������������������������29
~~Action Boy/Girl��������������������������23
Species������������������������������� 6 ~~Adrenaline Rush��������������������������23 ~~Silent Running���������������������������29
~~Ghoul�����������������������������������6 ~~Slayer���������������������������������29
~~Animal Friend����������������������������23
~~Human�����������������������������������6 ~~Smooth Talker����������������������������29
~~Bloody Mess�����������������������������23
~~Languages�������������������������������10 ~~Snake Eater�����������������������������29
~~Chem Resistant���������������������������23
~~Robot�����������������������������������8 ~~Sniper���������������������������������29
~~Cult of Personality�����������������������23
~~Super Mutant�����������������������������9 ~~Stonewall�������������������������������30
~~Demolition Expert�������������������������24
~~Variant: Reskinning Races������������������10 ~~Strong Back�����������������������������30
~~Devastating Allure������������������������24
Backgrounds���������������������������� 11 ~~Dodger���������������������������������24 Equipment����������������������������� 31
~~Caravanner������������������������������11 ~~Educated��������������������������������24 ~~Armour���������������������������������33
~~Charlatan�������������������������������11 ~~Empathy���������������������������������24 ~~Currency��������������������������������31
~~Child of Atom���������������������������11 ~~Faster Healing���������������������������24 ~~Salvage���������������������������������31
~~Courier���������������������������������11 ~~Gambler���������������������������������24 ~~Scarcity��������������������������������33
~~Criminal��������������������������������12 ~~Ghoulish��������������������������������25 ~~The Value of a Thing ���������������������31
~~Follower of the Apocalypse������������������12 ~~Gun Fu���������������������������������25 ~~Trinkets��������������������������������60
~~Former Brotherhood������������������������12 ~~Harmless��������������������������������25 ~~Weapons���������������������������������41
~~Former Enclave ��������������������������12 ~~Heave Ho!������������������������������25 Rules ������������������������������� 63
~~Initiate of Steel�������������������������13 ~~Inspirational Presence���������������������25 ~~Addiction�������������������������������63
~~Raider ��������������������������������13 ~~Lead Belly������������������������������25 ~~Damage Types����������������������������65
~~Railroad Agent���������������������������13 ~~Light Step������������������������������25 ~~Disease���������������������������������66
~~Scientist�������������������������������13 ~~Lone Wanderer����������������������������25 ~~Hydration and Sustenance��������������������64
~~Soldier���������������������������������14 ~~Master Trader����������������������������26 ~~Radiation Poisoning������������������������63
~~Vault Born������������������������������15 ~~Miss Fortune����������������������������26 GM Advice���������������������������� 68
Classes������������������������������ 16 ~~Miss/Mister Fixit������������������������26 ~~Ammunition as Loot������������������������69
~~Allowed Classes��������������������������16 ~~Moving Target����������������������������26 ~~Anglers���������������������������������72
~~Artificer�������������������������������16 ~~Mutate���������������������������������26 ~~Anglers���������������������������������77

2 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
~~Anglers���������������������������������78 ~~Hermit Crabs����������������������������85
~~Ants, Giant����������������������������133 ~~Horned Kangaroos�������������������������100
~~Ants, Large����������������������������130 ~~Languages ������������������������������68
~~Ants, Swarms���������������������������135 ~~Mad Brahmin�����������������������������89
~~Assaultrons�����������������������������192 ~~Mantises, Giants������������������������140
~~Bighorner�������������������������������87 ~~Mirelurks������������������������������173
~~Bighorner Bull���������������������������88 ~~Mister Handies/Miss Nannies����������������192
~~Bighorner Calf���������������������������87 ~~Mole Rats������������������������������100
~~Bighorners������������������������������87 ~~Nightkin�������������������������������207
~~Bloatflies�����������������������������136 ~~Night Stalkers��������������������������183
~~Bloodbugs������������������������������137 ~~NPCs and Ammunition ����������������������69
~~Bloodworms�����������������������������226 ~~Pit Vipers�����������������������������105
~~Brahmiluff������������������������������88 ~~Protectrons�����������������������������194
~~Brahmiluffs������������������������������88 ~~Rad-Dolphins����������������������������85
~~Brahmin���������������������������������88 ~~Radiation Immunity Exceptions ���������������69
~~Brahmin���������������������������������88 ~~Rad-Rats������������������������������105
~~Brotherhood of Steel����������������������119 ~~Radroaches�����������������������������142
~~Cave Crickets���������������������������139 ~~Radscorpions����������������������������144
~~Cazadores������������������������������150 ~~Radstags�������������������������������107
~~Centaurs�������������������������������167 ~~Raiders��������������������������������185
~~Coyotes���������������������������������89 ~~Robobrains�����������������������������196
~~Cyberhounds�����������������������������153 ~~Sand Sharks����������������������������228
~~Deathclaws�����������������������������155 ~~Sentrybots�����������������������������197
~~Dogs�����������������������������������90 ~~Soldiers�������������������������������198
~~Doomsday Weapons��������������������������68 ~~Stingwings�����������������������������148
~~Eyebots��������������������������������192 ~~Super Mutants���������������������������208
~~Feral Ghouls���������������������������159 ~~Synths��������������������������������212
~~Fog Crawlers����������������������������79 ~~Templates������������������������������217
~~Gatorclaws�����������������������������158 ~~The Gun Club����������������������������68
~~Gazelles��������������������������������95 ~~Tunnelers������������������������������221
~~Geckos���������������������������������95 ~~Wanamingos�����������������������������224
~~Ghost People���������������������������169 ~~Wolves��������������������������������114
~~Ghoul Whales����������������������������81 ~~Yao Guai������������������������������116
~~Giant Catfish����������������������������82 ~~Young Bighorner��������������������������87
~~Gulpers���������������������������������83

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 3
Characters
A character’s Luck bonus can be expended to Counters
gain one of several advantages. Conversely, a
character with a Luck penalty grants similar Because a character’s Luck modifier can
advantages to their opponents. temporarily increase or decrease (taking their
~~A character can spend their Luck bonus ability score along with it), one good, simple
on any of the following: way to track these fluctuations is through the
Ability Scores ~~Roll an ability check, attack roll, or
saving throw with advantage.
use of physical counters.
Counters for both Luck (your character has a
At the GM’s option a seventh ability score, ~~Cause an opposed creature’s attack Luck score bonus) and Bad Luck (your character
Luck, is available. This affects ability score roll or saving throw to be rolled with has a Luck score penalty) are included in the
generation as follows: disadvantage. Fifth Edition Fallout Counter Pack. You can
Ability array. If using preset ability ~~After rolling an attack, spend one or download the pack from the accessories page on
scores, the following are assigned between more Luck to cause the attack to be a the Fifth Edition Fallout wiki.
your seven abilities: 15, 14, 13, 12, 11, 10, critical hit on a result 2 less than 20
8. per Luck spent. 1 luck = critical hit on Luck Counters
Point buy. Ability scores are purchased 18+, 2 luck = critical hit on 16+, and so These counters can help track fluctuating Luck
using 30 points, rather than 27. on. if this optional ability score is used in your
~~If a character has a Luck penalty, the game. Here’s how they work:
GM can spend points from their penalty ~~A player starts with as many Luck
Luck in the same manner to give NPCs or counters as their character’s Luck Score
even other PCs advantage against the ability bonus.
Luck is a seventh ability score which can character, force them to roll an attack The number of counters they receive is
sometimes be used in place of other abilities or saving throw at disadvantage, or to known as their Luck Pool.
to affect the outcome of a roll. It is not, turn an otherwise normal hit into a ~~As a player spends their character’s
however, a “super-ability” that can always be critical hit. Luck, they discard counters from their
substituted for other abilities. Luck should After a Luck point is spent and its effects pool, setting the discarded counters
only be rolled when chance can realistically occur, the character’s Luck ability bonus aside in a central pool.
have a significant impact on the outcome of a is temporarily reduced by 1 and their Luck However many counters are left in the
roll, and when one of the following conditions ability score itself therefore temporarily pool after spending one Luck equals the
are also true: reduced by 2, to a minimum bonus of +0 (and a character’s new ability bonus. The player
~~The GM can’t decide what ability (or minimum ability score of 10 or 11, depending can also calculate from this what their
abilities) make sense for what the on whether they started with an odd or even present Luck Score must be given that
character is attempting. number). each Point spent reduces their ability by
~~An ability check using one of the other After a GM spends a point of a character’s 2 (to a minimum of 10 or 11).
six abilities was already rolled, but Luck penalty, their Luck penalty is decreased For instance, a character with 17
failed to establish a definitive outcome. by 1 and their Luck ability score therefore Luck has a bonus of +3, and therefore
Luck can also be referred to rather than increases by 2, to a maximum bonus of +0 (and 3 Luck counters in their Luck Pool. The
rolled as a method of breaking ties. For a maximum ability score of 10 or 11, depending character’s player spends 1 Luck, and
instance, say the Sole Survivor and a super on whether they started with an odd or even reduces their Luck pool to 2. Therefore,
mutant both roll 17 for Initiative, but the number). their current Luck bonus is +2. If they
Sole Survivor has 14 Luck whereas the super Once a character’s Luck bonus becomes +0 ever need to know their Luck ability
mutant’s Luck score is 10. In this case, from either direction, no more Luck can be score, they can figure it out: since they
the GM could reasonably rule that the Sole spent by either the player or the GM. The started with 17 Luck, their new Luck
Survivor acts first in the initiative order. character’s Luck resets to its original score ability score must be 15.
Unlike other ability scores, Luck is fluid. after a long rest.

4 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
~~The player’s spent Luck counters are Constitution saving throw bonus. At each new
returned to their pool after their character level, add +1 to your character’s
character has a long rest, when their Rad Resist score. For instance, a 5th-level
Luck ability score resets. hero with a Constitution of 15 has a Rad
Resist of 11.
Bad Luck Counters Rad Resist can also be improved with the Rad
~~The player of a character with a Resistance feat.
negative Luck modifier doesn’t receive When creatures suffer radiation damage
Luck counters. Instead, they are given they build up pools of radiation represented
Bad Luck counters equal to their Luck by tokens known as geiger counters, which
ability score penalty. eventually affect the DC of a Constitution
The number of counters they receive is saving throw against the Radiation Poisoning
known as their Bad Luck Pool. at the creature’s next short rest.
~~Bad Luck counters should be displayed Taking any amount of radiation damage
prominently so the GM can keep track of increases a creature’s geiger counters by
how many the player still has. one, but they take two at once if the damage
Alternatively, the GM may prefer exceeds their Rad Resist!
to keep Bad Luck pools in their own Geiger Counters are explained in further
possession, but should take care to detail under Radiation Poisoning in the rules
be clear whose is whose if there are section of this document.
multiple, as well as to avoid them
mingling.
~~As the GM spends a character’s Bad
Luck, the player discards their counters
to a central pool.
However many counters are left in the
pool after one Bad Luck is spent by the
GM equals the character’s new ability
bonus. The player can also calculate from
this what their present Luck Score must
be given that each Point spent increases
their ability by 2 (to a maximum of 10 or
11).
~~The player’s spent Bad Luck is returned
to their pool after their character has a
long rest.

Rad Resist
Fifth Edition Fallout introduces a new
statistic called Rad Resist. Every character
that is not already immune to radiation has a
Rad Resist score, which is equal to 5 + their

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 5
Species Human Dwarf Racial Traits
A dwarf shares the racial traits of a Human
Humans remain the most prevalent intelligent except as noted below. It has the following
species in the Wasteland, though it would additional traits:
A number of intelligent species live in the be wrong to say they are dominant. The ~~Ability Scores. +2 to Constitution, +1
Wasteland. Aside from humans, most evolved or settlements they live in are constantly under to Strength (instead of the normal human
mutated from humanity after the bombs fell. A siege by the myriad threats of the wastes. bonuses).
few were created by means of pre-war science. ~~Speed. 25 ft. Your speed is not reduced
Human Racial Traits by wearing heavy armour, regardless of
your Strength score.
Ghoul ~~Ability Scores. +1 to two ability
scores of your choice. ~~Sturdy Build. You have advantage on
~~Size. Medium. Strength saving throws against being
Humans that became mutated through radiation
~~Speed. 30 ft. knocked prone or moved against your will.
exposure, Ghouls are so named because they
resemble the undead monsters. They do not ~~Bonus Skill. Proficiency in one skill
age, or at least they live for such a long of your choice. Gen-3 Synth
time that the upper limits have not yet been ~~Diverse Origin. Some humans are
determined. Many ghouls have been around since descended or mutated from wasteland Created by the Institute, Gen-3 synths are
before the bombs fell. survivors, others come from sheltered the culmination of a long period of robotics
Although ghouls don’t die of old age, Vault backgrounds, and others still development. They are almost entirely
many have been known to have their minds emerge from Vaults damaged in some organic, though their bodies have been grown
deteriorate. After the onset of this condition way by a recently triggered unethical artificially in a lab. Only a few synthetic
it usually proceeds rapidly, with the ghoul experimental protocol they were forced to components are required, buried within the
soon becoming a beastly savage that attacks endure within. Then there are the Gen-3 synth’s brain where they won’t easily be
without provocation, known as a Feral Ghoul. Synths, perfect programmed biological found! They can therefore pass for human even
creations of the Institute that resemble in circumstances such as invasive surgery.
Ghoul Racial Traits a regular human in every way. Some know Programmed for deep cover assignments by the
exactly what they are, and work to Institute, many Gen-3s believe they actually
~~Ability Scores. +2 to Intelligence, +1 are human until some kind of trigger unveils
further the Institute’s sinister aims.
to Constitution. their true nature.
Others have no idea, having escaped and
~~Size. Medium.
wiped their memories with the help of
~~Speed. 30 ft.
~~Radiation Immunity. You are immune
the Railroad. Pick one of the following Gen-3 Synth Racial Traits
subspecies. You possess the traits of A Gen-3 synth shares the racial traits of
to radiation damage and the radiation
that sub-species in addition to your a Human except as noted below. It has the
sickness condition.
Human racial traits. following additional traits:
~~Long-lived. Your greatly extended
lifespan is one of the few advantages ~~Perfect Programming. Choose a feat
for which you qualify, or gain +1 to
to your condition. Ghouls have generally Dwarf two ability scores of your choice (in
lived for a long time as humans before
they change, and some have lived since The dwarves are humans who have mutated addition to the existing bonuses from
before the bombs fell. As such, you gain through longterm radiation exposure to grow the Human core race). Gen-3 Synths are
either a bonus skill or expertise in a decisively shorter than the average human. tailored physically and mentally for
skill of your choice. Although lacking in height compared to other certain roles or to perfectly replace
humans, dwarves lack none of the musculature, individuals.
possessing exceptionally stocky, sturdy
builds.

6 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Slag stopping only when you are out of the Vault Dweller
light. If there is no such shelter, you
The slag mutation was first documented at instead move towards the largest object At the onset of the Great War a lucky few
the Ghost Farm in New California, where the you can see to take cover within its escaped into shielded underground vaults.
descendants of a militia group that sealed shadow. You may repeat your saving throw Though these vaults almost universally
themselves underground at the onset of the at the end of each of your turns, ending involved immoral human experimentation, a few
Great War. Similar mutations could have the panic on a success. The save DC is of those experiments either failed or were
occurred anywhere that humans sealed themselves reduced to 10 once you are completely out not ultimately fatal. The descendants of those
underground but without the full protection of of the light. original vault dwellers now take their first
a true Vault. Once you have overcome this fear, you tentative steps into the wastes.
Slags are pale-skinned and have extremely cannot suffer from your agoraphobia again
sensitive eyes which suffer under the light until after your next short rest. Vault Born Racial Traits
of the sun. They also suffer from a form of ~~Darkvision. You can see in dim light A vault born shares the racial traits of
agoraphobia that prevents them from being within 60 feet of you as if it were a human except as noted below. It has the
outside under the “black sea of nothingness”. bright light, and in darkness as if it following additional traits:
Most slags cannot bear to be outside at all, were dim light. You can’t discern color ~~Vault Education. Choose a feat for
and even those who overcome this trait and in darkness, only shades of gray. which you qualify, or gain training
venture out into the world never completely ~~Radiation Tolerance. You have and Expertise in two skills from
shake it, reverting to old panic behaviours in resistance to radiation damage and the following list, doubling your
times of stress. advantage on saving throws to resist the Proficiency bonus when you use them:
radiation sickness condition. Chem Cook’s Supplies, Hacking, History,
Slag Racial Traits ~~School of Survival. Choose a feat Investigation, Mechanic’s Tools,
A slag shares the racial traits of a Human for which you qualify, or gain training Medicine, Nature, Persuasion, Science.
except as noted below. It has the following and Expertise in two skills from the
additional traits: following list, doubling your Proficiency Vault Survivor Racial Traits
~~Agoraphobia. Being under the open bonus when you use them: Animal Handling,
Athletics, Deception, Intimidation, A vault survivor shares the racial traits of
sky makes you uncomfortable, and you a human except as noted below. It has the
may not make a habit out of looking Mechanic’s Tools, Persuasion, Stealth,
Survival, Thieves’ Tools. following additional traits:
up. Nevertheless, you have learned to ~~Damaged. You will never be quite the
tolerate being outside. However, at times ~~Sunlight Sensitivity. You have
disadvantage on attack rolls and on same after the horrors you’ve seen, but
of extreme stress you are at risk of your experience taught you more than a
reverting. Whenever you fail a Wisdom Wisdom (Perception) checks that rely
on sight when you, the target of your little about surviving. Your Proficiency
saving throw against a fear or anxiety- is considered 2 less than normal for
inducing effect or are reduced to less attack, or whatever you are trying to
perceive is in direct sunlight. Any the purposes of calculating your Wisdom
than 25% of your total hit points for saving throw bonus. You may add half your
the first time during any encounter, or attempt to resolve this issue must ensure
no light directly reaches the slag’s Proficiency to two skills or tools from
your GM deems you to be otherwise under the following list: Deception, Insight,
extreme stresses, you must immediately eyes. For instance, sunglasses might
allow light around the rim so would be Intimidation, Perception, Stealth,
make a DC 15 Wisdom saving throw. On a Thieves’ Tools. This bonus stacks with
failed save, you panic. While panicked, inadequate. Tinted goggles or a welder’s
mask, on the other hand, could do the your existing Proficiency if you are
you have disadvantage on all ability already trained, but not with Expertise.
checks and attack rolls. On your turns job.
If you subsequently gain Expertise in
you must move and Dash toward the nearest one of the skills benefiting from your
shelter from the light that you can see, Damaged bonus, you can choose a new skill

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 7
to which the bonus applies. ~~Speed. 30 ft. ~~Hover. Your movement speed is replaced
~~Vault Education. Choose a feat for ~~Machine. You are immune to poison by a fly speed, though you cannot ascend
which you qualify, or gain training damage, radiation damage, the poison higher than thirty feet above ground
and Expertise in two skills from condition, radiation sickness, and level.
the following list, doubling your disease. You do not need to eat or ~~Integrated Weapons. You possess an
Proficiency bonus when you use them: breathe. integrated laser that deals 1d4 points of
Chem Cook’s Supplies, Hacking, History, You do not sleep, but enter an energy damage and has a range of 60/180
Investigation, Mechanic’s Tools Medicine, inactive state for at least 4 hours every ft.
Nature, Persuasion, Science. day. You do not dream in this state; you
are fully aware of your surroundings and
notice approaching enemies and other Mister Handy
Wastelander events as normal. General Atomics International designed the
Wastelanders were born and raised in the You cannot use stimpaks and other Mister Handy as an all-purpose household
hellish landscape of the wastelands. Their health recovery items, and instead servant, but they were also popular on
ancestors may have been protected enough from only recover hit points through the use assembly lines, in maintenace functions, and
the environment to escape death despite not of robot repair kits. You cannot gain customer service roles. The Mister Handy has
having access to a vault, or might perhaps temporary hit points except through a number of variants. An alternate line known
have left a vault generations ago. your own class abilities and feats. You as the Miss Nanny features a female voice,
recover hit points normally during down while a heavily modified variant known as the
Wastelander Racial Traits time thanks to your self-diagnostic Mister Gutsy was also built for use by the US
functions. Stabilising you requires an military.
A wastelander shares the racial traits of Mechanics’ Tools check rather than a
a human except as noted below. It has the Medicine check.
following additional traits: ~~Model. You were designed with a Mister Handy/Miss Nanny Racial Traits
~~School of Survival. Choose a feat specific purpose in mind. Pick one of the A Mister Handy/Miss Nanny shares the racial
for which you qualify, or gain training following subspecies. You possess the traits of a robot, and has the following
and Expertise in two skills from the traits of that sub-species in addition additional traits:
following list, doubling your Proficiency to your robot racial traits (or sometimes ~~Ability Scores. +1 Wisdom.
bonus when you use them: Animal Handling, in place of them when called out by the ~~Size. Medium.
Athletics, Deception, Intimidation, sub-species). ~~Career in Science. You have been
Mechanic’s Tools, Persuasion, Stealth, programmed to excel at a specific task.
Survival, Thieves’ Tools. Choose one Intelligence-based skill
Eyebot with which you are proficient. You
gain expertise in that skill, doubling
Robot Designed by RobCo for advertising and
projecting propaganda, Eyebots also found a your proficiency bonus on related skill
niche as low-end security as well as providing checks.
Before the bombs fell the robotics industry
military reconaissance and communications ~~Integrated Weapons. You possess a
was in full boom, creating innumerable
functions. buzzsaw and a blowtorch on two of your
machines for use in almost every industry.
three appendages. Your unarmed attacks
Robotics had advanced to the point that many
deal 1d4 points of slashing or fire
robots possessed synthetic intelligence almost Eyebot Racial Traits damage (your choice at the time of the
indistinguishable from the mind of a human. An Eyebot shares the racial traits of a robot, attack).
and has the following additional traits:
Robot Racial Traits ~~Ability Scores. +1 Dexterity.
~~Ability Scores. +2 to Intelligence. ~~Size. Small.

8 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Mister Gutsy Racial Traits Prototype Synth radiation damage, radiation sickness,
A Mister Gutsy shares the racial traits of and disease. You do not age physically.
a robot, and has the following additional A prototype model that bridges the gap between ~~Relentless Endurance. When you are
traits: the Gen-1 and Gen-2 Synths and the flesh reduced to 0 hit points but not killed
~~Ability Scores. +1 Wisdom. and blood Gen-3s, a prototype is a machine outright, you can drop to 1 hit point
~~Size. Medium. in the form of a man or woman that has full instead. You can’t use this feature again
~~Integrated Weapons. You possess a independence and artificial intelligence. It until you finish a long rest.
plasma gun and a flamer on two of your may have a personality imprint copied from ~~Experimental Origin. A super mutant
three appendages. The plasma gun deals a human brain, or may have been allowed to is created artificially through a
1d4 points of energy damage and has a develop its own consciousness in a gradual process that is a direct result of one
range of 60/180 ft. The flamer spouts a manner. of several separate experiments with
15 ft. line of fire. All creatures within the Forced Evolutionary Virus. Pick
the line must make a DC 12 Dexterity Prototype Synth Racial Traits one of the following subspecies. You
saving throw, taking 1d4 fire damage on An artificial humanoid prototype shares possess the traits of that sub-species
a failed saving throw or half that if the racial traits of a robot, and has the in addition to your super mutant racial
successful. On a failed saving throw following additional traits: traits.
the target is also set alight, taking ~~Ability Scores. +1 Charisma.
1d4 fire damage at the beginning of each ~~Size. Medium.
of its turns. A creature can end this ~~Hacker. You gain proficiency in the East Coast Super Mutant
ongoing damage by using its action to Hacking skill. The term “East Coast super mutant” actually
make a DC 10 Dexterity saving throw to ~~Run Simulations. You are adept at encapsulates two separate varieties that
extinguish the flames. seeing patterns. You have advantage when nevertheless share commonalities.
attempting to predict an outcome with an Vault 87 super mutants began appearing in
Intelligence-based ability check. the Capital Wasteland a single year after
Protectron
the nuclear bombs fell. Unlike Mariposa super
Originally designed for security, policing, mutants, they continue growing as they age.
and military applications, RobCo’s Protectron Super Mutant They are also fairly stupid.
found favour with business owners in many Super mutants are humans that have been super mutants created by the Institute have
other sectors. Variants were made for use in exposed to one of several tailored strains of similar physical characteristics and unchecked
construction, medical response, firefighting, the Forced Evolutionary Virus, the culmination growth as those from Vault 87. They are more
and customer service among others. of three separate experiments. Given the intelligent than their relatives in the
evidence that FEV access and experimentation Capital Wasteland, but not as intelligent as
Protectron Racial Traits was not limited to a single geographical most Mariposa super mutants.
location, it is possible that even more Despite the different in intellect, both
A Protectron shares the racial traits of
varieties of super mutant might exist in other types of East Coast super mutant use the same
a robot, and has the following additional
parts of the wastes. racial traits. Players of Vault 87 super
traits:
mutants should either give their character
~~Ability Scores. +1 Wisdom.
as low Intelligence as is possible (usually
~~Size. Medium. Super Mutant Racial Traits 6 after the penalty has been applied).
~~Integrated Weapons. You possess ~~Ability Scores. +1 to Strength, +2 to Alternatively, you can treat your character
integrated arm lasers in both of your Constitution. is an exception to the norm who is brighter
arms that deal 1d4 points of energy ~~Size. Large. than their peers, like the Lone Wanderer’s
damage and have a range of 60/180 ft. ~~Speed. 30 ft. companion Fawkes.
~~Mutant Physiology. You are immune to You can also simply treat exceptionally

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 9
smart East Coast super mutants as though they Nightkin Racial Traits Prototype Synth/Robot
were functionally Mariposa super mutants, A nightkin shares the racial traits of a super
using only the the super mutant Racial Traits mutant, and has the following additional Use the Warforged (Unearthed Arcana: Eberron).
with no additional modifiers. traits: Consider switching the Strength bonus for
~~Stealth Device. Once per short rest as an Intelligence bonus, depending on robot
an action, you can turn invisible. The model. The robot should probably be immune to
East Coast Super Mutant Racial Traits
invisibility lasts for up to to a minute, poison damage, the poison condition, radiation
An East Coast shares the racial traits of a damage, and radiation sickness. For all of
super mutant, and has the following additional until you take a hostile action, or until
you end it by choice. this, trade the +1 to AC normally gained by
traits: the Warforged, as well as its +1 ability score
~~Ability Scores. +2 to Constitution (in ~~Eroded Sanity. Use of their stealth
device leaves Night with mental health bonus. I’d suggest other changes as well, such
addition to the existing Constitution as not being able to heal normally, but this
bonus from the super mutant core race), problems, which usually manifests
as paranoia. A paranoid Nightkin has is already becoming a complete overhaul. In
-2 to Intelligence, -1 to Wisdom. East point of fact, this is the one case where I
Coast super mutants are extremely tough, disadvantage on all Wisdom and Charisma
ability checks. would really recommend using the custom race
but have underdeveloped mental faculties. over any reskin.
Roll a DC 15 Wisdom saving throw at
the beginning of every short rest. If
Mariposa Super Mutant you succeed, you suppress the effects Super Mutant
of your madness until the next short or
The original Mariposa super mutants were long rest. If you fail, you may choose to Use the Half-Orc (Player’s Handbook). Change
created by the Master, a lunatic who spend the entire short rest suppressing size from Medium to Large. The super mutant
discovered the Forced Evolutionary Virus and your madness and automatically succeed does not get the Menacing trait. They are
used it to mutate captured humans. The super despite your roll. If you do, you gain instead immune to radiation damage and the
mutants were an army, intended to conquer the none of the usual advantages of having radiation sickness condition.
wasteland of post-nuclear America. The Master short rest. You are always considered Alternatively, use the Goliath (Elemental
was defeated but the Mariposa super mutants to have automatically succeeded at Evil Player’s Companion). Consider flipping
still roam the wastes of the West Coast and suppressing your madness after an the Strength and Constitution bonuses. The
potentially beyond. uninterrupted long rest, and you gain all super mutant does not get the Natural Athlete
the usual advantages of a long rest too. trait. They are instead immune to radiation
Mariposa Super Mutant Racial Traits damage and the radiation sickness condition.
Mariposa super mutants are the default
Variant: Reskinning Races
variety and use the super mutant Racial Traits
exclusively. Languages
If you prefer you can use existing 5e races,
making only minor changes where necessary. Members of all species speak American English
Nightkin If so you can start with the following (albeit poorly in the case of many super
recommendations: mutants and primitive tribes). If a player
The nightkin are Mariposa super mutants who desires, they may take one or two additional
were created as leaders, and were given the languages based on their character’s
best equipment including access to Stealth- Human/Gen-3 Synth/Ghoul background. For instance, a human or ghoul
Boys. Over time prolonged use of these devices descended from Palestinian immigrants might
Use the Variant Human (Player’s Handbook).
proved to have adverse effects on their reasonably speak Arabic, or they might not
The ghoul does not get a bonus skill, they are
physiology and mental health, driving them understand a word. A robot whose pre-War
instead immune to radiation damage and the
to insanity and addictive tendencies towards function involved communication or translation
radiation sickness condition.
their Stealth-Boys. might reasonably know several languages.

10 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Backgrounds Charlatan standing with them.

This background is as the PHB background of


When you create your character, you pick a
the same name and is appropriate with the Courier
following change.
background that reflects the environment which Equipment: a set of fine clothes, tools You are a courier, one of the brave few who
defined them before they embarked upon their appropriate to the con of your choice make their living ensuring that the disparate
heroic career (as represented by their class). (examples include: ten bottles or needles of communities of the wasteland remain in touch.
Unlike the standard rules, the few minor items fake chems, a deck of marked cards, or a set When caravans or larger groups are going
granted by these backgrounds are given to of weighted dice), a pouch containing 15 caps. the same way you join them for safety, but
characters in addition to the equipment they sometimes the only way to ensure a package
purchase for themselves. arrives on time is to risk the journey alone.
Child of Atom The role of courier is a job that attracts
the brave and the reckless, and in which only
Caravanner You belong to the Church of Atom, a post- skilled survivors thrive. Most couriers are
nuclear religion that believes that each atom self-employed, but typically establish working
You belong to one of the caravan companies contains an entire universe within it, and relationships with one or more delivery
that keep trade moving throughout the Mojave that splitting an atom is therefore an act of companies, such as the Mojave Express in
and other areas of the wasteland. Examples creation. Nuclear blasts such as those that Primm.
include the Crimson Caravan and the Happy created the wasteland, far from destructive Skill Proficiencies: Perception, Survival
Trails Caravan Company. horrors, are therefore to be desired as a holy Tool Proficiencies: Two chosen from any
Skill Proficiencies: Perception, Survival event. Life in the wasteland is a mere trial gaming set, any handheld musical instrument,
Tool Proficiencies: One type of gaming set, until the true believer can do Atom’s work and or Vehicles (Land)
Vehicles (Land) be brought into its divine light. Equipment: an iron pot, a lighter, a set
Equipment: an iron pot, a lighter, a set Skill Proficiencies: Insight, Persuasion of traveler’s clothes, one package (worth 30
of traveler’s clothes, a symbol of your Tool Proficiencies: Calligrapher’s supplies, caps upon delivery in the next settlement you
affiliation to your caravan company, a pouch one type of gaming set visit, either to the local delivery company if
containing 15 caps. Equipment: A holy symbol of Atom, a book of there is one or else the addressee).
Atom’s doctrine, a set of common clothes.
Feature: Caravanner’s Contacts Feature: Courier’s Cachet
As a member of a caravan company, you can
Feature: Atom’s Grace
All civilised folk respect a courier and the
expect to receive room and board at any of You know the religious lore and practices of role they play in keeping communications open.
that company’s own wayhouses, if it has any. the Children of Atom, and are accepted by As a courier, you can generally find a place
You also establish relationships with in other faithful as a true believer. You can to stay at a 50% discount in any settlement,
colonel settlements, allowing you to find perform the religion’s ceremonies, and you except among raiders and tribals. As a seasoned
a place to stay at a 50% discount. Finally, and your companions can expect to recieve traveler you understand the caravanner’s code,
you understand the caravanner’s code, and hospitality and succor from other Children of and know how to approach other traders out in
know how to approach other traders out in the Atom, within their means to do so. the wastes. You can almost always persuade
wastes. You can almost always persuade other You might also have ties to a specific other travelers to share their fires, their
travelers to share their fires, their shelter, church or mission and be considered a resident shelter, and sometimes their food with you and
and sometimes their food with you and your there. While near this place, you can call your comrades. Of course, you are expected to
comrades. Of course, you are expected to offer upon the other Children who live there for offer the same courtesies.
the same courtesies. assistance, provided the assistance you ask
for is not hazardous and you remain in good
Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 11
Criminal Feature: Ex-Enclave
Larger settlements in the wasteland are often
Feature: Follower’s Favour You are a former member of the Enclave, and
plagued with or even run by large criminal still have useful knowledge about their
You command the respect of other Followers,
families such as the Chairmen and the Omertas. operations. You know the location of local
as well as many citizens of the wasteland who
You belong to one of these organisations. facilities other than top-secret sites above
appreciate the work that the Followers do.
This background is as the PHB background your old clearance level. Additionally, when
You and your companions can expect to receive
of the same name and is appropriate with the you are in an Enclave location, there is a
hospitality and succor from other Followers,
following changes. 30% chance that you know or can guess the
within their means to do so.
Equipment: a crowbar, a set of common access codes for terminal-locked doors to non-
You might also have ties to a specific
clothes, a pouch containing 15 caps. critical areas when their Hacking DC is 15 or
mission and be considered a resident there.
less.
While near this place, you can call upon the
If you encounter other former Enclave, they
Feature: Family Connections other Followers who live there for assistance,
are predisposed to offer you assistance if it
provided the assistance you ask for is not
doesn’t unduly endanger them and is within
Your position and influence within your crime hazardous and you remain in good standing with
their means.
family is recognized by other members, as well them.
Finally, during any physical conflict
as among the family’s rivals. Members of the
in which you are opposed by members of the
organization defer to you if they are of a
lower position and you are able requisition Former Enclave Enclave, they always attempt to take you
alive unless you leave them no choice but to
simple equipment for temporary use.
You were raised among the Enclave, a group kill you. Some officers might simply want to
You can also get messages to and from other
descended from political and military officials see you interrogated and punished for your
criminals you know, even over great distances,
who saw out the bombs from the safety of their betrayal, while others might be sympathetic
by exploiting vast networks of contacts
bunkers, and now believe themselves to be the towards you. The exact reason for your
including sympathetic or blackmailed couriers
rightful successors to the governance of the attempted capture is left to GM discretion.
and caravan masters.
United States. The Enclave are known for being
extremely isolationist, unsympathetic, and
Follower of the Apocalypse often violent toward all other factions due to Former Brotherhood
their belief that exposure to radiation and
You are a former member of the Brotherhood
You are a member of the Followers of the the FEV virus has made other humans “impure”.
of Steel, a militant organisation formed in
Apocalypse, a beneficent organisation devoted However, you abandoned the teachings that
the wake of the apocalypse from remnants of
to the care of the needy, to preserving you were raised to believe and found a way to
the Armed Forces and government scientists.
precious knowledge, and to ensuring that the escape the oversight of the Enclave and make
In spite of the high-minded ideals of the
follies that led to the Great War are never your own way in the world. Such treason would
group, their heavy-handed approach to dealing
repeated. They are never shy about speaking naturally make you a target for reprisals from
with other factions and tendency to hoard
out against those in power when they believe your comrades of old.
technology that would help right now to be
that the best interests of the common man are Skill Proficiencies: History, Intimidation
preserved for a purely hypothetical future
not being protected, which sometimes has them Tool Proficiencies: Vehicles (Land)
turned you away from their doctrine.
branded as seditious anarchists. Equipment: Enclave dog tag, a set of fine
Skill Proficiencies: Investigation,
Skill Proficiencies: Insight, either clothes, 20 salvage (Pre-War Money).
Athletics (Knight only), Persuasion (Paladin
Medicine or Science
only), Science (Scribe only)
Tool Proficiencies: Two types of artisan’s
Tool Proficiencies: Mechanics’ Tools
tools.
Equipment: Brotherhood dog tag, a set of
Equipment: A healer’s kit, herbalism kit, a
traveler’s clothes, a minor technological
set of commoner’s clothes.

12 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
widget (refer to the trinket table for only), Science (Scribe only) negotiate access to raider camps for your
examples), a pouch containing 15 caps. Tool Proficiencies: Mechanics’ Tools or comrades and yourself, provided the gang in
Vehicles (Land) question can be reasoned with and they are
Equipment: Brotherhood dog tag, a set of not aware of your own gang affiliation if you
Feature: Brotherhood Intelligence traveler’s clothes, a minor technological happen to be rivals.
You are a former member of the Brotherhood, widget (refer to the trinket table for
and still have useful knowledge about their examples), a pouch containing 15 caps.
operations. You know the location of local Railroad Agent
facilities other than top-secret sites above Feature: Bond of Brothers You are a full agent of the clandestine
your old clearance level. Additionally, when
organisation known as the Railroad, and assist
you are in an Brotherhood location, there is You are a loyal and respected member of the
them in their goal of freeing Gen-3 Synths
a 30% chance that you know or can guess the Brotherhood of Steel. Other members of the
from the control of the Institute.
access codes for terminal-locked doors to non- Brotherhood recognize your authority and
Skill Proficiencies: Deception, Stealth
critical areas when their Hacking DC is 15 or influence, and they defer to you if they are
Tool Proficiencies: Disguise kit
less. of a lower rank. You can invoke your rank
Equipment: A set of traveler’s clothes, a
If you encounter other former Brotherhood, to exert influence over other soldiers and
disguise kit, a pouch containing 5 caps.
they are predisposed to offer you assistance requisition simple equipment. You can also
if it doesn’t unduly endanger them and is usually gain access to friendly military
within their means. encampments and fortresses where your rank is Feature: Railroad
Finally, during any physical conflict recognized.
in which you are opposed by members of the You know up-to-date countersigns used to
Brotherhood of Steel, they always attempt to identify other members of the Railroad,
take you alive unless you leave them no choice Raider and understand codes used to encrypt
communications between cells. You are also
but to kill you. Some officers might simply
want to see you interrogated and punished You are, or were, affiliated with one of the fluent in Railsigns, symbols used by the
for your betrayal, while others might be many raider gangs that group together for Railroad to mark caches, dead drops locations,
sympathetic towards you. The exact reason mutual survival in the wastes at the expense safe houses, and the presence of allies or
for your attempted capture is left to GM of other, less unscrupulous souls. danger.
discretion. Skill Proficiencies: Intimidation, Survival If you encounter other Railroad Agents or
Tool Proficiencies: Three types of gaming sympathisers, they are predisposed to offer
set you assistance if it doesn’t unduly endager
Initiate of Steel Equipment: A set of traveler’s clothes,
a trophy from a past victim (refer to
them and is within their means.
You also know the location of your local
You are an active member of the Brotherhood the trinket table for examples), a pouch cell’s current headquarters and are always
of Steel, a militant organisation formed in containing 15 caps. welcome there as long as you don’t compromise
the wake of the apocalypse from remnants of it to outsiders. In addition, you know the
the Armed Forces and government scientists. location of dead drops currently used by your
Their goal is the preservation of technology
Feature: Part of the Gang cell.
they see as necessary to revitalise You know how to behave among Raiders to ensure
civilisation, but over the years some factions you are treated with respect, or at least
of the Brotherhood have also sought to police caution. You are usually able to gain access Scientist
attempts by other groups to use technology to camps belonging to your gang (or former
they perceive as dangerous. You are one of a rare few individuals actively
gang), as long as you remain on friendly terms
Skill Proficiencies: Investigation, trying to preserve and restore the advances
with them. Additionally, you can generally
Athletics (Knight only), Persuasion (Paladin of pre-War science and have dedicated your

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 13
life so far to the pursuit of scientific
achievement.
Skill Proficiencies: Medicine, Science
Tool Proficiencies: Your choice of Chem
Cook’s Supplies, Herbalism Kit, or Mechanic’s
Tools.
Equipment: Your choice of chem cook’s tools,
healer’s kit, herbalism kit, or mechanic’s
tools. A set of traveler’s clothes, a set of
fine clothes.

Feature: Scientific Enquiry


You intuitively grasp the purpose of most old
world devices, technologies, and scientific
experiments you encounter without needing to
make any kind of ability check to identify
them, though you may sometimes require an hour
to read through relevant materials. This does
not confer any special ability to make use of
the things you identify without appropriate
skills.
Additionally, you are generally afforded
the respect and goodwill of other members of
the scientific community, provided you don’t
waste it. Other scientists you know generally
agree to assist you with tasks that won’t be
hazardous or significantly costly to them in
resources or time, provided you remain in good
standing with them.

Soldier
Art by maXKennedy dbaa https://jefwu.deviantart.com

You are an active or former member of


a military force. Examples include the
Minutemen, an armed forces from the people
and for the people dedicated to protecting the
citizens of the Common Wealth, and the NCR
Army, whose members defend the territories
and people of the New California Republic.
Mercenary companies such as the Gunners or
Talon Company also find employment in the
wastes. Unfortunately, when not legitimately
employed many squads within such companies

14
often turn their training and armaments to ill to do with your vault of origin, and can
use, behaving no better than common raiders. be determined in conjunction with your GM.
This background is as the Player’s Handbook Examples might include the location of the
background of the same name and is appropriate vault itself if it is currently hidden,
with the following changes. knowledge that you brought with you when you
Tool Proficiencies: One type of gaming set. left the vault, or a device or other piece of
Equipment: Dog tag, a trophy taken from a significant technology.
fallen enemy, a set of common clothes, an iron
pot, a lighter, a pouch containing 15 caps.

Vault Born
You emerged into the wasteland from one of
Vault-Tec’s extraordinary fallout shelters.
You likely came from a shelter running one of
their less dangerous experiments, explaining
the continuing survival of the community
within your vault. It’s also possible that
the intended experiment was never begun. If
you’re unlucky, the sudden activation of a
nightmarish experiment may have been what
forced you out into the wastes to begin with.
For such a character, the horrors of the
wasteland might be as nothing compared to what
they have escaped from.
Skill Proficiencies: History, Science
Tool Proficiencies: Pip-Boy
Equipment: A numbered vault suit, a Pip-Boy.

Feature: Secrets of the Vault


Due to access to superior education, you
intuitively grasp the original purpose
of most old world locations, devices, and
practices without needing to make any kind
of ability check to identify them,though you
may sometimes require an hour to read through
relevant materials. This does not confer any
special ability to make use of the things you
identify without appropriate skills.
Additionally, you possess a secret which
could dramatically alter the local balance
power or the unfolding history of post-nuclear
America. The secret should have something
Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 15
Classes
the Fist Fighter, the Pit Fighter, and ~~Ranger
the Sharpshooter. ~~Sorcerer
~~Warlock
Otherwise, the following guidance is offered ~~Wizard
You may be interested in Wasteland Wanderers, to help you adjust the fantasy-themed classes
a collection of Fifth Edition compatible and archetypes of Fifth Edition’s core rules
classes and archetypes designed for post-
apocalyptic settings. It contains all new
and expansions. Artificer
classes as well as class reskins, and many all The Artificer class from Unearthed Arcana
new archetypes. Content includes: Starting Caps and Equipment can represent a scientist and engineer, but
requires some considerations to make it work.
First level Fifth Edition Fallout characters
~~The Savage, a brutal warrior that can The following changes should be made:
do not use starting equipment packages,
represent a raging raider, an adrenaline- ~~Remove the Magic Item Analysis feature
and instead the player must purchase their
fuelled mercenary, or similar. The Savage (this is largely a ribbon ability and
character’s initial inventory. While your GM
is based on the core game’s Barbarian. will not adversely affect the class’s
may prefer to use the normal starting gold for
New archetypes include the Implacable balance).
your class (simply converting gold to caps on
Hunter, the Mad Gunner, and the Survivor. ~~The magic items granted by the Wondrous
a one-for-one basis), check with them to be
~~The Scientist, an intellectual who Invention feature should be reskinned as
sure they don’t prefer another method.
carries on or rediscovers the scientific mechanical and weird science devices.
If your game is starting at higher levels,
pursuits of the old world. Scientist Many of the magic items on the existing
the amount of caps you have with which to
archetypes include the Chem Cook, the list may be difficult to reskin in
purchase inventory is left solely at the
Engineer, and the Programmer. this way, and a GM thinking of allowing
discretion of your GM.
~~The Scoundrel, a criminal sort who the Artificer may therefore wish to
can represent a burglar, highwayman, substitute other more easily reskinned
contract killer, con artist, or similar.
The Scoundrel is based on the core
Allowed Classes items of equivalent rarity.
~~The class keeps its Spellcasting and
game’s Rogue. New archetypes include the The following classes are available for use by
Con Artist, the Hitman, and a modified players:
version of the Thief. ~~Artificer (with alterations and caveats
~~The Scout, a survival expert that can described below)
represent an explorer, guide, hunter, ~~Barbarian
bounty hunter, or similar. Scout ~~Bard (with adjustments described below)
archetypes include the Beast Hunter, the ~~Fighter
Bounty Hunter, and the Guerilla. ~~Rogue
~~The Shepherd, an inspiring leader that
can represent a wandering storyteller, a
community leader, a mercenary officer, or Inappropriate Classes
similar. Shepherd archetypes include the
Chronicler, the Commander, the Regent, The following classes are not available for
and the Tyrant. use in a game set in the world of Fallout.
~~The Soldier, a tough warrior that ~~Cleric
can represent a mercenary, a raider, a ~~Druid
settlement or trading caravan guard, or ~~Monk
similar. The Soldier is based on the core ~~Mystic
game’s Fighter. New archetypes include ~~Paladin

16 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 16
Infuse Magic features, reskinning the weapons modifications rules. The artificer’s The following barbarian archetypes are either
effects of both as either chems or player can only upgrade their Thunder Cannon too magical or otherwise unsuitable for Fifth
wonders of engineering. using their archetype features. Edition Fallout: Path the Ancestral Guardian,
~~Superior Attunement treats magic items Path of the Storm Herald, Path of the Zealot.
as legendary devices with spectacular
powers granted by science. Some magic Barbarian
items are more appropriate for this
treatment than others, and this is left The core features of the Barbarian need no
to the GM’s discretion. The GM should adjustments to work.
note that by allowing an Artificer in
your game, you are essentually promising Path of the Battlerager
the player that during their career
they will encounter or be allowed to This archetype from the Sword Coast Adventure’s
make at least enough reskinned magic Guide works fine with no alterations.
items to fill their attunement slots. By
extension, your other players might also
want to get their hands on some if they Path of the Berserker
see they are being allowed. If you don’t
This archetype works fine with no alterations.
want them to be widely available make
sure to manage player expectations.
If only Artificers are allowed to Path of the Totem Warrior
acquire reskinned magic items, you
might consider ruling that they make This archetype from Unearthed Arcana can
these custom items themselves at the be used, but its abilities may need to be
levels they earn the attunement slots,
giving them a pre-approved list of level
reskinned to be less spiritual. Additionally,
the following changes should be made:
Bard
appropriate items to select from. You ~~Remove the Spirit Seeker feature (this
could also allow them to switch out an is a ribbon ability and will not affect
item for a new one of the same rarity the archetype’s balance).
when they gain a level. ~~The Spirit Walker feature should be
replaced with the Primal Intuition
feature, below.
Alchemist Archetype
This archetype works fine as is, simply
Primal Intuition
reskin the alchemical formulae as chems and Before you make an Intelligence or Wisdom
medicines. ability check, you can give yourself advantage
on the check. You can use this feature three
times, and you regain expended uses when you
Gunsmith Archetype finish a long rest.
This archetype works fine as is, though its
Thunder Cannon feature must be reskinned to
represent a weapon upgraded by weird science
rather than magic. Note that a Thunder Cannon
isn’t compatible with Fifth Edition Fallout’s Inappropriate Archetypes
17 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 17
The Bard class is too magical to be used as as shown in the Command Points table. Your witness your betrayal.
is, but its role as an inspiring leader is Bard level also determines the maximum amount ~~Choose a number of intelligent
worth preserving. Additionally, the game needs of command points you can spend at once on any creatures per command point spent within
to offer a class capable of restoring hit single action. 30 feet of you that you are aware of and
points. To make the Bard more appropriate to Some command abilities available to you that can hear you. All targets must make
the setting, we need to remove its magic. The require the target to make a Will saving a Will saving throw, becoming frightened
following changes should be made: throw. The DC of your command abilities equals of you for up to 1 minute. The target
~~The Bard is not proficient in three 8 + your Proficiency bonus + your Charisma may repeat its saving throw at the end of
instruments. Instead, they gain modifier. each of its turns.
proficiency in a fourth skill, and choose To spend your command points, use one of the Spent command points are regained after the
two proficiencies from the tools, games, following actions on your turn: successful conclusion of a short or long rest.
or instruments lists. ~~Choose one hostile intelligent creature
~~The Bard does not gain access to within 60 feet of you that you are aware Strong Leadership
spellcasting, but instead gains the of and that can hear you. That creature
Command feature described below. must make a Will saving throw or take 1d6 Starting at 10th level, you bolster your own
~~Bardic Inspiration and Song of Rest psychic damage per command point spent on spirit so that you can remain strong for the
should be reskinned as this action. sake of your allies. When you roll initiative
inspirational speech, ~~Choose one allied intelligent at the beginning of a combat you can spend a
COMMAND POINTS number of command points up to your maximum
friendly chats, etc. creature within 60 feet of
rather than necessarily BARD Level POINTS you that you are aware of and command per use and grant yourself 1d4
involving music. Likewise, 1 3 (max 3) that can hear you (including temporary hit points per command point spent.
Countercharm can simply yourself). That creature is If they are not lost beforehand, you lose your
2 3 (max 3)
represent a stirring healed 1d4 hit points per command temporary hit points when you take a long
3 8 (max 4) rest.
speech. point spent on this action.
~~The Bard does not gain 4 8 (max 4) ~~Choose a number of intelligent
the Magical Secrets 5 15 (max 5) creatures per command point spent Heroic Inspiration
feature, and instead gains 6 15 (max 5) within 30 feet of you that you
the Strong Leadership and 7 24 (max 6) are aware of and that can hear
Heroic Inspiration features you. All targets must make a Will
8 24 (max 6)
described below. saving throw, becoming charmed
9 35 (max 7) by you for 1 hour and treating
Command 10 35 (max 7) you as a friendly acquaintance if
11 37 (max 8) they fail. A target automatically
At 1st level, you can instill succeeds on their saving throw
fear in the hearts of your 12 37 (max 8)
if you or your companions are
enemies or berate and mock them 13 39 (max 9) fighting it. The target reacts
for their cowardice, or instead 14 39 (max 9) normally to hostile actions and
you can soothe the spiritual speech after the effect, but
15 41 (max 10)
hurts of your allies. remains charmed by you if you
You have access to a pool of 16 41 (max 10)
yourself remain nonhostile and
command points which you can 17 44 (max 11) don’t side with your allies. If
spend to damage enemies and heal 18 44 (max 11) you take a hostile action against
allies. The amount of command a target or side with an ally
19 47 (max 12)
points you possess is determined who does, the effect ends on
by your level in the Bard class, 20 47 (max 12)
all targets who are present to

18 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 18
By 18th level, whenever you have temporary hit College of Satire Cavalier
points any ally rolling bonus motivation or
song of rest dice that you granted roll 2d6 This archetype from Unearthed Arcana requires This archetype for mounted warriors from
instead of 1d12. the following change: Xanathar’s Guide to Everything could work but
~~Replace Fool’s Insight with Harry requires some consideration. Horses appear to
(described below). be extinct in North America, since they have
College of Lore never been shown in a Fallout game. However,
Harry that may not actually be true. Or a character
This archetype works fine, other than the might be able to tame and ride some other
following change: As an action, you can harass a creature creature not yet seen before in the Fallout
~~Replace Magical Secrets with Helping with words, distressing sounds, and hostile world. A third option would be to allow a
Hand (described below). gestures. The target creature gains Cavalier to use its mounted abilities while on
disadvantage on the next ability check it makes a vehicle such as a motorbike.
Helping Hand to perform a task. Alternatively, you can The player of a Cavalier should be aware
harry a hostile creature within 30 feet that that a mount or vehicle comes with at least
Whenever you take the Help action to grant
can see or hear you. The first attack roll the as many problems as it does advantages: their
advantage, the creature you are aiding adds
creature makes is made at disadvantage unless ride gives them a way to escape or bypass
half your Proficiency bonus (rounded down) to
the attack is directed at you. raiders and other threats, but an animal needs
both rolls.
Furthermore, if the ability check you to be fed and a vehicle needs fusion cores to
help with involved one of the creature’s College of Swords power its generator. They may not be easily
proficient skills, you become proficient in replaced if killed or destroyed. Fortunately,
that skill. If you are already proficient, you This archetype from Xanathar’s Guide to the Cavalier is just as capable unmounted.
gain expertise with the skill (doubling your Everything needs no changes.
proficiency bonus).
Champion
You may choose to replace this bonus skill Inappropriate Archetypes
proficiency with whatever skill is used each This archetype from Unearthed Arcana works
subsequent time you use the Help action, or The following Bard archetypes are either too fine with no alterations.
to keep the skill you currently have. You lose magical or otherwise unsuitable for Fifth
the bonus skill proficiency altogether at the Edition Fallout: College of Glamour, College
conclusion of your next long rest. of Whispers. Fist Fighter
This archetype published by Spilled Ale
College of Valor Fighter Studios is available on DMsGuild.com and is
appropriate for unarmed character concepts.
Make the following change: The core features of the Fighter need no
~~Replace Battle Magic with Commander’s adjustments to work.
Strike (described below). Monster Hunter
Make the following change to this archetype
Commander’s Strike Battle Master from Unearthed Arcana:
After spending command points during your This archetype works fine with no alterations. ~~Replace Bonus Proficiencies and
action you can spend a bonus action to make a Hunter’s Mysticism with Skilled Hunter
weapon attack. (described below).

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 19
Skilled Hunter too magical or otherwise unsuitable for Fifth Thief
At 3rd level, you learn some skills that Edition Fallout: Arcane Archer, Eldritch
help you in your dangerous career. You gain Knight This archetype is largely fine, but requires
proficiency in four skills from the following the following alteration:
list: Acrobatics, Athletics, History, Insight, ~~Replace Use Magic Device with the Tools
Investigation, Medicine, Nature, Perception, at Hand feature (described below).
Stealth, Survival, or Science. You can gain
proficiency with a tool of your choice in Tools at Hand
place of one skill choice. By 13th level, you are experienced enough
in your trade that you can craft the tools
Purple Dragon Knight and weapons you need from any items that are
available. You no longer need tools to add
This archetype from the Sword Coast your proficiency bonus to any ability check
Adventurer’s Guide could represent any kind of that normally uses those tools. You also gain
militant leader, such as an officer from the proficiency with improvised weapons.
Brotherhood of Steel.

Samurai Assassin
While it might seem a strange conceptual fit, Make the following minor change:
there’s actually nothing in the mechanics ~~The 25 gp cost in Infiltrator Expertise
of this archetype from Xanathar’s Guide to is converted to 25 caps.
Everything that would prohibit its use. With
its focus on social aptitude and requirement Inquisitive
of a decent Wisdom score implying patience and
careful thought, this archetype is in a sense
the anti-barbarian. Cool-headed, socially
savvy soldiers may be in short supply in the
wasteland, but they’re not extinct.

Scout
This archetype from Unearthed Arcana fits
perfectly, filling the role of a spell-less
Ranger appropriate to the Fallout setting.

Sharpshooter
Rogue
This archetype works fine with no alterations.
The core features of the Rogue need no
adjustments to work.
Inappropriate Archetypes Hacking is added to the Rogue’s list of
The following fighter archetypes are either available class skills.

20 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 20
This archetype from Xanathar’s Guide to
Everything works as is.

Mastermind
This archetype from either the Sword Coast
Adventurer’s Guide or Xanathar’s Guide to
Everything needs the following alteration:
~~Replace Soul of Deceit with the Eye
for Weakness feature of the Inquisitive
archetype (also from Xanathar’s Guide to
Everything).

Scout
This archetype from Xanathar’s Guide to
Everything works as is, and like the similarly
named Fighter archetype from Unearthed Arcana
is a good archetype to select for players with
a “ranger” character concept.

Swashbuckler
This archetype from either the Sword Coast
Adventurer’s Guide or Xanathar’s Guide to
Everything works fine with no alteration.

Inappropriate Archetypes
The following rogue archetypes are either too
magical or otherwise unsuitable for Fifth
Edition Fallout: Arcane Trickster.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 21
Proficiencies
Science ~~Glassblower’s Tools
The Science skill is used to decipher the ~~Jeweler’s Tools
purpose of machines, vault experiments, and ~~Leatherworker’s Tools
other pre- and post-war technologies. ~~Mason’s Tools
Science might also impart knowledge about ~~Mechanic’s Tools
who developed a certain piece of technology. ~~Musical Instrument: Any
Skills For instance, the character would know the ~~Navigator’s Tools
difference between a RobCo component and one ~~Painter’s Tools
The following skills can be selected:
manufactured by General Atomics International. ~~Pip-Boy
Similarly, methods of construction or clues ~~Potter’s Tools
Strength-based Skills in appearance might suggest a device was ~~Smith’s Tools
put together by an organisation such as the ~~Thieves’ Tools
~~Athletics Brotherhood of Steel, the Enclave, or the ~~Vehicle: Air (eg. airship, vertibird),
Institute. Land (eg. cart, car, motorbikes),
Dexterity-based Skills Water (eg. boat, ship), Underwater (eg.
submersible, submarine).
~~Acrobatics Wisdom-based Skills ~~Weaver’s Tools
~~Sleight of Hand ~~Woodcarver’s Tools
~~Animal Handling
~~Stealth
~~Insight
~~Medicine Chem Cook’s Supplies
Intelligence-based Skills ~~Perception When you have access to a makeshift portable
~~Survival lab (or better yet, a real lab!) you know how
~~Engineering to use them to cook up chemical substances.
~~Hacking
~~History Charisma-based Skills
~~Investigation
Mechanic’s Tools
~~Deception When you have access to the right tools, you
~~Nature
~~Intimidation are excellent at putting things together or
~~Science
~~Performance taking them apart.
~~Persuasion
Engineering
Pip-Boy
Use the Engineering skill to reason out how to
create new devices, structures, and systems; Tools If you’re proficient with a Pip-Boy you’re a
competent computer user, even if you don’t
as well as how to repair existing ones.
The following tools can be selected: have the Hacking skill. Your knowledge extends
~~Brewer’s Supplies to the OS but not the code. However, if you’re
Hacking ~~Calligrapher’s Supplies proficient with a Pip-Boy and Hacking, you can
Use the Hacking skill to perform anything ~~Carpenter’s Tools attempt programming tasks that others can’t
beyond basic, foolproof, computer functions. ~~Cartographer’s Tools (like reprogamming a robot while it’s not near
You also use it to solve advanced computer- ~~Cobbler’s Tools a terminal).
related problems, such as accessing secured ~~Carpenter’s Tools Your Pip-Boy proficiency also applies
systems via bugs and exploits, or changing the ~~Chem Cook’s Supplies to other tasks relating to the Pip-Boy’s
programming of a machine. ~~Cook’s Utensils functions, such as navigating using its map or
~~Gaming Set: Chess, Dice Set, Draughts, isolating a radio signal.
Playing Card Set, etc.

22 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Feats Animal Friend Constitution saving throw at the end of
each of its turns to end this effect
You have a way of pacifying even the most ~~Whenever you reduce a creature to 0 hit
vicious beasts. points and the damage is lethal, you can
With GM approval, the following new feats are ~~Increase you Wisdom score by 1, to a choose to dismember them in gory fashion.
available for selection in games where feats maximum of 20. All hostile creatures within line of
are allowed. ~~You are proficient in Animal Handling. sight of both you and the target must
~~As an Action, you can attempt to succeed at a Wisdom saving throw or be
convince a beast within 30 that you mean frightened of you. An affected creature
Action Boy/Girl it no harm. If the beast’s Intelligence can repeat its saving throw at the end
is 4 or higher, you fail. Otherwise, the of each of its rounds. Once a creature
You know that there’s no time to waste, and beast must make a saving throw equal to has succeeded at its saving throw, it is
you’re quick to turn thought into action. 8 + your proficiency bonus + your Wisdom immune to this effect for the next 24
~~Increase you Dexterity score by 1, to a bonus. It has advantage on its saving hours.
maximum of 20. throw if you or one of your companions
~~You are proficient in Athletics. has cause harm to the beast or any of
~~Once per short rest on your turn, you
can move double your speed and take an
its allies. On a failed save, the beast
is charmed by you until your next short
Chem Resistant
additional action. rest, at which time it takes its leave, Your constitution is naturally strong against
or until you or one of your companions the dangerous side-effects of chem abuse.
harm the beast. On a successful save, the ~~Increase your Constitution score by 1,
Adrenaline Rush beast is immune to further attempts to to a maximum of 20.
charm it until 24 hours have passed. Once ~~You reduce by 5 the DC of saving throws
You crave the feeling of being on the knife’s you have successfully charmed a beast, against addiction.
edge between victory and defeat, life and you can’t use this ability again until ~~You are immune to the Recovering
death. You are never at your best or most you complete a short rest. Addict condition, and never need to
dangerous than during these moments. make rolls against temptation to take or
When your hit points are reduced to half use a substance to which you were once
or less than your maximum, you enter an
Adrenaline Rush that lasts for one minute
Bloody Mess addicted.
or until you are reduced to 0 hit points or You excel at targeting vulnerable points and
knocked unconscious. While you are in your
Adrenaline Rush:
causing deadly and typically messy damage.
Several of this feat’s features require a
Cult of Personality
~~ Your Strength and Dexterity both target to make a saving throw. The DC is equal People can’t help but fall sway to your charm.
increase by 2, to a maximum of 22. to 8 + your proficiency bonus + the ability ~~Increase your Charisma score by 1, to a
~~ You gain temporary hit points equal to bonus you used for the attack. maximum of 20.
your character level. ~~When you score a critical hit, double ~~You have advantage on Charisma
Once your Adrenaline Rush has ended, you your ability bonus to the damage roll. (Persuasion) checks made to persuade
can’t enter it again until you complete a long ~~Whenever you attack a living creature an indifferent or friendly creature to
rest. and roll the maximum possible result answer a question or perform a simple
on at least one of your weapon’s damage task on your behalf that takes no more
dice, the target takes 1d4 damage at than an hour: such as delivering a
the beginning of each of its subsequent message, holding an item on your behalf,
turns if it is not already suffering from or keeping watch on a location. In the
this effect. The creature may make a case of a friendly creature, this task

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 23
can entail a small amount of risk. 7: attraction to multiple genders, but ~~You gain two proficiencies which must
~~You can always attempt to improve the not all (polysexual). be chosen from the following list of
attitude of a hostile creature, even 8: attraction to non-binary persons skills and tools: Hacking, History,
when it would normally be considered so (skoliosexual). Medicine, Nature, Science, Pip-Boy,
hostile it rejects your attempts. 9: not attracted to anyone (asexual). Surgeon’s Tools.
~~Increase your Constitution score by 1, 10-12: attracted to the same sex
to a maximum of 20. (homosexual).
Empathy
Devastating Allure Demolition Expert You have a knack for sensing the emotional
turmoil in those around you.
You possess great physical beauty and potent You’re adept at handling and disarming ~~Increase your Wisdom score by 1, to a
animal magnetism. Characters who possess explosives. maximum of 20.
devastating allure and use it to manipulate ~~Add +2 to the saving throw DC of all ~~You add +5 to your Wisdom (Insight) and
members of the opposite sex are sometimes explosives set or thrown by you. passive Wisdom (Insight) for the purposes
referred to as Lady Killers or Black Widows, ~~You can place (but not conceal) a mine of determining a creature’s emotional
though in fact their appeal could be useful as a bonus action. state.
against people with a wide variety of gender ~~You have advantage on Intelligence
identities. (Stealth) checks you make to conceal a
~~Increase your Charisma score by 1, to a
maximum of 20.
mine.
~~You have advantage on Intelligence
Faster Healing
~~You have advantage on Charisma (Sleight of Hand) checks you make to Prerequisite: You must have accumulated 3 or
(Deception) and Charisma (Persuasion) disarm an explosive. more levels of Radiation Sickness at least
checks made against anyone whom is once before you can select this feat.
attracted to members of your sex, and You’ve mutated, developing an accelerated
add +5 to the result of a Charisma
(Performance) check against any member
Dodger capacity for recovery.
~~Increase your Constitution score by 1,
of the audience who is attracted to your You have a talent for avoiding harm. to a maximum of 20.
sex. ~~Increase your Luck score by 1, to a ~~Once per hour, you can spend a Hit Die
~~You add 1d4 bonus damage to attacks maximum of 20. If the Luck ability score to recover hit points without needing to
made against any target whom is attracted is not being used, you increase your rest.
to members of your sex. Charisma score by 1 instead. ~~When you spend a Hit Die to recover
~~When you take the Dodge action you also hit points, a result of less than 3 is
Note that when an NPC’s preference has not gain the benefits normally associated treated as though you rolled a 3.
been predetermined, the GM may choose to do so with the Disengage action, and attack ~~Add half your Proficiency bonus to the
randomly using any method they prefer. While rolls against you have disadvantage even number of Hit Dice you recover over a
an oversimplification of the demographics of when you can’t see the attacker. long rest.
sexuality, here is one possible method rolled
on a d12:
1-3: attraction to the opposite sex Educated Gambler
(heterosexual).
4-5: attraction to the male and female You’ve received an education that most You love to take chances, and you’re pretty
sexes (bisexual). wastelanders would envy. good at it, winning more often than you lose.
6: attraction to all genders (pansexual). ~~Increase your Intelligence score by 1, ~~Increase your Luck score by 1, to a
to a maximum of 20. maximum of 20. If the Luck ability score

24 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
is not being used, you increase your
Charisma score by 1 instead.
~~Whenever you make ranged weapon attack
rolls against two or more targets during
Inspirational Presence
~~You add +5 to any check you make while the same turn and at least two of those You are a person whose very presence comforts
playing a game of chance. attacks hit, deal an additional d4 damage and instils confidence in those around you.
~~After rolling an attack roll, ability to one of those targets. ~~Increase your Charisma score by 1, to a
check, or saving throw, you can roll maximum of 20.
two d20s, replacing your result with the ~~You may spend your reaction to grant
highest of the two rolls. Take note of
the second roll: the next time you would
Harmless an ally within 30 feet of your location
advantage on an attack roll or saving
make the same type of roll or check, you You appear nonthreatening, causing others to throw.
use this number instead. Once you’ve used underestimate you.
this feature, you must complete a short ~~Increase your Charisma score by 1, to a
or long rest before you can use it again. maximum of 20.
~~You have advantage on Charisma
Lead Belly
(Deception) checks to appear weaker or Your digestive tract has adjusted to the
Ghoulish more useless than you are.
~~When you roll initiative and are not
radiation present in the wasteland’s food and
water.
You have become partially mutated in a similar surprised, you can make a Charisma ~~Increase your Constitution score by 1,
fashion to a ghoul, and are resistant to (Deception) check against the passive to a maximum of 20.
radiation. Wisdom (Insight) of all hostile ~~You do not suffer radiation poisoning
~~Increase your Constitution score by 1, creatures that can see you. If you beat from consumption of food and liquids.
to a maximum of 20. a creature’s Wisdom (Insight), it can’t
~~You have advantage on saving throws attack you or choose to target you with
against Radiation Poisoning. If you are
already Proficient in Constitution saving
a harmful effect until it sees you take a
harmful action against one of its allies
Light Step
throws, you have advantage when rolling a or itself. The creature may still include You tread softly and with care.
saving throw against Radiation Poisoning. you within an area effect for which it ~~Increase your Dexterity score by 1, to
~~You reduce damage that you take from a doesn’t declare targets. a maximum of 20.
source of radiation by 3. ~~Your movement speed increases by 5 ft.
~~When you trip a mine or a trap
Heave Ho! triggered by your feet (such as a
Gun Fu When you hurl things, you hurl them hard.
pressure plate, pit trap, or floor-
level trip wire), roll a d6. On a result
In your hands guns are an extension of the ~~Increase your Strength score by 1, to a of 4-6, you don’t trip it but become
body, and you wield them with the grace of a maximum of 20. immediately aware of it and move to the
martial artist. ~~When wielded by you, the short and long nearest safe space. On any other result,
~~You ignore the loading quality of pipe ranges of thrown weapons are one and a you trip it as normal.
guns, ballistic firearms, and energy half times their normal distances.
firearms with which you are proficient. ~~When you deal damage with a thrown
~~When you miss a creature with a ranged
weapon attack roll but the difference
weapon, roll an additional die of damage. Lone Wanderer
between your attack roll and their AC is You are cunning or tough enough to survive the
5 or less, you may move that creature wastes, even when you can’t rely on comrades
to a free space withhin 5 feet of their to watch your back.
current location. ~~You gain temporary hit points equal to

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 25
your Constitution or Intelligence bonus
(whichever is highest) at the beginning
each subsequent roll until she appears.
Miss Fortune deals 1 piercing damage
Moving Target
of any turn in which you have no allied for each character level you possess You are always on the move, making it hard to
creatures within 30 feet of your to that creature and any other hostile target you.
location. creatures within 30 feet of it. All ~~Increase your Dexterity score by 1, to
targets who take damage from Miss a maximum of 20.
Fortune must also make a Constitution ~~When you take the Dodge action and
Master Trader saving throw with a DC equal to 8 + your
proficiency + your Luck ability score
move on the same turn, you are treated
as though you have half cover until the
You always come out ahead in a trade. bonus (or your Charisma ability score beginning of your next turn. If you move
~~Increase your Charisma score by 1, to a bonus if Luck is not being used). On behind actual cover, the degree of cover
maximum of 20. a failed saving throw, their speed is it provides is increased by one step.
~~You automatically negotiate the cost halved and they cannot take bonus actions
of goods and services down by 25%. This until the beginning of your next turn.
discount applies only to you, or you can
waive your own discount with the merchant
Once she appears, the Miss Fortune
will not reappear again until after your
Mutate
to negotiate the discount on behalf of next long rest. Miss Fortune and the Prerequisite: You must have accumulated 3 or
one other creature. Mysterious Stranger never appear at the more levels of Radiation Sickness at least
~~You may choose to attempt to negotiate same time: if you have both feats, you once before you can select this feat.
a better discount through roleplaying roll only once per turn to see if either Your exposure to radiation has permanently
and rolls. Should you attempt to do so of them will appear. Once your roll on changed you.
negotiations begin from the standard the d100 is lower than the chance of an ~~Reduce one of your ability scores by 3.
cost of the goods or service and your appearance, randomly determine which of ~~Increase one of Strength, Dexterity, or
automatic discount does not apply. the two appears. Afterwards, reset the Constitution by 4, or two ability scores
probability of the second appearing to from that list by 2 each. You cannot
30% for future rolls. increase an ability score above a maximum
Miss Fortune of 20.
~~Choose one additional bonus, which
When your need is great, you are sometimes
aided by an enigmatic and dangerous woman,
Miss/Mister Fixit must be associated with an ability score
you’ve improved using this feat:
who appears as if from nowhere and disappears You intuitively understand mechanical problems ~~Strength: You count as one size
as quickly. Is it always the same woman, tied and how to efficiently fix them. larger when determining your carrying
to you by fate? Or do multiple women of the ~~Increase your Intelligence score by 1, capacity and the weight you can push,
wastes find themselves drawn to your aid by a to a maximum of 20. drag, or lift.
mysterious power? ~~You have advantage on Intelligence ~~Dexterity: Your walking speed
~~Increase your Luck score by 1, to a (Mechanics) checks to identify faults in increases by 5 ft.
maximum of 20. If the Luck ability score machines and repair mechanical damage. ~~Constitution: You gain bonus hit
is not being used, you increase your ~~You reduce the cap and/or salvage costs points equal to your Constitution
Charisma score by 1 instead. of mechanical repairs by 25% bonus plus half your character level
~~When you have fewer than half of your (minimum 1). The amount of bonus hit
hit points, at the end of any of your points granted by this feat increases
turns in which the last creature you as you gain additional character
attack still has more than 0 hit points, levels.
there is a 30% chance that Miss Fortune ~~Constitution: Your Rad Resist
appears, increasing by a further 10% on increases by 5.

26 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Night Vision
Mysterious Stranger You have an exceptional ability to see in the Pickpocket
When your need is great, you are sometimes dark, even in interiors or underground. You have a talent for relieving folks of
aided by an enigmatic and dangerous man, who ~~You have darkvision out to a range of their possessions, or slipping them something
appears as if from nowhere and disappears 120 ft. unseen.
as quickly. Is it always the same man, tied ~~Increase your Dexterity score by 1, to
to you by fate? Or do multiple men of the
wastes find themselves drawn to your aid by a Pack Alpha a maximum of 20.
~~You gain proficiency in Sleight of
mysterious power? You take advantage of the distractions caused Hand.
~~Increase your Luck score by 1, to a by your allies, striking when your enemies are ~~As long as a creature isn’t paying
maximum of 20. If the Luck ability score most vulnerable. attention to your hands, you have
is not being used, you increase your ~~Increase your Charisma score by 1, to a advantage on Dexterity (Sleight of Hand)
Charisma score by 1 instead. maximum of 20. checks you make to either remove an item
~~When you have fewer than half of your ~~For every one of your allies that has no larger than a knife from their person
hit points, at the end of any of your already damaged a target since the end of or slip a similarly sized item onto their
turns in which the last creature you your last turn, your own attacks against person.
attack still has more than 0 hit points, that target deal an additional point of
there is a 30% chance that the Mysterious damage.
Stranger appears, increasing by a further Pyromaniac
10% on each subsequent roll until he
You love fire, especially when you’re the one
appears.
The Mysterious Stranger deals 1d4
Pathfinder lighting it.
piercing damage for each character level ~~You are proficient with any weapon that
You have a knack for finding better routes
you posses to that creature. deals fire damage.
through the wastes.
Once he appears, the Mysterious ~~Whenever you hit with a weapon that
~~Increase your Wisdom score by 1, to a
Stranger will not reappear again until deals fire damage, you deal 3 additional
maximum of 20.
after your next long rest. The Mysterious damage. Additionally, this bonus damage
~~When you and your companions are
Stranger and Miss Fortune never appear is unaffected by a target’s fire
traveling over long distance, your
at the same time: if you have both feats, resistance.
ability to find the best paths lets you
you roll only once per turn to see if travel further.
either of them will appear. Once your
roll on the d100 is lower than the chance Pathfinder Travel Pace Quick Pockets
of an appearance, randomly determine Travel Pace Distance/Hour Distance/Day
which of the two appears. Afterwards, You are adept at secreting items about your
reset the probability of the second Fast 4.5 35 person and recovering them quickly.
appearing to 30% for future rolls. Normal 3.5 28 ~~Increase your Dexterity score by 1, to
Slow 2.5 21
a maximum of 20.
~~You can open or close a container
on your person, remove an item from a
~~When you and your companions encounter container on your person, or place an
difficult terrain while traveling over item into a container on your person as a
long distance, your guidance allows the bonus action.
group to move at three quarters the usual ~~As long as a creature isn’t paying
pace rather than half.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 27
attention to your hands, you have ammunition found for which you carry a increases by 1 instead.
advantage on Dexterity (Sleight of Hand) compatible weapon. You gain that much ~~When you score a critical hit with a
checks you make to either conceal an item ammo, which must be kept and used by you melee weapon, you can roll one of the
no larger than a knife somewhere on your personally. The ammunition already in the weapon’s damage dice one additional time
person or remove such an item unnoticed stash can be divided between the party as and add it to the extra damage of the
from its hiding place on your person. normal. critical hit.
~~Whenever you are present when your
party finds one or more meals, drinks,
Salesman and snacks, you might find additional Smooth Talker
sustenance, which must be kept and used
Your have the knack of convincing others to by you personally. The food and drink You always know the right words to say.
part with their hard earned caps. already in the stash can be divided ~~Increase your Intelligence score by 1,
~~Increase your Charisma score by 1, to a between the party as normal. Roll 1d12: to a maximum of 20.
maximum of 20. 1-6: you find no additional food or ~~You can always use Intelligence in
~~When you sell items or offer your drink. place of Charisma when making Deception
service, the customer is automatically 7-8: you find an additional solid or Persuasion checks.
willing to accept a price 25% higher than snack.
they would normally accept. This bonus 9-10: you find an additional liquid
applies only to you, or you can waive snack. Snake Eater
your own bonus to negotiate the bonus on 11: you find an additional meal. Needs must, and you’ve grown accustomed to
behalf of one other creature. If you sell 12: you find an additional drink. eating poisonous flora and fauna that most
the services of a group, the bonus does
people wouldn’t touch. You’ve survived these
not apply.
dangerous meals, and picked up a tolerance for
~~You may choose to attempt to negotiate
a higher price through roleplaying and
Silent Running them.
~~Increase your Constitution score by 1,
rolls. Should you attempt to do so You can move quietly without sacrificing
to a maximum of 20.
negotiations begin from the standard speed.
~~You have resistance to poison damage,
selling price of the goods or service and ~~Increase your Dexterity score by 1, to
and advantage on saving throws against
your automatic discount does not apply. a maximum of 20.
the poisoned condition.
~~You can make a Dexterity (Stealth)
check even when you’re not moving slowly.
Scrounger ~~You have advantage on Dexterity
(Stealth) checks when you are moving
Sniper
Through a combination of observation, slowly. You’re an incredible marksman, even at a
experience, and sheer luck, you are adept at distance.
finding hidden stashes that others might miss ~~Increase your Dexterity score by 1, to
~~Increase your Luck score by 1, to a Slayer a maximum of 20.
maximum of 20. If the Luck ability score ~~When you attack with a ranged weapon
is not being used, you increase your You’re capable of brutal blows.
that has a stock and either has or
Wisdom score by 1 instead. ~~Increase your Strength score by 1, to a
is capable of possessing a scope
~~Whenever you are present when your maximum of 20.
modification, you score a critical hit on
party discovers a supply of ammunition ~~When you make a melee weapon attack,
a roll of 19 or 20. If you already have
for any weapon type except for heavy you score a critical hit on a roll of 19
an increased critical threat range, the
weapons, you might find additional secret or 20. If you already have an increased
range increases by 1 instead.
stashes. Roll 1d4-1 for every type of critical threat range, the range

28 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
~~In your hands, the short range of a
ranged or thrown weapon is 30 ft. higher
than usual (up to the weapon’s maximum
range).

Stonewall
You are steady on your feet, only moving when
you want to.
~~Increase your Strength score by 1, to a
maximum of 20.
~~You have advantage on saving throws to
resist being pushed, pulled, or knocked
prone.

Strong Back
Like Atlas, you’ve grown accustomed to
carrying more than your fair share.
~~Increase your Constitution score by 1,
to a maximum of 20.
~~You count as one size larger when
determining your carrying capacity and
the weight you can push, drag, or lift.
~~You ignore the Strength requirement of
heavy armour pieces.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 29
Equipment
difficult to purchase supplies such as food inherent value, too—there is literally no one
if there is no surplus relative to the locals’ in the wasteland who doesn’t need bullets, so
own needs. traders will always happily take them off a
wastelander’s hands. It is therefore common
The post-apocalyptic wasteland is full of practice to exchange unneeded ammunition for
items: junk, abandoned weapons and other
valuables, Pre-war machinery and improvised
Currency useful ammunition, caps, or other equipment
and supplies.
wasteland tech, and precious water and While there are few governments to legitimise
preserved foods are all examples of things money nor functioning mints in which to make
that can be found out in the ruins of it, the descendants of nuclear survivors have Characters and Caps
civilisation. found it convenient to build an economy of
GMs may either continue to use starting gold
sorts using legacies of the past. The currency
values for classes (converting gold into
of the new world is based on bottlecaps. There
The Value of a Thing are no denominations: to wastelanders, a cap
caps) or set a standard amount used by all
characters. At 1st level, 180 caps is a decent
is a cap and each has equivalent worth in
One man’s trash is another man’s treasure, and amount. This represents a significant sum by
trade.
that has never been truer than it is in the the standard of any normal wastelander, but
A few places, such as the New California
wasteland. An explorer may not have much need factors in several considerations. Firstly,
Republic, are attempting to establish their
for a sheet of scrap metal, but if she can that heroic characters are special even before
own legitimate currencies with mixed success.
carry it back to a settlement they will almost their adventuring career begins, so may have
certainly pay handsomely given that they can access to resources or lucky windfalls that
put it to a number of uses including repairs Alternatives to Currency regular folk do not. Second, the character’s
or as a crafting material. starting equipment is probably not purchased
While wasteland traders like to deal with caps all at once but over their entire history, or
Meanwhile, a set of pool balls with the for convenience it is perfectly possible to
three, seven, and eight balls missing might inherited from family or a mentor.
deal with them for a lifetime without ever At higher levels, the amount of caps a
seem like a complete waste of space in the touching a cap.
wanderer’s pack, until he goes to a bar in the character acquires is solely at the discretion
Almost every trader will accept other items of their GM. Caps are usually handed out
next town he visits and finds out the owner in place of caps. A whole caste of wasteland
is trying to piece together a complete set for as loot during an adventure (scavenged from
scavengers essentially make their living fallen foes or ruins) or as payment for
his pool table. salvaging the junk of Pre-war ruins and giving
An art piece or curio from the Pre-war is services rendered. The GM may also choose to
what they find to a trader partner in exchange reward characters either fully or in part
usually almost valueless when compared to a for food, water, and other essentials.
practical item like a gun, but might be worth with alternative payments such as salvage or
Some traders actually prefer to deal in ammunition.
a few caps to someone interested in improving object trades rather than caps. Raiders
the decor of their shack. But to the right also appreciate the convenience of caps, so
eccentric collector, such as a Ghoul who
misses her Pre-war luxuries, a painting, a
may not attack a caravan with a reputation
for carrying no money unless desperate for
Salvage
porcelain dog, or even a particular brand supplies. Some items are given values in caps.
of gum might be of significant worth, even Some wastelanders also find that ammunition Everything else—items that you might consider
priceless. makes for a great trade item, and ammo useless “junk” — is abstracted into a resource
The principal of supply and demand is alive exchange is such a common practice that it known as salvage.
and well in the wasteland. The sale value of effectively functions as a secondary economy. Salvage represents an average value and
any item, or of salvage, may very depending on Bullets are fairly portable, and in effect weight for the myriad junk items scavengers
the wants and needs of a potential purchaser. also have “denominations” given they can might pick up while exploring the wasteland.
By the same token, it may be far more be traded by the box-full. They always have The value of a piece of salvage is generally

30 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Art by rustysteel dbaa https://rustysteel.deviantart.com

31 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 31
the same as the value of one cap. However, part with by suitable diplomacy or the offer most minimal to the toughest: light armour,
while the value of a cap is always constant of more money. But most of the time, what they medium armour, heavy armour, and power armour.
(either “one”, or on rare occasions “zero” offer is all they can sell. Armour can be worn in six different slots on
if a character encounters someone who won’t When things are for sale, they are often a typical humanoid’s body: their head, their
accept caps) the value of salvage can fluctuate incomplete: for instance, an armour vendor is chest, their left and right arms, and their
depending on local supply and demand. When as likely or more to sell odd pieces than a left and right legs.
there is a great need for salvage, each piece complete set, and characters may have to do Robots have the same armour slots, although
may be worth 2 or more caps. Where salvage is with piecemeal sets of armour until they can in some cases they have unusual body shapes
common, characters may need to trade 2 or more find matching parts. where the traditional six slots may not
pieces for every cap that is returned. The same is true about items found out in strictly apply. In such cases, they may still
Salvage affects encumbrance. A character’s the wastes and the ruins. While it’s certainly equip the equivalent of six slots worth of
salvage has a weight of 0.4 lb. multiplied by likely that a discovered weapon is probably armour, which in a robot’s case typically
the number of salvage points. loaded and there might be spare ammunition represents an upgraded chassis or bolted-on
Salvage can also be used as a raw material in the vicinity, it’s not guaranteed. Armour plating.
when crafting items. Typically, a character found by a wanderer is as likely to be Power armour can be worn by humans, medium-
requires an equivalent amount of salvage to piecemeal or incomplete as it is in a store. size artificial humans, and ghouls. They can
the item’s cap cost in order to make it. wear it on top of any other kind of armour,
but the character only gets the benefit of the
Ammunition power armour until it is critically damaged
Scarcity Firearms use a variety of different types and the armour underneath becomes exposed.
of ammunition. When a character come across Some characters also choose to wield
No matter what the item is, a universal rule a shield, especially when their preferred
a hidden cache or loot ammo from a defeated
applies to all equipment available in the (or only available) weapon is a melee
enemy, it may or may not be the correct
wasteland: anything that isn’t junk is either weapon. However, shields are uncommon in the
type of ammunition for their preferred
Pre-war or manufactured in limited quantities, wasteland.
weapon. Accordingly, it’s generally wise for
so it is rare. Even in places where a The Armour table shows the cost, weight,
characters not to play favourites, and carry
particular type of item is more common, and other properties of the common types of
two or three firearms with different caliber
resources are a far cry from limitless. light, medium, and heavy armour found in the
requirements. That way, the chances that they
Even junk is not an endless resource. wasteland.
can keep at least one of the weapons loaded
Eventually, everything in a given area that The Power Armour table shows the cost,
are higher.
can be salvaged will be salvaged. weight, and other properties of the common
In a world such as this, characters should types of power armour found in the wasteland.
be concerned where their next meal is coming
from and whether they can afford to use
Armour
precious ammunition to kill that pack of feral The wasteland is an incredibly hostile place. Armour Categories
ghouls over the hill or whether they need to If it isn’t raiders after your head, it’s Light armour is made from supple and thin
risk going in swinging. super mutants, mutated beasts, feral ghouls or materials, such as leather.
Any time after character creation that a rogue robots. Along with food, water, anti- Although typically worn by wanderers who
character wishes to buy an item, they may find radiation medicines, and a decent weapon, cannot afford better, agile characters may
that a trader does not have one to sell, and protective gear can be considered one of the prefer light armour due to the fact it can
when there is availability of consumables such essentials any person should budget for when be worn without sacrificing any mobility.
as food, water, medicine, or ammunition it is outfitting themselves for wasteland travel. A character can apply their full Dexterity
likely to be in a relatively small quantity. There are a number of different types of bonus while wearing light armour. Therefore a
In some cases the trader might be concealing a armour available which are grouped into four full set of light armour is likely an optimal
reserve supply which they may be persuaded to distinct tiers of armour, ranging from the

32 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
choice for a character with a high Dexterity increases your unmodified Armour Class by does not provide any benefit unless you are
bonus. 2. You can benefit from only one shield at a wearing multiple pieces of the same tier of
Two pieces of light arm or leg armour are time. A shield is not required to complete an armour.
treated as one piece of medium arm or leg armour set. Dexterity. Wearing some armour reduces the
armour (see Piecemeal Armour, below). maximum Dexterity bonus you can apply to your
Medium armour offers more protection than Armour Class (if you have one).
light armour, but impairs movement more.
Armour Statistics A character who is wearing a complete set of
Medium armour includes metal armour, combat Armour Proficiency. Anyone can put on a matching armour (all light, all medium, or all
armour, and armour made from the frames of old suit of armour or strap a shield to an arm. heavy) and proficient with that armour ignores
robots. Only those proficient in the armour’s use their Dexterity penalty. Note that a set of
The amount of a character’s Dexterity bonus know how to wear it effectively, however. armour includes its chest piece and all four
they can apply to their AC may be reduced by Your class gives you proficiency with certain limbs, not helmets and shields. Helmets and
wearing some pieces of medium armour. A full types of armour. If you wear any piece of shields don’t affect your Dexterity bonus or
set of medium armour is therefore a decent armour that you lack proficiency with, you penalty.
choice for a character with no Dexterity bonus have disadvantage on any ability check, saving Mobility. If the Armour table shows
or a Dexterity penalty, and an optimal choice throw, or attack roll that involves Strength “Disadvantage” in the Mobility column, the
for a character with only a small Dexterity or Dexterity. wearer may have disadvantage on all Dexterity-
bonus. Armour Class. Armour protects its wearer based ability checks as well as Strength
A piece of medium arm or leg armour is from attacks. The armour (and shield) you wear (Athletics) checks. The number of mobility
treated as two pieces of light arm or leg determines your base Armour Class. Some armour impacting pieces that must be worn before
armour (see Piecemeal Armour, below). (such as light or medium arm and leg pieces) the wearer suffers disadvantage is listed in
Heavy armour offers the best
protection but is bulky and far less Armour and Shields
mobile. Heavy armour is generally made
Armour Cost Armour Class (AC) Dexterity Strength Mobility Weight
from similar base materials to medium
armour. It represents heavy variants LIGHT ARMOUR
of pre-nuclear combat armour as well as Arm Piece 8 caps +1 per 4 pieces — — — 1.5 lb.
bulkier, tougher armours made from scrap Leg Piece 8 caps +1 per 4 pieces — — — 1.5 lb.
metal and robot parts.
Chest Piece 15 caps +1 — — — 3 lb.
The amount of a character’s Dexterity
bonus they can apply to their AC is MEDIUM ARMOUR
reduced by every piece of heavy armour Arm Piece 15 caps +1 per 2 pieces Max Dex -1 per 2 pieces — — 4 lb.
worn. A full set of heavy armour is Leg Piece 15 caps +1 per 2 pieces Max Dex -1 per 2 pieces — — 4 lb.
therefore the optimal choice for a
Chest Piece 30 caps +3 Max Dex -1 — Disadvantage (2) 8 lb.
character with no Dexterity bonus or a
Dexterity penalty. HEAVY ARMOUR
Helmets are usually made of metal, Arm Piece 40 caps +1 Max Dex -1 13 Disadvantage (2) 8 lb.
fiberglass, or some similarly stiff Leg Piece 40 caps +1 Max Dex -1 13 Disadvantage (2) 8 lb.
and durable material. They are always Chest Piece 80 caps +4 Max Dex -2 15 Disadvantage (1) 16 lb.
considered light armour, but are not
required to complete a light armour set. HELMET
Wearing a helmet increases your AC by Helmet 15 caps +1 — — — 4 lb.
+1. SHIELD
Shields are typically made from wood,
Shield 25 caps +2 — — — 6 lb.
metal, or fiberglass. Wielding a shield
Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 33
brackets. Thus, a wastelander wearing Power Armour
Strength. Heavier armour interferes with the 1 piece of medium armour on POWER Armour Hit Points Weight PROPERTIES
wearer’s ability to move quickly, stealthily, their left arm and 2 pieces of
and freely. If the Armour table shows “Str light leg armour is effectively RAIDER POWER ARMOUR
13” or “Str 15” in the Strength column for wearing either 4 pieces of light Arm Piece 15 hit points 16 lb. —
an armour type, wearing that armour reduces armour or 2 pieces of medium Leg Piece 15 hit points 16 lb. —
the wearer’s speed unless the wearer has a armour. Either way, that means Chest Piece 45 hit points 22 lb. —
Strength score equal to or higher than the they gain a +1 bonus to their
Helmet 15 hit points 14 lb. —
listed score. The wearer’s speed is reduced by AC.
5 feet if they are equipped with one to three A character combines the weight and T-45 POWER ARMOUR
pieces of heavy armour, or by 10 feet if they negative modifiers of piecemeal armour Arm Piece 20 hit points 15 lb. sealed
are equipped with four or more pieces of heavy worn in the same way that they would Leg Piece 20 hit points 15 lb. sealed
armour. a complete set of the same armour.
Chest Piece 60 hit points 20 lb. sealed
If even one piece of armour incurs
Mobility disadvantage, it applies Helmet 20 hit points 12 lb. sealed
Piecemeal Armour regardless of what other types of T-51 POWER ARMOUR
A character may wear pieces of armour from armour are worn. Arm Piece 25 hit points 15 lb. sealed
different categories. Leg Piece 25 hit points 15 lb. sealed
When piecemeal armour is worn: Power Armour Chest Piece 75 hit points 20 lb. sealed
~~2 pieces of light arm and leg armour
are equivalent to a single piece of Power armour is heavy plating that Helmet 25 hit points 12 lb. sealed
medium arm or leg armour. is too bulky and heavy to be worn T-60 POWER ARMOUR
~~1 piece of medium arm and leg armour is normally, but can be attached to Arm Piece 30 hit points 15 lb. sealed
equivalent to 2 pieces of light arm and mechanised power armour frames that Leg Piece 30 hit points 15 lb. sealed
leg armour. bear the load. Power armour frames
Chest Piece 90 hit points 20 lb. sealed
are also equipped with cushioning
and other functions that protect the Helmet 30 hit points 12 lb. sealed
wearer from falls and other kinds of X-01 POWER ARMOUR
heavy impacts. Arm Piece 35 hit points 15 lb. sealed
Power armour pieces and frames
Leg Piece 35 hit points 15 lb. sealed
have no cost, as they are too rare
Chest Piece 105 hit points 20 lb. sealed
and valuable to be available for
purchase. Helmet 35 hit points 12 lb. sealed
Like regular armour, power ENCLAVE ADVANCED POWER ARMOUR MK I
armour is divided up into six Arm Piece 40 hit points 18 lb. sealed
slots, and it is possible to
Leg Piece 40 hit points 18 lb. sealed
wear an imcomplete or piecemeal
suit of power armour on a Chest Piece 120 hit points 26 lb. sealed
frame. Helmet 40 hit points 15 lb. sealed
A character can enter a power ENCLAVE ADVANCED POWER ARMOUR MK II
armour frame while wearing light Arm Piece 45 hit points 18 lb. sealed
or medium armour, but not heavy
Leg Piece 45 hit points 18 lb. sealed
armour. A helmet can be worn with
a power armour frame; however, Chest Piece 135 hit points 26 lb. sealed
Helmet 45 hit points 15 lb. sealed

34 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
while wearing a helmet, a creature cannot put Armour Modifications
on a power armour helmet. Light Armour Medium Armour Heavy ArMour Power Armour
Power armour frames have the following
effects when worn: MODIFICATION COST* WEIGHT COST* WEIGHT COST* Weight COst Weight
MATERIAL MODIFICATIONS
~~The features of worn armour are ignored Asbestos Lined ×2 +1.5 lb. ×2 +3 lb. ×2 +5 lb. — —
while wearing one or more pieces of Heavy Build ×4 ×1.5 ×4 ×1.5 ×4 ×1.5 — —
power armour on their frame. While
Hellfire Shielding — — — — — — 400 caps +10 lb.
power armour pieces on the frame have
temporary hit points, the wearer’s AC is Lead Lined ×2 +1.5 lb. ×2 +3 lb. ×2 +5 lb. — —
10 + Dex mod. Lead Plating — — — — — — 300 caps +10 lb.
~~Increase the wearer’s effective Light Build ×1.5 -0.5 lb. ×1.5 -1 lb. ×1.5 -2 lb. — —
Strength score by +4, and their Strength Non-conducting ×2 +1.5 lb. ×2 +3 lb. ×2 +5 lb. — —
score can exceed 20 while wearing a
Tesla Redistibution
frame. — — — — — — 400 caps +10 lb.
System
~~The character’s maximum carrying
Thermal Lined ×2 +1.5 lb. ×2 +3 lb. ×2 +5 lb. — —
capacity and lift/drag limits are
doubled. Titanium Plating — — — — — — 500 caps +10 lb.
~~The wearer cannot benefit from their Toughened ×2.5 +1.5 lb. ×2.5 +3 lb. ×2.5 +5 lb. — —
Dexterity bonus to ability checks, but Winterized Coating — — — — — — 300 caps +10 lb.
also doesn’t apply their Dexterity
ARM MODIFICATIONS
penalty.
~~The wearer has resistance to Braced 16 caps +0.5 lb. 30 caps +1 lb. 80 caps +2 lb. — —
bludgeoning damage from falling or from Brawling 16 caps +0.5 lb. 30 caps +1 lb. 80 caps +2 lb. — —
something falling onto the wearer. Claws — — — — — — 80 caps +3 lb.
~~The wearer’s unarmed attacks deal 1d4 Grappling Hook 10 caps +0.2 lb. 10 caps +0.2 lb. 10 caps +0.2 lb. — —
damage.
Hydraulic Fist — — — — — — 80 caps +3 lb.

In addition to the features of the frame, Integrated Weapon


10 caps
+weapon
10 caps
+weapon
10 caps
+weapon — —
power armour has the following statistics. +weapon +weapon +weapon
Hit Points. Each piece of power armour has Larceny Module +200 caps +0 lb. +200 caps +0 lb. +200 caps +0 lb. — —
a pool of hit points. When the wearer takes Tesla Fist — — — — — — 150 caps +5 lb.
damage, their power armour loses its hit
points first in the following order: CHEST MODIFICATIONS
Blood Cleanser — — — — — — 150 caps +5 lb.
~~Arms (starting with whichever has Dense 16 caps +1.5 lb. 30 caps +3 lb. 80 caps +5 lb. — —
the least hit points if applicable, Emergency Protocols — — — — — — 300 caps +5 lb.
otherwise determined at random with a d6
Hacking Module 200 caps +0 lb. 200 caps +0 lb. 200 caps +0 lb. — —
roll where 1-3 = left and 4-6 = right).
Jet Pack — — — — — — 500 caps +10 lb.
~~Legs (starting with whichever has
the least hit points if applicable, Motion-assisted
— — — — — — 200 caps +5 lb.
otherwise determined at random with a d6 Servos
roll where 1-3 = left and 4-6 = right). Personal Stealth
— — — — — — 500 caps +5 lb.
~~Chest. Assist Field
~~Head. Radiation Coils 500 caps +10 lb. 500 caps +10 lb. 500 caps +10 lb. — —

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 35
Armour Modifications the power armour rules. If your group doesn’t
Light Armour Medium Armour Heavy ArMour Power Armour mind adding an additional level of complexity,
the GM can rule that damage is dealt the
MODIFICATION COST* WEIGHT COST* WEIGHT COST* Weight COst Weight power armour randomly.
CHEST MODIFICATIONS (CONTINUED) Whenever a character takes damage while
Resistance Field 800 caps +10 lb. 800 caps +10 lb. 800 caps +10 lb. — — wearing power armour and the attack is not a
Sensor Array 200 caps +10 lb. 200 caps +10 lb. 200 caps +10 lb. — — critical, the defender rolls a d20:
Spiked 16 caps +1.5 lb. 30 caps +3 lb. 80 caps +5 lb. — —
~~1-2. Helmet
Stealth Assist ~~3-8. Chest
— — — — — — — —
Field ~~9-11. Left Arm
Tesla Coils 500 caps +10 lb. 500 caps +10 lb. 500 caps +10 lb. 500 caps +10 lb. ~~12-14. Right Arm
HELMET MODIFICATIONS ~~15-17. Left Leg
Headlamp 10 caps +0.2 lb. — — — — 10 caps +0.2 lb.
~~18-20. Right Leg
Heavy — — — — 20 caps +2 lb. — —
On a critical hit, the defender doesn’t roll.
Recon Sensors — — — — — — 300 caps +2 lb. Instead, the attacker may choose the result.
LEG MODIFICATIONS If they choose a location piece with no hit
Calibrated Shocks — — — — — — 150 caps +5 lb.
points remaining or where no power armour is
worn, the attacker bypasses the power armour
Cushioned 4 caps +0.2 lb. 8 caps +0.5 lb. 20 caps +1 lb. — —
and deal damage directly to the target.
Robot Legs 30 caps — 30 caps — 30 caps — — — When the defender rolls a result that has
Thrusters 80 caps — 80 caps — 80 caps — — — no hit points remaining or where no power
Treads 60 caps — 60 caps — 60 caps — — — armour is worn, the roll is treated as though
Muffled 16 caps +0.5 lb. 15 caps +1 lb. 40 caps +2 lb. — —
it were the next highest result for which
the defender has a functioning piece of power
*In the case of multipliers to base item cost, round up where necessary. armour. For instance, in the event that a
character’s power armour chest and left arm
may choose to bypass the power armour and deal have zero hit points and they roll a 4 to
Once a piece of power armour has lost all of damage directly to the target. determine a hit location, their right arm is
its hit points, it is heavily damaged and may the piece that takes the damage.
be destroyed. Roll 1d6. On a result of 1-2, Radiation Damage and Power Armour Surplus damage carries over to a nearby
the piece is damaged beyond hope of repair. On Radiation bypasses power armour entirely, piece. Apply the following rules of priority,
a result of 3-6, it may still be repaired. though sealed suits and those with the lead one at a time, to determine which piece takes
Damage remaining after a piece loses all its lining modification offer some measure of the surplus damage.
hit points is carried over to the next piece protection. Radiation damage is dealt directly
or to the wearer. to the wearer’s hit points. ~~Prioritise pieces that are adjacent.
When a leg is reduced to zero hit points
Critical Hits and Power Armour the surplus damage might carry over to
Variant: Randomised Damage Distribution the other leg or chest. Surplus damage
When a character rolls a critical hit against The default rules assume that power armour is
a power-armoured target and one or more of to an arm or helmet carries over to the
hit in a specific order: arms, legs, chest, chest. Surplus damage to the chest could
the target’s power armour pieces has no hit then helmet, prioritising the piece with the
points remaining or the target is not wearing carry over to any other piece of power
fewest hit points remaining in the case of armour. If there is no adjacent piece,
power armour in that location, the attacker arms and legs. This is intended to simplify the surplus could carry over to any

36 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
remaining piece of armour. not the substandard power armour is intended ~~Should the piece be restored to full
~~When multiple pieces are adjacent, as a one-off and temporary reward or can be after its faults have been repaired (see
prioritise the piece with the least repaired is up to you. Repairing the armour below), the maximum Hit Points of the
current hit points. back to a working standard may be the subject piece (assuming it is restored to full)
~~When multiple pieces are adjacent and of a quest in and of itself. is permanently reduced by 5. Should a
have the same number of hit points, When first found, individual pieces or piece of power armour become busted
prioritise arms over legs, legs over the full sets of power armour can have one of two multiple times, this permanent damage
chest, and the chest over the helmet. conditions: defective or busted. Power armour reduction is cumulative.
~~When there are multiple pieces of can also gain these conditions through damage.
the same slot (arms or legs) which are Busted power armour can be fixed with rare and
adjacent and have the same number of hit Defective Power Armour expensive parts costing four times the damage
points, make a 1d6 roll where 1-3 means A piece of defective power armour has the to be repaired in caps or salvage, and a DC
left and 4-6 means right. following properties: 20 Intelligence (Mechanic’s Tools) check. On
~~Divide the Hit Points of any piece of a failed check, the defective armour isn’t
Repairing Power Armour defective armour by 2, rounding down. The repaired and one quarter (rounded up) of the
The typical repair cost of a piece of power power armour piece can be repaired up to repair costs are lost due to damage to the
armour in caps or salvage is equal to half its this new total, but not to full. components.
hit point maximum (rounded up), or its full ~~When reduced to zero hit points, a Busted power armour can also be improved up
hit point maximum if it has been reduced to piece of defective power armour is to defective, in which case the Intelligence
zero hit points. destroyed on a roll of 1-3, gains the (Mechanic’s Tools) check is only DC 15.
Regardless of how little damage there is busted condition on a roll of 4-5, or
to repair, NPC mechanics usually charge an remains defective on a 6. Power Armour Special Properties
additional flat fee for their time (which The special rules associated with certain
varies from mechanic to mechanic but is Defective armour can be fixed with rare and pieces of power armour are shown below.
usually at least 5 caps), so while it might expensive parts costing two times the damage Sealed. If a character wears power armour
be best to keep power armour in a constant to be repaired in caps or salvage, and a DC with the sealed property on each of the six
state of good repair, if you can’t do the work 15 Intelligence (Mechanic’s Tools) check. On body locations, the atmospheric oxygen-
yourself it is generally more cost efficient a failed check, the defective armour isn’t filters in its helmet can be temporarily
to wait until substantial damage is done and repaired and one quarter (rounded up) of the shut down allowing the suit to become air
have fewer trips to the town mechanic. repair costs are lost due to damage to the and water-tight. The wearer can breathe
components. normally underwater, in gas, or in other
Substandard Power Armour similar conditions for as long as the
NPCs can be equipped with substandard power
Busted Power Armour remaining internal air lasts (typically 5
armour to represent existing damage or an A piece of busted power armour has the minutes). Sealed power armour also increases
overall state of disrepair. For instance, following properties: a character’s Rad Resist score by 5. Should
Enclave Trainees are equipped with older sets ~~Divide the Hit Points of any piece of one or more pieces of the power armour suit
that are faulty enough that they are no longer broken-down power armour by 4, rounding be reduced to zero hit points or removed,
worth maintaining to the standard required to down. The power armour piece can be the wearer loses the benefits of the sealed
protect a fully-trained Enclave soldier. repaired up to this new total, but not to special property.
Substandard power armour can also be awarded full.
as a quest reward at low to mid levels or in ~~When reduced to zero hit points, a
cases where you want to carefully control piece of busted power armour is destroyed
the impact of the effective hit point buffer on a roll of 1-4 or remains busted on a
power armour grants to its wearer. Whether or 5-6.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 37
Getting Into and Out of Armour gains whatever benefits and incurs to the armour piece’s base price is given as
whatever penalties are associated with a multiplier. In these cases, the cost of the
Getting into armour is referred to as donning the number of pieces currently worn. Any modification is that many times the piece’s
the armour, while taking it off is referred to additional turns taken are wasted, and base price in addition to the piece’s own
as doffing the armour. the process of donning or doffing the cost. If multiplying the price results in a
The time it takes to don or doff a piece remainder of the armour must begin again decimal point, always round up.
of armour depends on the piece’s category, as from zero. The Armour Modifications table shows the
shown in the Donning and Doffing Armour table. ~~Donning or doffing armour is completed cost, weight, and other properties of the
Donning and doffing an entire set of armour at the end of the final turn, meaning various upgrades available in the wasteland.
takes the combined time of all pieces to be that the character could take a reaction
donned or doffed. during the same round as long as it Material Modifications
occurs after their turn). The following modifications can be applied to
Donning and Doffing Armour
all types of armour except helmets.
category don doff Provided power armour is already on its Asbestos Lined. The armour piece reduces
2 turns 2 turns
frame and the frame has been powered with a any incoming energy and fire damage by 1.
Light
(12 seconds) (12 seconds)
fusion cell, donning and doffing it is as Heavy Build. The armour is bulky and
simple as stepping into or out of the suit, durable, granting the following benefits:
8 turns 2 turns
Medium though it takes a short time for the frame ~~Light Arm/Leg: counts as 2 pieces of
(48 seconds) (12 seconds)
to open. It takes 2 turns (12 seconds) for light armour or is treated as a piece
16 turns
8 turns a character to enter or exit the frame. of medium armour for the purpose of
Heavy (1 minute 36
(48 seconds) Assembling a suit of power armour onto its calculating AC.
seconds) frame takes an equivalent amount of time to ~~Light Chest: +2 AC (instead of +1).
Power (Assembly
16 turns donning or doffing heavy armour. ~~Medium Arm/Leg: counts as 2 pieces of
(1 minute 36 —
Time)
seconds)
medium armour or is treated as a piece
Shield 1 action 1 action
Armour Modifications of heavy armour for the purpose of
calculating AC.
The following lists describe modifications ~~Medium Chest: +4 AC (instead of +3).
Donning or doffing armour usually takes that can be applied to both armour and power ~~Heavy Arm/Leg: increase AC by
place outside of combat or other dangerous armour. additional +1 for each two pieces worn
encounters (refer to the times in seconds and A piece of armour or power armour can have (on top of their normal bonuses, for a
minutes). up to two modifications: one from the material total of +3 for two pieces and +6 for
If armour is being donned or doffed at the modifications list, and one from the specific four).
same time a dangerous encounter takes place, list for the piece’s type. When modifying ~~Heavy Chest: +5 AC (instead of +4)
the following rules apply: armour, characters can usually choose from Hellfire Shielding (Power Armour). The
among the modifications that do not have piece has immunity to fire damage.
~~When donning or doffing a piece of “Robot” or “Power Armour” restrictions. Robots Lead Lined. The armour piece reduces
armour requires multiple turns, the enjoy greater modification variety, and can incoming radiation damage by 1.
character cannot attempt to do anything also choose from “Robot” modifications. Lead Plating (Power Armour). When a source
else on those turns, nor can they take When modifying power armour, only those of radiation damage would have hit the power
reactions between their turns, otherwise modifications that specify “Power Armour” armour piece, it is still bypassed but the
the process is interrupted. modifications are valid options. wearer gains radiation resistance against the
~~If enough turns have occured to put The costs and weights of armour damage source.
on or retain partial armour before the modifications are shown on the Modifications Light Build. The weight of the armour piece
process is interrupted, the character tables. In some cases the cost adjustment is is reduced by 0.5 lb. (light), 1 lb. (medium

38 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
or helmet), or 2 lb. (heavy). attack deals 2d4 damage.
Non-conducting. The armour piece reduces Integrated Weapon (Robot). Instead of a Motion-assisted Servos (Power Armour).
incoming electrical damage by 1. hand, you have a built-in one-handed weapon While the torso is worn, your Strength ability
Tesla Redistribution System. The piece has (a large robot can treat a two-handed weapon score is increased by an additional +2.
resistance to electrical and energy damage. designed for medium creatures as though it Personal Stealth Assist Field (Power
Additionally, if a full set of power armour were one-handed for this purpose). You cannot Armour). While the torso is worn, gain
with this material modification is worn and be disarmed of the integrated weapon. However, advantage on Dexterity (Stealth) rolls you
all pieces have hit points remaining, every you cannot attempt any task that requires two make while remaining still or moving no more
time the wearer is hit with an electrical or hands. If you have two integrated weapons, you than 15 feet per turn.
energy attack, the wearer can recharge one cannot attempt any task that requires hands at Radiation Coils (Robot). With this
empty fuel cell. all. modification installed, as a bonus action
Thermal Lined. The armour piece reduces Larceny Module (Robot). With this on your turn you can activate the radiation
incoming cold damage by 1. modification installed, gain proficiency in coils. Adjacent creatures take 1d4 radiation
Titanium Plating (Power Armour). The piece Lockpicking. You are always treated as though damage at the start of every turn until they
has resistance to bludgeoning, piercing, and you have a set of lockpicks in your inventory. are no longer adjacent, or you turn the coils
slashing damage. Tesla Fists (Power Armour). While the off as a bonus action.
Toughened. The armour piece reduces incoming arm piece is worn, on a successful hit with Resistance Field (Robot). You project a
bludgeoning, piercing, and slashing damage by an unarmed attack deals an additional d4 field that diminishes the energy of incoming
1. electrical damage. attacks. All allies within 15 feet of you
Winterized Coating (Power Armour). The reduce the damage taken from an attack by 3.
piece has resistance to energy and fire Chest Piece Modifications Sensor Array (Robot). With this
damage. The following modifications can be applied to modification installed, gain advantage on
chest pieces only. Wisdom (Perception) checks.
Arm Piece Modifications Blood Cleanser (Power Armour). While the Spiked. The armour piece causes any creature
The following modifications can be applied to torso is worn, reduce the DC of chem addiction the wearer grapples to take 1d4 piercing
arm pieces only. by 5. damage at the beginning of each of their
Braced. The armour piece reduces any Dense. The armour piece reduces any incoming turns.
incoming melee damage by 3. damage taken as a result of an grenade, mine, Stealth Assist Field (Robot). With this
Brawling. The armour piece increases your or other explosion by one die of the smallest modification installed, allies that remain
unarmed melee damage by 3. type dealt by the explosion. within 15 feet of you increase their Dexterity
Claws (Power Armour). While this Emergency Protocols (Power Armour). While (Stealth) check results by +2.
modification is installed, on a successful the torso is worn, when your hit points are 20 Tesla Coils (Power Armour/Robot). With
hit with an unarmed attack the target must or lower your speed increases 10 ft. and you this modification installed, as a bonus action
make a DC 10 Fortitude saving throw or take gain resistance to all damage. on your turn you can activate the tesla coils.
1d4 slashing damage at the beginning of each Hacking Module (Robot). With this Adjacent creatures take 1d4 electrical damage
of their turns. The target may repeat their modification installed, gain proficiency at the start of every turn until they are no
saving throw at the end of each of their in Hacking. You act as your own personal longer adjacent, or you turn the coils off as
turns. computer, and are always assumed to have the a bonus action.
Grappling Hook (Robot/Power Armour). With necessary leads and interfaces. Tesla Redistribution System (Power Armour/
this modification installed, you gain the Jet Pack (Power Armour). While the torso Robot). With this modification installed,
benefit of a grappling hook and 50 feet of is worn, gain a fly speed of 30 feet. You can electrical or energy damage dealt to the power
rope. remain airborne for a maximum of three turns, armour piece is halved. Additionally, enough
Hydraulic Fist (Power Armour). With this landing (or falling) at the end of the third energy can be siphoned off to recharge an
modification installed, the wielder’s unarmed turn. empty fuel cell.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 39
Pistols
Weapon Cost Damage Weight Ammo Properties Modifications
SIMPLE RANGED WEAPONS Barrel Grip Magazine Muzzle RECEIVER Sights
ammunition (range
.357 Magnum 2d8 Electronic,
110 caps 2.2 lb. .357 40/120), slow reload Short Comfort Grip — — Hardened
Revolver piercing Scope, Recon
(6 rounds), special
ammunition (range
.44 Magnum 2d10 Electronic,
99 caps 4.2 lb. .44 40/120), slow reload Short Comfort Grip — — Hardened
Revolver piercing Scope, Recon
(6 rounds)
ammunition (range
2d6 Electronic,
10mm Pistol 53 caps 3 lb. 10mm 50/150), reload (12 Short Comfort Grip Large Suppressor Automatic, Hardened
piercing Recon
rounds)
ammunition (range
Flare Gun 50 caps 2d4 fire 2 lb. Flare 60/180), loading, — — — — — —
special

MARTIAL RANGED WEAPONS


ammunition (range
4d4 2mm Electronic,
Gauss Pistol 185 caps 4.4 lb. 60/180), reload (12 Short Comfort Grip Large Suppressor —
piercing EC Scope, Recon
rounds)

to Dexterity (Stealth) checks. you also suffer disadvantage on Strength


Head/Helmet Modifications Robotic Legs (Robot). With this (Athletics) checks made to climb.
The following modifications can be applied to modification installed, you lose any special This modification is treated as though it
helmets only. movement speed you might have had (such as takes only one leg slot, but cannot be taken
Headlamp. While the helmet is worn, gain the an eyebot’s hover), and instead have a 30 ft. twice, nor can it be installed at the same
benefit of a flashlight. movement speed. time as either robotic legs or thrusters.
Heavy. The helmet grants an additional +1 This modification is treated as though it
takes only one leg slot, but cannot be taken
AC, but requires heavy armour proficiency.
Recon Sensors (Power Armour/Robot). With twice, nor can it be installed at the same Weapons
this modification installed, gain the benefit time as either robotic legs or treads.
Thrusters (Robot). With this modification Among the most useful tool available to any
of a recon scope. wastelander is their weapon. A good weapon is
installed, your movement speed is replaced
by a fly speed, though you cannot ascend like a good friend; a reliable ally through
Leg Piece Modifications higher than thirty feet above ground level. thick and thin.
Calibrated Shocks (Power Armour). While This modification is treated as though it Weapons are grouped into melee weapons
the leg piece is worn, the wearer’s carrying takes only one leg slot, but cannot be taken and the following types of ranged weapons:
capacity is increased by 100 pounds. twice, nor can it be installed at the same ballistic weapons, energy weapons, heavy
Cushioned. The armour piece reduces falling time as either robotic legs or treads. weapons, low tech weapons, and a few special
damage by 3. Treads (Robot). With this modification weapons that cannot be so easily classified.
Hydraulic Frame (Robot). While this installed, increase your movement speed by Heavy weapons typically also belong to another
modification is installed, the robot’s 10 feet and gain advantage on any Dexterity category, such as the minigun which is also a
carrying capacity is increased by 100 pounds. (Acrobatics) ability checks rolled to retain ballistic weapon or the gatling laser which
Muffled. The armour piece grants a +2 bonus footing on treacherous terrain. However, counts as an energy weapon.

40 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
RIFLES
Weapon Cost Damage Weight Ammo Properties Modifications
MARTIAL RANGED WEAPONS Barrel Grip Magazine Muzzle RECEIVER Sights
ammunition (range Electronic,
2d8 Recoil Automatic,
Assault Rifle 144 caps 13.1 lb. 5.56mm 70/210), reload (30 Long Drum Suppressor Scope, Night
piercing Compensating Hardened
rounds), two-handed Vision, Recon
Automatic,
ammunition (range Caliber Downgrade Electronic,
2d8 Recoil Bayonet,
Combat Rifle 117 caps 11.1 lb. .45 60/180), reload (20 Long Drum, Large (.38), Caliber Scope, Night
piercing Compensating Suppressor
rounds), two-handed Upgrade (.308), Vision, Recon
Hardened
ammunition (range
Electronic,
3d8 90/270), loading, Recoil Full
Gauss Rifle 228 caps 15.8 lb. 2mm EC Long Suppressor — Scope, Night
piercing reload (7 rounds), Compensating Capacitor
Vision, Recon
two-handed, special
ammunition (range Electronic,
4d4 Recoil Bayonet, Automatic,
Handmade Rifle 136 caps 12.8 lb. 7.62 60/180), reload (10 Long Drum, Large Scope, Night
piercing Compensating Suppressor Hardened
rounds), two-handed Vision, Recon
Caliber Downgrade
ammunition (range Electronic,
2d6 Bayonet, (.38), Caliber
Hunting Rifle 55 caps 9.6 lb. .308 80/240), reload (5 Long — Large Scope, Night
piercing Suppressor Upgrade (.50),
rounds), two-handed Vision, Recon
Hardened
ammunition (range
Electronic,
Lever-action 2d10 60/180), slow reload
150 caps 9 lb. .45-70 Long — — Suppressor Hardened Scope, Night
Rifle piercing (5 rounds), two-
Vision
handed
1d8
ammunition (range
piercing,
Radium Rifle 110 caps 11.1 lb. .45 80/240), reload (20 — — — — — —
2d4
rounds), two-handed
radiation
ammunition (range
Electronic,
3d10 Rail 60/180), slow reload Recoil
Railway Rifle 290 caps 14.4 lb. Long — Bayonet — Scope, Night
piercing Spike (10 rounds), two- Compensating
Vision, Recon
handed, special
ammunition (range
50/150), full auto
2d6 Recoil
Submachine Gun 109 caps 12.7 lb. .45 (10 rounds), reload — Drum Suppressor Hardened Electronic
piercing Compensating
(50 rounds), two-
handed
ammunition (range Electronic,
Syringer Recoil
Syringer 132 caps Special 6.2 lb. 60/180), loading, — — — — Scope, Night
ammo Compensating
two-handed Vision, Recon

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 41
Shotguns
Weapon Cost Damage Weight Ammo Properties Modifications
SIMPLE RANGED WEAPONS Barrel Grip Magazine Muzzle RECEIVER Sights
ammunition (range Long,
4d4 12
Shotgun 31 caps 7.5 lb. 30/90), loading, Sawed- — — — Hardened Electronic
piercing guage
two-handed off
ammunition (range Long,
Double-barrel 4d4 12
39 caps 9 lb. 30/90), reload (2 Sawed- — — — Hardened Electronic
Shotgun piercing gauge
rounds), two-handed off

MARTIAL RANGED WEAPONS


ammunition (range Electronic,
4d4 12 Recoil Bayonet,
Combat Shotgun 87 caps 11.1 lb. 30/90), reload (8 Long Drum Automatic, Hardened Scope, Night
piercing gauge Compensating Suppressor
rounds), two-handed Vision, Recon

The various Weapons tables show the cost, Weapon Properties that is within the weapon’s long range has
weight, and other properties of the various advantage on its saving throw, and a target
armaments found in the wasteland. Many weapons have special properties related also has advantage on its saving throw if you
to their use, as shown in the relevant Weapons lack proficiency with the weapon. Using burst
table. fire expends a number of ammunition based on
Weapon Proficiencies Ammunition. You can use a weapon that has the weapon’s clip size:
the ammunition property to make a ranged ~~If the weapon’s unmodified clip
Weapons are further divided into the simple
attack only if you have ammunition to fire capacity is divisible by 8, the weapon
and martial proficiency groups. Some classes
from the weapon. Each time you attack with the expends 8 bullets each time you use burst
are only proficient with simple weapons, while
weapon, you expend one piece of ammunition. fire.
others are proficient with both simple and
Drawing the ammunition from a quiver, case, ~~If the weapon’s unmodified clip
martial weapons. The savage is proficient with
or other container is part of the attack (you capacity is divisible by 10, the weapon
martial melee weapons but not martial ranged
need a free hand to load a one-handed weapon) expends 10 bullets each time you use
weapons. It is also possible for characters to
If you are using a low-tech weapon such as burst fire.
obtain proficiency with specific weapons even
a bow, crossbow, or sling you can recover half ~~If the weapon’s unmodified clip
if they aren’t proficient with the weapon’s
your expended ammunition after an encounter by capacity is divisible by 12, the weapon
proficiency group.
taking a minute to search the battlefield. expends 12 bullets each time you use
If you use a weapon that has the ammunition burst fire.
Range property to make a melee attack, you treat Finesse. When making an attack with a
the weapon as an improvised weapon (see finesse weapon, you use your choice of your
A weapon that can be used to make a ranged “Improvised Weapons” later in the section). A
attack has a range as well as the ammunition Strength or Dexterity modifier for the attack
sling must be loaded to deal any damage when and damage rolls. You must use the same
or thrown property. The range lists two used in this way.
numbers. The first is the weapon’s normal modifier for both rolls.
Burst Fire. As an Action, a weapon that Full Auto. A Full Auto weapon such as a
range in feet, and the second indicates the has the burst fire property can pepper a 10-
weapon’s long range. When attacking a target minigun or laser minigun always uses burst
foot cube area within its normal range with fire. Due to their incredibly high rate of
beyond normal range, you have disadvantage shots. Each creature in the targeted area must
on the attack roll. You can’t attack a target fire, these weapons expend double the usual
succeed on a DC 15 Dexterity saving throw amount of ammunition each time burst fire is
beyond the weapon’s long range. or take the weapon’s normal damage. A target used (16, 20, or 24 depending on clip size).

42 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Heavy Weapons
Weapon Cost Damage Weight Ammo Properties Modifications
MARTIAL RANGED WEAPONS Barrel Grip Magazine Muzzle RECEIVER Sights
ammunition (range
245 80/240), slow
Cannon 5d8 piercing 27.4 lb. Cannonball — — — — — —
caps loading, two-handed,
special
Huge
ammunition (range Compression
Propellant
137 45), reload (100 Nozzle,
Flamer 2d4 fire 9 lb. Flamer Fuel — — Tank, Large — —
caps rounds), two-handed, Vaporization
Propellant
special Nozzle
Tank
ammunition (range
Beta Wave
80/240), full auto
Gatling 332 Tuner,
6d4 energy 19.3 lb. Fusion Core (20 rounds), reload — — — Beam Focuser —
Laser caps Boosted
(500 rounds), two-
Capacitor
handed
ammunition (range
260 80/240), slow Electronic,
Harpoon Gun 4d10 piercing 16.3 lb. Harpoon — — — — —
caos loading, two-handed, Scope
special
Huge
ammunition (range
Propellant
500 4d8 fire 90/270), reload (100
Incinerator 15 lb. Flamer Fuel — — Tank, Large — — —
caps (special) rounds), two-handed,
Propellant
special
Tank

ammunition (range Electrification


2d4 piercing,
200 60/180), slow reload Module, Ignition
Junk Jet bludgeoning, or 29.9 lb. Salvage Long — — — —
caps (variable), two- Module, Radiation
slashing
handed, special Module
ammunition (range
80/240), full auto
382
Minigun 8d4 piercing 27.4 lb. 5mm (20 rounds), reload — — — — — —
caps
(500 rounds), two-
handed
ammunition (range
Missile 314 10d6 fire
21 lb. Missile 100/300), loading, — — — — — —
Launcher caps (special)
two-handed, special
9d12 fire, ammunition (range
Nuke 512
9d12 radiation 30.7 lb. Mini Nuke 80/240), loading, — — — — — —
Launcher caps
(special) special, two-handed

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 43
Energy Weapons
Weapon Cost Damage Weight Ammo Properties Modifications
MARTIAL RANGED WEAPONS Barrel Grip Magazine Muzzle RECEIVER Sights
ammunition Beta Wave
(range Comfort Grip, Beam Tuner, Boosted Electronic,
Automatic,
Institute Laser 50 caps 2d6 energy 3.9 lb. Fusion Cell 60/180), Stock, Recoil — Splitter, Capacitor, Scope, Night
Long
reload (30 Compensating Beam Focuser Diminished Vision, Recon
rounds) Capacitor (1d8)
ammunition Beta Wave
(range Comfort Grip, Beam Tuner, Boosted Electronic,
Automatic,
Laser Gun 66 caps 2d8 energy 3.9 lb. Fusion Cell 60/180), Stock, Recoil — Splitter, Capacitor, Scope, Night
Long
reload (30 Compensating Beam Focuser Diminished Vision, Recon
rounds) Capacitor (1d10)
ammunition Three Crank
(range Capacitor, Four
Beam Electronic,
80/240), Recoil Crank Capacitor,
Laser Musket 57 caps 2d4 energy 12.6 lb. Fusion Cell Long — Splitter, Scope, Night
loading, Compensating Five Crank
Beam Focuser Vision, Recon
two-handed, Capacitor, Six
special Crank Capacitor
ammunition
(range
Comfort Grip, Beta Wave Electronic,
Plasma 70/210), Automatic,
Plasma Gun 123 caps 3d6 fire 3.9 lb. Stock, Recoil — Beam Splitter Tuner, Boosted Scope, Night
Cartridge reload (30 Flamer
Compensating Capacitor Vision, Recon
rounds), two-
handed

Heavy. Small creatures have disadvantage Reload. A weapon with this property can fire object interaction on either turn) and 1
on attack rolls with heavy weapons. A heavy multiple shots before it needs to be reloaded. bonus action spanning the end of one turn
weapon’s size and bulk make it too large for a Once its complement of ammunition is fired, and the beginning of the next.
Small creature to use effectively. it can then be reloaded using an action or a ~~2 full moves (the character may not
Light. A light weapon is small and easy to bonus action (the character’s choice). move any distance at all or make an
handle, making it ideal for use when fighting Slow Loading. To reload a single piece object interaction on either turn) and 1
with two weapons. of ammunition into a slow loading weapon, action spanning the end of one turn and
Loading. Because of the time required the wielder must spend one of the following the beginning of the next.
to load this weapon, you can fire only one combinations of actions and movements,
piece of ammunition from it when you use an uninterrupted, but in any order: While reloading the weapon, taking a reaction
action, bonus action, or reaction to fire it, interrupts the loading process and it must be
regardless of the number of attacks you can ~~1 full move (the character may not move started again.
normally make. any distance at all or make an object Slow Reload. The Slow Reload property is
Reach. This weapon adds 5 feet to your interaction), 1 action, and 1 bonus possessed by manually loaded firearms with
reach when you attack with it, as well as when action. multiple chambers, such as revolvers, along
determining your reach for opportunity attacks ~~2 full moves (the character may not with certain other wepaons. Like the Reload
with it. move any distance at all or make an property, a limited number of rounds can be

44 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Low-Tech Weapons
Weapon Cost Damage Weight Ammo Properties Modifications
SIMPLE RANGED WEAPONS Barrel Grip Magazine Muzzle RECEIVER Sights
1d8 ammunition (range
Bow 10 caps 2 lb. Arrow — — — — — —
piercing 50/150), two-handed
1d8 ammunition (range
Composite Bow 15 caps 3 lb. Arrow — — — — — —
piercing 60/180), two-handed
ammunition (range Electronic,
1d10
Crossbow 15 caps 5 lb. Bolt 50/150), two-handed, — — — — — Scope, Night
piercing
loading Vision, Recon
1d6 ammunition (range
Sling 3 caps — Stone — — — — — —
bludgeoning 30/120)

made with a firearm that has the Slow Reload melee attack with the weapon. For example, if When a flare is fired at a target location
property. Once all bullets in the gun are you throw a handaxe, you use your Strength, rather than a creature, an attack roll is
expended, a character can continue to use the but if you throw a dagger, you can use either made against a target DC of 15. When a flare
weapon as though it had the loading property your Strength or your Dexterity, since the misses its target (whether it be a creature or
(ie. they load a single chamber, then fire dagger has the finesse property. location), it lands in a randomly determined
the bullet), or they can partially or fully Two-Handed. This weapon requires two hands direction 5 feet away for every 1 by which the
reload the weapon’s empty chambers. To reload when you attack with it. AC or DC was missed.
the firearm’s empty chambers, the wielder Versatile. This weapon can be used with one A flare can be ignited without firing it
must spend some combination of the following or two hands. A damage value in parentheses from a flare gun and either placed in position
actions and movements, in any order. appears with the property—the damage when the or thrown up to 60 feet. In such a case it
weapon is used with two hands to make a melee deals no damage but the effect is otherwise
~~1 full move reloads 2 bullets. attack. the same.
~~1 action reloads 2 bullets. Gauss Rifle. Due to the explosive force on
~~1 bonus action reloads 2 bullets. impact, a target must make a DC 12 Strength
Ballistic Weapon Special Properties saving throw or fall prone.
The process of reloading a slow reload weapon The special rules associated with certain Railway Rifle. On a hit when the target
can be interrupted prematurely without the ballistic weapons are listed below. is adjacent to a wall or other barrier, they
process needing to start again from the .357 Magnum Revolver. The .357 revolver are pinned to the barrier and become grappled
beginning. Any bullets currently chambered at will also accept .38 ammunition. It deals 2d6 (escape DC 12).
the time of the interruption remain so. damage when loaded with .38s. Syringer. The syringer is a custom rifle
Special. A weapon with the special property Flare Gun. A flare emits bright light out to that uses air pressure to propel custom-made
has unusual rules governing its use, explained 20 feet and dim light for a further 20 feet. syringes. On a hit, the target must make a DC
in the weapon’s description in the Special When it is fired, anyone within 20 feet of the 12 Constitution saving throw, suffering one
Weapon Properties section for the weapon’s flare’s landing point who is not adequately of several effects depending on the type of
type. shielded from the light must make a DC 12 syringe fired. Syringes only work on living
Thrown. If a weapon has the thrown property, Dexterity saving throw or become blinded for (organic) creatures such as humans, ghouls,
you can throw the weapon to make a ranged 1ed4 rounds. An affected creature may repeat gen 3 synths, and mutants.
attack. If the weapon is a melee weapon, you its saving throw at the end of each of its Berserk Syringe. On a failed saving throw
use the same ability modifier for that attack turns, ending the condition on a success. the target flies into a mindless rage in
roll and damage roll that you would use for a which they want nothing more than to tear

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 45
Miscellaneous Weapons
Weapon Cost Damage Weight Ammo Properties Modifications
MARTiAL RANGED WEAPONS Barrel Grip Magazine Muzzle RECEIVER Sights
Alien ammunition (range
Alien Scope, Night
— 2d8 energy 2 lb. Blaster 60/180), reload (20 — — Fusion Long Comfort Grip
Atomizer Vision
Round rounds)
Alien ammunition (range
1551 Scope, Night
Alien Blaster 3d6 energy 2.5 lb. Blaster 50/150), reload (42 — — Fusion Long Comfort Grip
caps Vision
Round rounds)

Alien ammunition (range


Alien Scope, Night
— 4d6 energy 7 lb. Power 40/120), reload (96 — — Fusion Long —
Disintegrator Vision, Recon
Module rounds)

ammunition (range
302 13.2 Cryo 40/120), reload (25 Crystallising Recoil
Cryolator 4d6 cold — — — Electronic
caps lb. Cell rounds), two-handed, Barrel Compensating
special
10d6 Alien ammunition (range
Drone Cannon — energy 18 lb. Power 60/180), reload (417 — — — — — —
(special) Module rounds)
10d6 Alien ammunition (range
Drone Cannon
— energy 18 lb. Power 100/300), reload (417 — — — — — —
Ex-B
(special) Module rounds)
ammunition (range
K9000 7500 6d6 100/300), full auto (10
27 lb. .357 — — — — — —
Cyberdog Gun caps piercing rounds), reload (50
rounds), two-handed
ammunition (range
346 4d4 Fusion
Pulse Pistol 5 lb. 40/120), reload (5 — — — — — Electronic
caps electrical Cell
rounds)
ammunition (range
484 5d4 Fusion
Pulse Rifle 5 lb. 50/150), reload (10 — — — — — Electronic
caps electrical Cell
rounds), two-handed
ammunition (range
2d4 Fusion 50/150), reload (14
Tesla Rifle 90 caps 5 lb. — — — Automatic — Electronic
electrical Cell rounds), two-handed,
special

46 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Ranged Weapon Modifications apart their enemies in melee combat. The
Pipe & Rifle & Energy & target may repeat the saving throw at the
Pistol Heavy Misc. end of each of their turns. While affected,
MODIFICATION Low-Tech Shotgun Plasma Damage Weight
Cost Cost Cost the target must move as fast as possible
Cost Cost Cost
towards any hostile creature unless it
BARREL MODIFICATIONS already has a hostile creature within reach
Automatic Barrel — — — — 35 caps — — +1.1 lb. of at least one of its melee attacks. If
Crystallising Barrel — — — — — 100 caps — +0.5 lb. the target can choose between more than one
Flamer Barrel — — — — 70 caps — — +0.3 lb. hostile creature, it prioritises the one
Long Barrel 15 caps 20 caps 35 caps — 20 caps — — +1 lb.
that most recently harmed it.
The target must attack one or more hostile
Short Barrel 10 caps 25 caps 40 caps — 30 caps — — -0.5 lb.
creatures on its turn if it can, and cannot
GRIP MODIFICATIONS choose to make less attacks than it is
Comfort Grip 30 caps 40 caps — — 40 caps — — +0.1 lb. capable of. If the target attacks a creature
Sawed-off — — 10 caps — — — Special -1.5 lb. and takes any damage as a result of their
own attack, reduce the DC for their next
Stock 40 caps — — — 60 caps — — +0.7 lb.
saving throw against berserk by 1 per 5 hit
Stock, Recoil
80 caps — 180 caps — 180 caps — — +0.8 lb. points taken.
Compensating The target may make ranged attacks only if
MAGAZINE MODIFICATIONS they are natural weapons and it possesses no
3 Crank Capacitor — — — — 40 caps — — +0.5 lb. melee attack options. Otherwise, the target
4 Crank Capacitor — — — — 100 caps — — +0.5 lb.
may only make melee attacks using any melee
weapons they carry or can grab. If there
5 Crank Capacitor — — — — 180 caps — — +0.5 lb.
are no melee weapons available they instead
6 Crank Capacitor — — — — 280 caps — — +0.5 lb. use improvised melee weapons (including
Boosted Capacitor — — — — 280 caps — — +0.5 lb. their ranged weapons) or unarmed attacks.
Diminished Capacitor — — — — 40 caps — — +0.5 lb. The berserk target prioritises attacks that
Drum Magazine 55 caps — 230 caps — — — — +0.6 lb. deal the most damage. When attacking with a
Fusion Magazine — —. — — — 140 caps — +0 lb.
ranged weapon as an improvised melee weapon,
a result of 1 on the attack roll results in
Full Capacitor — — — — 70 caps — — +0.4 lb.
the weapon being becoming too damaged to
Huge Propellant Tank — — — 300 caps — — — +5.6 lb. continue using either as a melee weapon or a
Large Magazine 15 caps 30 caps — — — — — +0.2 lb. ranged weapon until it can be repaired.
If a berserk creature runs out of hostile
Large Propellant Tank — — — 100 caps — — — +2.6 lb.
creatures to attack, it may turn on other
MUZZLE MODIFICATIONS creatures nearby to which it feels any
Bayonet 5 caps 10 caps 20 caps — 10 caps — 1d4/1d6 +0.2 lb. level of animosity, moving on afterwards
Beam Focuser — — — — 20 caps — — +0.6 lb.
to creatures to whom its attitude is
indifferent.
Beam Splitter — — — — 80 caps — — +0.5 lb.
Bleedout Syringe. On a failed saving
Module,
— — — 120 caps — — — +0.5 lb.
throw the target suffers 1d4 bleeding damage
Electrification at the beginning of each of its subsequent
Module, Ignition — — — 120 caps — — — +0.5 lb. turns. The target may repeat the saving
throw at the end of each of their turns.
Bloatfly Larva Syringe. On a failed
Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 47
Ranged Weapon Modifications dazed, suffering disadvantage on any ability
Pipe & Rifle & Energy & check that it doesn’t already automatically
Pistol Heavy Misc. fail due to the need for sight. The target
MODIFICATION Low-Tech Shotgun Plasma Damage Weight
Cost Cost Cost may repeat the saving throw at the end of
Cost Cost Cost
each of their turns.
MUZZLE MODIFICATIONS (CONTINUED) Pacifying Syringe. On a failed saving
Module, Radiation — — — 150 caps — — — +0.5 lb. throw, the target is pacified, losing its
Nozzle, Compression — — — 80 caps +1d4 -0.2 lb aggression towards anyone as well as its
Nozzle, Vaporisation — — — 200 caps — — +2d4 +0 lb
inclination to move or take actions. The
target still can move and take actions,
Supressor 15 caps 40 caps 100 caps — — — — +0.4 lb but won’t do so unless there is a pressing
RECEIVER MODIFICATIONS reason such as clear danger to itself
Automatic Receiver 10 caps 35 caps 40 caps — — — — +0.4 lb.
(as from a fire, poisonous gas, or other
hazard). While pacified the target has
Beta Wave Tuner — — — 120 caps 60 caps — — +0.3 lb. disadvantage on Wisdom (Perception) checks.
Caliber Downgrade 20 caps — 40 caps — — — — +1.8 lb. The target may repeat the saving throw at
Caliber Upgrade 80 caps — 180 caps — — — — +1.8 lb. the end of each of their turns, and the
effect automatically ends if the target
Hardened Receiver 15 caps 30 caps 40 caps — — —. — +0.4 lb.
suffers damage as a result of aggression
SIGHTS MODIFICATIONS from another creature.
Electronic Sights 30 caps 40 caps 70 caps — 40 caps — — +0.2 lb. Mutant Scorpion Venom Syringe. On a
100 failed saving throw, the target suffers 1d8
Scope 40 caps
caps
180 caps — 100 caps — Special +0.4 lb. poison damage at the beginning of each of
140
its subsequent turns. The target may repeat
Scope, Night Vision 60 caps
caps
230 caps — 140 caps — Special +0.4 lb. the saving throw at the end of each of their
turns.
180
Scope, Recon 80 caps 350 caps — 180 caps — Special +0.7 lb. Yellow Belly Syringe. On a failed saving
caps
throw, the target becomes frightened of all
hostile creatures. The target may repeat
saving throw, an organic target incubates a When the bloatfly emerges, it is hostile
the saving throw at the end of each of their
bloatfly larva that erupts from their body to all nearby creatures (including allies
turns.
immediately upon the target’s death. and opponents of the target), except for
Weakening Syringe. While endangerol is
If the target survives the encounter in other bloatflies.
pumping through their veins, the target’s
which they became its host, the bloatfly The larva can be removed by means of a
resistances are halved (they reduce damage
larva continues to incubate painfully inside DC 12 Intelligence (Treat Injury) check.
to which they are resistant by a quarter,
their body and will emerge after 48 hours if Alternatively, the victim (or someone else
not half). The target may repeat the saving
left untreated. When it emerges, the target on behalf of the victim) can willingly
throw at the end of each of their turns.
takes 8d6 piercing damage immediately, and a inflict a number of hit points equal to 10
further 1d6 piercing damage at the beginning or 1/4 of their hit point maximum, rounded
of each subsequent turn. The target may make up, whichever is less. Energy Weapon Special Properties
a DC 12 Constitution saving throw at the Lock Joint Syringe. On a failed saving
end of each turn to end this effect. The throw, the target is paralysed until the end The special rules associated with certain
ongoing damage can be ended immediately if a of your next turn. energy weapons are listed below.
creature spends their turn to properly bind Mind Cloud Syringe. On a failed saving Laser Musket. A laser musket is a homemade
the wound. throw, the target is blinded. It is also laser rifle which grows more powerful for

48 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
every crank of its handle, which costs your Ammunition
free object interaction or action. By default, Per Round
it can be cranked twice, but it can be Ammunition Box Cost Weight
Cost
upgraded with an improved capacitor. A laser
musket deals 2d4 damage per crank. Each crank Ordered from most common to rarest ammunition types.
consumes a fusion cell. Salvage (1 round) — 1 cap 0.4 lb.

Arrow (1 round) — 1 cap 0.2 lb.

Heavy Weapon Special Properties Bolt (1 round) — 1 cap 0.2 lb.

.38 (50 rounds) 40 caps 1 cap —


The special rules associated with certain
5mm (50 rounds) 40 caps 1 cap —
heavy weapons are listed below.
Cannon. An 18th-century piece of artillery 10mm (50 rounds) 90 caps 2 caps —

adapted for personal carriage and use. A 5.56mm (20 rounds) 30 caps 2 caps —

target hit by a cannon is pushed back 10 feet .45 (20 rounds) 50 caps 3 caps —
in addition to taking damage, and must succeed 12 guage Shells (20 rounds) 50 caps 3 caps —
at a DC 12 Strength or Dexterity saving throw .308 (20 rounds) 50 caps 3 caps —
or be knocked prone. .357 (20 rounds) 50 caps 3 caps —
Flamer. When fired, the flamer consumes 10 Fusion Cell (20 rounds) 50 caps 3 caps —
flamer fuel to expel a line of fire out to
Flare (1 round) — 2 caps —
its maximum range. All creatures within the
line must make a DC 12 Dexterity saving throw, 7.62mm (20 rounds) 30 caps 2 caps —

taking 2d4 fire damage on a failed saving .45-70 (20 round) 50 caps 3 caps —
throw or half that if successful. On a failed .44 (20 rounds) 50 caps 3 caps —
saving throw the target is also set alight, Plasma Cartridge (10 rounds) 40 caps 5 caps —
taking 1d4 fire damage at the beginning of .50 (10 rounds) 30 caps 4 caps —
each of its turns. A creature can end this Railway Spike (1 round) — 1 cap 0.4 lb.
ongoing damage by using its action to make a
DC 10 Dexterity saving throw to extinguish the throw to extinguish the flames. The napalm impractical to reload mid-combat or in other
flames. also splashes nearby creatures. All creatures tense situations.
Harpoon Gun. A ship-mounted weapon adapted adjacent to the target must make a a DC 12 Because salvage is an abstraction, the
for personal carriage and use. A target hit Dexterity saving throw. On a failed save they player can choose what junk item is being
by a harpoon gun is pushed back 10 feet in take 2d8 fire damage and are also set alight, fired by the junk jet. Accordingly, it deals
addition to taking damage. If their movement as above. their choice of piercing, bludgeoning, or
ends adjacent to a wall or other barrier, they Junk Jet. The Junk Jet fires any junk item slashing damage depending on the object fired.
are pinned to it and become grappled (escape (such as a wrench, scalpel, clock, or anything Missile Launcher. When firing the missile
DC 12). else) loaded into its hopper. In effect, it launcher, the wielder chooses any target
Incinerator. When fired, the incinerator allows a character to use any salvage they may within range and makes an attack roll against
consumes 10 flamer fuel to launch what is have on their person as ammunition. a DC of 10, or 15 if the target is in long
essentially a glob of napalm at the target. On The junk jet can carry up to forty salvage range. Cover and obscured areas apply their
a hit, the target takes the weapon’s damage in its hopper at any one time. However, when effects as normal. If firing at an area behind
and are set alight, taking 1d4 fire damage reloading an empty hopper, its wielder can cover, apply the cover bonus to AC to the DC.
at the beginning of each of its turns. A only load two salvage per slow reload due to If the attack roll is lower than the DC, the
creature can end this ongoing damage by using the time necessary to remove the miscellaneous missile lands 5 feet away from the original
its action to make a DC 10 Dexterity saving junk items from their pack and load them target for every 1 by which the attack result
into the hopper. The junk jet is therefore fell short, in a randomly determined direction

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 49
Ammunition (CONTINUED) it is relative to the explosion’s ground zero,
Per Round as shown in the table below. On a successful
Ammunition Box Cost Weight save, a creatures takes only half the listed
Cost
Gamma Round (10 rounds) 90 caps 10 caps —
damage. A nuke launcher cannot score a
critical hit.
Flamer Fuel (1 round) — 1 cap —
Harpoon (1 round) — 1 cap 2 lb.
2mm Electromagnetic Cartridge (10 rounds) 90 caps 10 caps —
Miscellaneous Weapon Special Properties
Cryo Cell (1 round) — 10 caps — The special rules associated with certain
Syringe, Bleed Out (1 round) — 20 caps — miscellaneous weapons are listed below.
Syringe, Bloatfly Larva (1 round) — 10 caps — Cryolator. In addition to taking cold
damage, the target of a cryolator must make
Syringe, Pax (1 round) — 40 caps —
a DC 12 Constitution saving throw or be
Syringe, Lock Joint (1 round) — 40 caps — restrained until the end of their next turn.
Syringe, Berserk (1 round) — 50 caps — Drone Cannon. When firing the drone cannon,
Syringe, Radscorpion Venom (1 round) — 65 caps — the wielder chooses any target within range
and makes an attack roll against a DC of 10,
Syringe, Yellow Belly (1 round) — 55 caps —
or 15 if the target is in long range. Cover
Syringe, Endangerol (1 round) — 60 caps — and obscured areas apply their effects as
Syringe, Mind Cloud (1 round) — 70 caps — normal. If firing at an area behind cover,
Missile (1 round) — 25 caps 7 lb.
apply the cover bonus to AC to the DC.
If the attack roll is lower than the DC, the
Fusion Core (1 core providing 500 rounds) — 200 caps 4 lb.
missile lands 5 feet away from the original
Mini Nuke (1 round) — 500 caps 12 lb. target for every 1 by which the attack result
Alien Blaster Round (1 round) — — — fell short, in a randomly determined direction
(assign compass directions to a d8).
Alien Power Module (1 round) — — —
All creatures within 10 feet of the point
(assign compass directions to a d8). as normal. If firing at an area behind cover, of impact must make a DC 15 Dexterity saving
All creatures within 15 feet of the point apply the cover bonus to AC to the DC. throw. On a failed saving throw, a creature
of impact must make a DC 15 Dexterity saving If your attack roll is lower than the DC, takes 10d6 energy damage, or half that on
throw. On a failed saving throw, a Nuke Damage by Area the mini nuke lands 5 feet away a success. A drone cannon cannot score a
creature takes 10d6 fire damage, or Distance from the original target for critical hit.
half that on a success. A missile From Centre
damage every 1 by which your result Drone Cannon Ex-B. As the drone cannon
launcher cannot score a critical fell short of the DC, in a above.
hit. 9d12 fire and randomly determined direction
Ground Zero K9000 Cyberdog Gun. This weapon is a
Nuke Launcher. This weapon 9d12 radiation (assign compass directions to
machine gun that has been combined with a
is a shoulder-mounted mini nuke 10 ft.
7d12 fire and a d8). cyberdog’s brain in a jar. Two metallic dog
launcher. When firing it, precision 7d12 radiation The mini-nuke’s explosion ears atop the weapon and a “sniffer” attached
is therefore not required. The 5d12 fire and affects a 45-foot radius circle to the jar allow the brain to compute sensory
wielder chooses any space within 20 ft.
5d12 radiation centered on the target. All data. Using sense of smell and sound, the
range and makes an attack roll 3d12 fire and
creatures within the affected K9000 detects the presence of nearby enemies
against a DC of 10, or 15 if the 30 ft.
3d12 radiation
area make a DC 15 Dexterity even through nearby walls. When a target is
target is in long range. Cover and saving throw. The damage dealt detected the gun growls, and its ears wiggle
obscured areas apply their effects 1d12 fire and to a creature depends on where
40 ft. agitatedly when the gun is pointed in the
1d12 radiation

50 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
right direction. While wielding the K9000 you the weapon’s short and long ranges by 20 feet. doesn’t already possess the two-handed
have advantage on Wisdom (Perception) checks Flamer. This modification turns a plasma property it also gains the benefits of a stock
to detect hostile creatures, but you have gun into a flamer with a range of 40 ft. When (see above).
disadvantage on your own Stealth checks to fired, the flamer consumes 10 plasma cartridges
hide from hostile creatures. to expel a line of fire out to its maximum Magazine Modifications
Tesla Rifle. A tesla rifle fires an range. All creatures within the line must make Capacitor, Boosted (Magazine
electrical discharge that arcs from the a DC 12 Dexterity saving throw, taking 2d4 Modification). A laser equipped with a boosted
original target to any secondary target fire damage on a failed saving throw or half capacitor can store greater potential energy.
within 15 feet of the first. It can continue that if successful. On a failed saving throw The damage dice of the weapon are increased
arcing from target to target, but never back the target is also set alight, taking 1d4 fire to the next highest size (for instance 2d6
to a target already hit. One fusion cell is damage at the beginning of each of its turns. becomes 2d8, or 3d6 becomes 3d8).
consumed per target hit, up to a maximum of A creature can end this damage by using its Capacitor, Diminished (Magazine
fifteen targets (depleting its clip capacity). action to make a DC 10 Dexterity saving throw Modification). A laser equipped with a
to extinguish the flames. diminshed capacitor draws off less energy with
Long Barrel. A firearm with this
Ranged Weapon Modification Properties modification has its short and long range
each shot, dealing less damage but conserving
fusion cells. The weapon deals one less dice
A ranged weapon has the following upgrade categories increased by 20 feet. of damage than normal, but the size of the
slots: barrel, grip, magazine, muzzle, Sawed-off. A shotgun with this modification remaining die is increased to the next highest
receiver, and sights. One upgrade can be has its long range reduced by 20 feet. size (for instance 2d6 becomes 1d8, or 2d8
installed in each slot. However, it deals one additional dice of becomes 1d10).
The following lists describe modifications damage to any target within short range, and Capacitor, Full (Magazine Modification).
that can be applied to weapons. you receive a +1 bonus to hit any target By default a gauss rifle is equipped with a
The various Ranged Weapon tables show which within short range. On a critical hit, you half capacitor. When the magazine is upgraded
modifications can be equipped to various instead deal two additional dice of damage. to a full capacitor, the gauss rifle can be
weapons, while the Ranged Weapon Modifications This modification cannot be removed. loaded with ten 2mm EC rounds instead of
tables show the costs and weights of each Short Barrel. A firearm with this seven.
upgrade. modification has its short and long range Capacitor, Three Crank (Magazine
Special rules associated with ranged weapon categories decreased by 20 feet, but the Modification). By default a laser musket is
modifications are listed below. wielder receives a +1 bonus to attack rolls equipped with a two crank capacitor. When
against opponents within short range. the magazine is upgraded to a three crank
Barrel Modifications capacitor, the laser musket can be loaded with
Grip Modifications three fusion cells instead of two.
Automatic Barrel. An energy weapon with
this modification has its short and long Comfort Grip. While wielding a firearm with Capacitor, Four Crank (Magazine
range categories reduced by 10 feet and gains this modification, you receive a +1 bonus to Modification). By default a laser musket is
the burst fire property. If the weapon’s attack rolls. equipped with a two crank capacitor. When
unmodified clip capacity is divisible by 10, Stock. This modification can be applied the magazine is upgraded to a four crank
the weapon expends 10 fusion cells each time to modular firearms like pipe guns or lasers capacitor, the laser musket can be loaded with
you use burst fire. If the weapon’s unmodified to reconfigure the base pistol model into a four fusion cells instead of two.
clip capacity is divisible by 12, the weapon rifle. A firearm with this modification has Capacitor, Five Crank (Magazine
expends 12 bullets each time you use burst its short and long range categories increased Modification). By default a laser musket is
fire. by 30 feet and gains the two-handed property. equipped with a two crank capacitor. When
Crystallising Barrel. A cryolator with this Stock, Recoil Compensating. While wielding the magazine is upgraded to a five crank
modification fires cryogenic capsules, a more a firearm with this modification, you receive capacitor, the laser musket can be loaded with
efficient delivery system which also increases a +1 bonus to attack rolls. If the firearm five fusion cells instead of two.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 51
Capacitor, Six Crank (Magazine and apply it to both. a higher DC Dexterity saving throw, such as
Modification). By default a laser musket is Module, Electrification. This modification that of a burst fire or full auto weapon, the
equipped with a two crank capacitor. When the converts half the weapon’s damage dice to target makes only one saving throw, suffering
magazine is upgraded to a six crank capacitor, electrical. both effects on a failure. While ablaze, the
the laser musket can be loaded with six fusion Module, Ignition. This modification target takes 1d4 fire damage at the beginning
cells instead of two. converts half the weapon’s damage dice to of each of its turns. A creature can end
Drum Magazine. This modification quadruples fire. this damage by using its action to make a DC
a firearm’s bullet capacity. Module, Radiation. This modification 10 Dexterity saving throw to extinguish the
Fusion Magazine. This modification adapts converts half the weapon’s damage dice to flames.
an alien weapon to work with conventional radiation. A weapon that already deals fire damage
fusion cells rather than its normal ammunition Nozzle, Compression. A flamer with this still benefits from the ongoing fire feature
type. The weapon’s damage dice are reduced to modification deals one additional die of of this modification.
the next lowest size (for instance 2d8 becomes damage. Caliber Downgrade. This modification
2d6, 3d6 becomes 3d4, or 4d6 becomes 4d4). Nozzle, Vaporisation. A flamer with this adapts a weapon to use a more common, but less
However, the weapon’s clip capacity improves modification deals two additional dice of powerful caliber of bullet. The damage dice of
by 1.5 times the original capacity (30 for damage. the weapon are reduced to the next lowest size
an atomizer, 63 for a blaster, or 144 for a Suppressor. A firearm with this modification (for instance 1d8 becomes 1d6, or 2d8 becomes
disintegrator). has its short range reduced by 10 feet and its 2d6).
Huge Propellant Tank. This modification long range reduced by 30 feet. A suppressed Caliber Upgrade. This modification adapts
quadruples a flamethrower’s fuel capacity. firearm is still loud but the sound doesn’t a weapon to use a more powerful, though less
Large Magazine. This modification doubles a carry as far, and its muzzle flash is common caliber of bullet. The damage dice of
firearm’s bullet capacity. significantly reduced. While the firearm’s the weapon are increased to the next highest
Large Propellant Tank. This modification wielder is in total concealment, as long as size (for instance 1d8 becomes 1d10, or 2d8
doubles a flamethrower’s fuel capacity. there are no hostile creatures within 60 feet becomes 2d10).
when the weapon is fired, the wielder may roll Hardened Receiver. A firearm with this
Muzzle Modifications a DC 15 Luck (Stealth) check to retain their modification deals +1 damage per damage die
Bayonet. A firearm with a bayonet can be concealment. rolled.
used as a piercing melee weapon. A weapon
with a bayonet deals 1d4 piercing damage if Receiver Modifications Sights Modifications
it is one-handed (pipe guns and energy weapon Automatic Receiver. A firearm with this Electronic Sights. This modification
without stocks) or 1d6 piercing damage if modification has its short and long range represents laser, reflex, or holographic
it is wielded in two-hands (such as rifles, categories reduced by 10 feet and gains sights. While wielding a firearm with this
including pipe guns and energy weapons that the burst fire property. If the weapon’s modification, you receive a +1 bonus to attack
have stocks). unmodified clip capacity is divisible by 10, rolls.
Beam Focuser. An energy weapon with a beam the weapon expends 10 fusion cells each time Scope. A firearm with this modification has
focuser has its short and long range increased you use burst fire. If the weapon’s unmodified its short range doubled, up to a maximum of
by 20 feet. clip capacity is divisible by 12, the weapon its long range.
Beam Splitter. An energy weapon with a beam expends 12 fusion cells each time you use Additionally, a firearm with a scope deals
splitter has its beam broken up, covering a burst fire. an additional die of damage on a critical hit.
wider area. The weapon’s short and long range Beta Wave Tuner. A firearm with a beta wave Scope, Night Vision. This modification has
categories are halved, but it can target tuner has half its damage converted to fire all the properties of a Scope (see above). In
two creatures that are no more than 15 feet damage (rounding down), and the target must addition, the wielder gains darkvision out
from each other. Make a separate attack roll succeed at a DC 12 Dexterity saving throw or to the weapon’s long range while carrying
against both creatures, but roll damage once be set on fire. If the weapon already requires the firearm in their hands. Due to the limited

52 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Art by rustysteel dbaa https://rustysteel.deviantart.com

53 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 53
Melee Weapons field of vision and the scope’s magnification,
Weapon Cost Damage Weight Properties Modifications the wielder cannot use this darkvision to help
them explore; it is of benefit only during
SIMPLE MELEE WEAPONS combat and for sighting distant objects and
Hammer 6 caps
1d4
1 lb. Finesse, Light Spiked
creatures while in the dark.
bludgeoning Scope, Recon. This advanced modification
Hand Axe/Machete 20 caps 1d6 slashing 2 lb. Light Serrated Blade has all the properties of a Scope (see above).
1d6 In addition, if the wielder is wearing a
Baseball Bat/Mallet 15 caps
bludgeoning
3 lb. Light Heavy, Spiked, Rocket pipboy or power armour with a working fusion
Switchblade 10 caps 1d4 piercing 1 lb. Finesse, Light Serrated Blade
core, once they have targeted an enemy with
an attack with the firearm they know where
Finesse, Light, Thrown
Throwing Knife 4 caps 1d4 piercing 0.4 lb. — that enemy is, even when they are concealed
(range 20/60)
or in cover, for as long as the enemy remains
MARTIAL MELEE WEAPONS within the long range of the weapon.
1d6

Alien Shock Baton —


bludgeoning,
2 lb. Finesse, Light — Melee Modification Properties
1d8
electrical A melee weapon can usually have one upgrade,
Assaultron Blade 50 caps 1d8 slashing 3 lb. Versatile (d10) Electrified chosen from the following list.
1d6 The Melee Weapons table shows which
Baton 15 caps
bludgeoning
2 lb. Finesse, Light Electrified, Stun Pack modifications can be equipped to various
Electrified, Electrified
weapons, while the Mele Weapon Modifications
Combat Knife 30 caps 1d6 piercing 3 lb. Finesse, Light Serrated Blade, Serrated
table shows the cost and weight of each
Blade
upgrade.
Special rules associated with melee weapon
Deathclaw Gauntlet 75 caps 1d12 slashing 10 lb. — —
modifications are listed below.
Lead Pipe/Tire Iron/
25 caps
1d8
3 lb. Versatile (d10) Heavy, Hooked, Spiked Electrified. This modification adapts
Pipe Wrench bludgeoning a weapon so it gives off an electrical
Mr. Handy Buzz Blade 130 caps 2d8 slashing 10 lb. Two-handed Electrified discharge. The weapon deals an additional 1d4
Pole Hook 30 caps 1d12 piercing 7 lb. Two-handed Electrified electrical damage.
3d4 Flame Jets. This modification increases the
Power Fist 100 caps
bludgeoning
4 lb. — Heating Coil, Spiked fire damage of a shishkebab to 2d4.
Heating Coil. This modification converts
Ripper 50 caps 2d6 slashing 6 lb. — Electrified
half of the weapon’s damage dice to energy
1d6 slashing,
Shishkebab 200 caps 3 lb. — Flame Jets damage. If the weapon has an odd number of
1d6 fire
damage dice, the colonelity of its damage dice
Sledgehammer 50 caps
2d4
12 lb. Two-handed Heavy, Rocket, Spiked retain its original damage type (for instance,
bludgeoning a power fist with a heating coil deals 2d4
4d4 bludgeoning and 1d4 energy damage).
Super Sledge 180 caps 20 lb. Two-handed Stun Pack
bludgeoning Heavy. This modification adapts a
Electrified, Electrified bludgeoning melee weapon by adding bulk,
Sword 50 caps 1d8 piercing 3 lb. Finesse Serrated Blade, Serrated wrapping it with sturdy chain, or similar. The
Blade damage dice of the weapon are increased to the
next highest size (for instance 1d6 becomes

54 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
1d8, or 2d6 becomes 2d8). Grenade, Baseball. A hollowed out ball EXPLOSIVES
Hooked. This modification adds a hook to filled with oil and fertiliser, these ITEM Cost Weight
the weapon, granting the wielder advantage on improvised explosives are relatively easy to
attempts to disarm an opponent. make. The grenade can be thrown at a point GRENADES
Rocket. This modification enhances a melee up to 60 feet away. Each creature within 10 Baseball Grenade 40 caps 1 lb.
weapon with rocket propulsion, turning it into feet of the target point must make a DC 15 Cryogenic Grenade 50 caps 0.5 lb.
a weapon similar to a super sledge. A rocket- Dexterity saving throw, taking 4d6 fire damage Fragmentation Grenade 50 caps 0.5 lb.
propelled melee weapon deals an additional die on a failed save, or half as much in damage if
Hallucigenic Gas Grenade 35 caps 1 lb.
of damage. successful.
Serrated Blade. This modification adapts a Grenade, Cryogenic Grenade. A variant Molotov Cocktail 20 caps 0.5 lb.
bladed weapon. In addition to taking damage, grenade that releases freezing energy. Each Nuka Grenade 100 caps 0.5 lb.
the target must succeed at a DC 12 Constitution creature within 10 feet of the target point Plasma Grenade 100 caps 0.5 lb.
saving throw or take 1d4 damage of the same must make a DC 15 Constitution saving throw, Pulse Grenade 100 caps 0.5 lb.
type as the weapon at the beginning of each taking 3d6 cold damage on a failed save, or Smoke Grenade 20 caps 0.5 lb.
of their turns. The target can repeat their half as much in damage if successful. In
saving throw at the end of every turn. addition, a creature that fails its saving MINES
Spiked. This modification adapts a throw has its movement speeds halved. It can Bottlecap Mine 75 caps 0.5 lb.
bludgeoning melee weapon with nail studs, make a DC 12 Strength saving throw at the end Cryo Mine 50 caps 0.5 lb.
blades, or similar. The weapon deals an of each of its turns to end this effect. Fragmentation Mine 50 caps 0.5 lb.
additional d4 piercing damage. Grenade, Fragmentation. The grenade can
Nuka Mine 100 caps 0.5 lb.
Stun Pack. This modification has all the be thrown at a point up to 60 feet away. Each
properties of the Electrified modification creature within 20 feet of the target point Plasma Mine 100 caps 0.5 lb.
(above). In addition, the target must make must make a DC 15 Dexterity saving throw, Pulse Mine 100 caps 0.5 lb.
a DC 12 Constitution saving throw or be taking 2d6 piercing damage and 3d6 fire damage
restrained until the end of their next turn. on a failed save, or half as much in damage if 7-8. The creature is dazed until the
successful. beginning of its next turn, suffering
Grenade, Hallucigenic Gas. The grenade can disadvantage on its attack rolls and ability
Explosive Special Properties be thrown at a point up to 60 feet away. Each checks.
The special rules associated with grenades and living creature within 10 feet of the target 9-10. The creature uses its action to make
mines are listed below. point must make a DC 15 Wisdom saving throw or a melee attack against a randomly determined
have their mind be bombarded with delusions. creature within its reach. If there is no
Melee WEAPON Modifications The gas disperses at the beginning of your creature within its reach, the creature
next turn. Anyone that enters the affected instead makes a ranged attack against a
Modification Cost Weight randomly determined creature within range
area before it disperses must also make a
Electrified 40 caps +0.5 lb. saving throw or be affected. An affected and line of sight. If there is no viable
Electrified Serrated Blade 120 caps +0.5 lb. target must roll a d12 at the start of each of target, the creature does nothing this turn.
Heating Coil 80 caps +0.5 lb. its turns to determine its behaviour for that 11-12. The creature can act and move
turn. normally.
Heavy 30 caps +0.5 lb.
1. The creature uses all its movement to An affected target may repeat the saving
Hooked 30 caps +4 lb.
move in a random direction. To determine the throw at the end of each of their turns.
Rocket 100 caps +0.5 lb. direction, roll a d8 and assign a direction Grenade, Molotov Cocktail. A homemade
Serrated Blade 40 caps +0 lb. to each die face. The creature doesn’t take grenade comprised of a glass bottle containing
Spiked 30 caps +0.5 lb. an action this turn. a flammable liquid and an alcohol soaked rag
Stun Pack 160 caps +0.5 lb. 2-6. The creature doesn’t move or take for a wick. The grenade can be thrown at a
actions this turn. point up to 60 feet away. Each creature within

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 55
5 feet of the target point must make a DC 15 round. Otherwise, the smoke disperses after 10 in its construction. Fifty caps worth of a
Dexterity saving throw, taking 4d4 fire damage rounds. bottlecap mine’s value must therefore be paid
on a failed save, or half as much in damage Mine, Any Grenade Variant. A mine is a with caps.
if successful. On a failed saving throw the type of grenade that is triggered by proximity
target is also set alight, taking 1d4 fire or pressure. It can be placed in a location
damage at the beginning of each of its turns. of your choosing as an action. Without
Trap Special Properties
A creature can end this damage by using its appropriate tools, it cannot be attached to The special rules associated with various
action to make a DC 10 Dexterity saving throw a vertical surface or ceiling. The trigger traps are listed below.
to extinguish the flames. distance of the mine is determined at the time Bear Trap. When you use your action to set
Grenade, Nuka. The nuka grenade is a very of its construction, and be any interval of 5 it, this trap forms a saw-toothed steel ring
rare grenade capable of a nuclear detonation feet from 0 feet (a pressure-based mine) up that snaps shut when a creature steps on a
similar to a mini nuke. The grenade can be to the maximum radius of the grenade the mine pressure plate in the center. A creature that
thrown at a point up to 60 feet away. Each is based on. When a small or larger creature steps on the plate must succeed on a DC 13
creature within 20 feet of the target point or object enters into the radius of the mine’s Dexterity saving throw or take 1d4 piercing
must make a DC 15 Dexterity saving throw, trigger distance the mine explodes. The damage and stop moving. Thereafter, until
taking 5d6 fire damage and 5d6 radiation radius, damage, and saving throw DC of a mine the creature breaks free of the trap, its
damage on a failed save, or half as much in is equal to that of the grenade upon which it movement is limited by the length of the chain
damage if successful. is based. (typically 3 feet long). A creature can use
Grenade, Plasma. An advanced grenade that The DC to spot a mine depends on how well it its action to make a DC 13 Strength check,
requires a great deal of technical know- has been concealed. freeing itself or another creature within its
how to construct, on explosion the plasma Mine, Bottlecap. A bottlecap mine is a reach on a success. Each failed check deals 1
grenade releases super-heated plasma energy. powerful device constructed from low-tech piercing damage to the trapped creature.
The grenade can be thrown at a point up to components, such as Vault-Tec lunchboxes. The The DC to spot a bear trap depends on how
60 feet away. Each creature within 20 feet of bottlecaps it contains are propelled outward well it has been concealed.
the target point must make a DC 15 Dexterity with great force. The bottlecap mine is Caltrops. As an action, you can spread a
saving throw, taking 2d6 piercing damage and triggered by proximity or pressure. It can be bag of caltrops to cover a square area that
8d6 fire damage on a failed save, or half as placed in a location of your choosing as an is 5 feet on a side. Any creature that enters
much in damage if successful. action. Without appropriate tools, it cannot the area must succeed on a DC 15 Dexterity
Grenade, Pulse. This advanced grenade be attached to a vertical surface. or ceiling saving throw or stop moving this turn and take
releases a powerful burst of energy. The The trigger distance of the mine is determined 1 piercing damage. Taking this damage reduces
grenade can be thrown at a point up to 60 at the time of its construction, and be any the creature’s walking speed by 10 feet until
feet away. Each creature within 20 feet of interval of 5 feet from 0 feet (a pressure- the creature regains at least 1 hit point. A
the target point must make a DC 15 Dexterity based mine) to 20 feet. When a small or larger creature moving through the area at half speed
saving throw, taking 10d6 energy damage on creature or object enters into the radius of doesn’t need to make the save.
a failed save, or half as much in damage if the mine’s trigger distance the mine explodes. The DC to spot caltrops depends on how well
successful. All creatures within a 20-foot radius from they has been concealed.
Grenade, Smoke. A smoke grenade can be the mine’s placement point must make a DC 15 Poisoned Caltrops. As caltrops (above),
thrown at a point up to 60 feet away. At the Dexterity saving throw, taking 6d6 piercing
beginning of your next turn the smoke grenade damage and 4d6 fire damage on a failed save,
Traps
lands, and it releases a cloud smoke that or half as much damage if successful.
creates a heavily obscured area in a 20-foot The DC to spot a mine depends on how well it Item Cost Weight
radius around the target point. A moderate has been concealed. Bear Trap 20 caps 15 lb.
wind (at least 10 miles per hour) disperses When constructing a bottlecap mine it is Caltrops 10 caps 2 lb.
the smoke in 4 rounds or a strong wind (20 impossible to pay for all of its cost with Caltrops, Poisoned 30 caps 2 lb.
or more miles per hour) disperses it in 1 salvage, because the mine itself requires caps

56 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
except that a creature that fails its saving Day Tripper (Addiction DC 13). Taking Day Rad-X Chems
throw takes 1d4 poisoning damage, and takes the Tripper as an action increases a character’s (Nonaddictive). ITEM Cost
same amount at the beginning of each of its Charisma-based damage rolls by +2, and grants Taking Rad-X as
Addictol 125 caps
subsequent turns. At the end of the creature’s advantage on Charisma-based attack rolls, an action grants
turn it may make a DC 12 Constitution saving checks, and saving throws. The character has a radiation resistance Antibiotics 75 caps
throw to end the effect of the poison. -2 penalty on Strength-based damage rolls (to and advantage on Buffout 120 caps
The DC to spot caltrops depends on how well a minimum of 1), and disadvantage on Strength- saving throws versus Calmex 100 caps
they has been concealed. based attack rolls, checks, and saving throws. radiation poisoning Daddy-O 50 caps
If the optional Luck ability is used, the for an hour.
Day Tripper 100 caps
character also temporarily increases their RadAway
Chem Special Properties Luck by +4 (increasing their bonus by +2 and (Nonaddictive). Jet 100 caps

Addictol (Nonaddictive). Taking Addictol therefore effectively granting them two Luck Taking RadAway as an Med-X 200 caps
as an action reduces the level of all a points to spend before the effects of the Day action removes two Mentats 120 caps
character’s addictions by 1 and suppresses the Tripper expire). If not, the character gains levels of radiation Psycho 70 caps
effects of withdrawal for 24 hours. two points of inspiration, which do not count sickness and halves Rad-X 40 caps
Antibiotics (Nonaddictive). Taking against the normal inspiration maximum. The the character’s
RadAway 80 caps
antibiotics as an action ends the effects effects of Day Tripper last for one minute. current geiger
of all diseases currently suffered by a Jet (Addiction DC 13). Taking Jet as an counter pool. Stimpak 40 caps

character. action increases a character’s AC by +2, Stimpak X-Cell 300 caps


Buffout (Addiction DC 11). Taking Buffout grants advantage on Dexterity saving throws, (Nonaddictive).
as an action increases a character’s AC by and gains an additional action on its turns to Using a Stimpak as
and Strength or Dexterity-based damage rolls make a single attack, use an Object action, an action on a living creature restores 6d4
by +2, and grants advantage on Strength, Dash, Disengage, or Hide. The effects of Jet hit points.
Dexterity, or Constitution-based attack rolls, last for 30 seconds (5 rounds), after which X-Cell (Addiction DC 15). Taking X-Cell as
checks, and saving throws. It also grants a wave of lethargy sweeps over the user, an action increases a character’s AC and all
temporary hit points to the target equal to preventing it from moving or taking actions their damage rolls by +2, and grants advantage
twice their character level. The effects of until after its next turn. on all attack rolls, checks, and saving
Buffout last for one minute. Med-X (Addiction DC 13). Taking Med-X as an throws. If the optional Luck ability is used,
Calmex (Addiction DC 10). Taking Calmex action grants resistance to all damage, cures the character also temporarily increases their
as an action increases a character’s AC and the poisoned condition, and immediately ends Luck by +4 (increasing their bonus by +2 and
Dexterity or Wisdom-based damage rolls by +2, any ongoing poison damage. The effects of therefore effectively granting them two Luck
and grants advantage on Dexterity and Wisdom- Med-X last for 30 seconds (5 rounds). points to spend before the effects of the
based attack rolls, checks, and saving throws. Mentats (Addiction DC 10). Taking Mentats as X-Cell expire). If not, the character gains
The effects of Calmex last for one minute. an action increases a character’s Intelligence, two points of inspiration, which do not count
Daddy-O (Addiction DC 10). Taking Daddy-O Wisdom, and Charisma-based damage rolls by +2, against the normal inspiration maximum. The
as an action increases a character’s AC and and grants advantage on Intelligence, Wisdom, effects of X-Cell last for one minute.
Dexterity or Intelligence-based damage rolls and Charisma-based attack rolls, checks, and
by +2, and grants advantage on Dexterity and saving throws. The effects of Mentats last for
one minute.
Food and Beverage Special Properties
Intelligence-based attack rolls, checks, and
saving throws. The character has a -2 penalty Psycho (Addiction DC 13). Taking Psycho as Note that the costs given for food and
on Charisma-based damage rolls (to a minimum an action increases a character’s damage rolls beverages in the Meals, Drinks, and Snacks
of 1), and disadvantage on Charisma-based by +4 and grants 10 temporary hit points at table are expressed as ranges. Prices for
attack rolls, checks, and saving throws. The the beginning of each of the user’s turns. meals vary wildly based on multiple factors
effects of Daddy-O last for one minute. The effects of Psycho last for 30 seconds (5 including: scarcity of food and drinks in the
rounds).
Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 57
area, whether the meal represents supplies
or a restaurant dining experience, and the
class of customers an eatery is attempting to
attract.
Alcohol. A character can consume a number
of alcoholic drinks (bottles of bear/
cider/alcopops, glasses of wine, shots of
spirits, etc.) equal to their Constitution
modifier without significant effect. For
each subsequent drink, they must make a
Constitution saving throw beginning at DC 10
and increasing by 2 with each additional drink
after the first save.
~~On the first failed save, the character
becomes drunk and suffer disadvantage on
ability checks, attack rolls, and saving
throws.
~~On the second failed save, the
character’s speed is halved.
~~On the third failed save, the character
falls unconscious for 3d4 hours.
The effects of drunkenness end after a long
rest or a minimum of 8 hours unconsciousness,
after which the character makes a DC 10
Constitution saving throw, becoming hungover
until their next short rest on a failed save.
While hungover, a creature has disadvantage on
its ability checks.
Irradiated Drink. Make a DC 10 Constitution
saving throw at the beginning of the next day
following the drink (or drinks), gaining a
level of radiation poisoning on a failed save.

Art by maXKennedy dbaa https://maxkennedy.deviantart.com


Imbibe 2-3 drinks per day to avoid
dehydration.
Irradiated Meal. Make a DC 10 Constitution
saving throw at the beginning of the next day
following the meal (or meals), gaining a level
of radiation poisoning on a failed save.
Eat 2-3 meals per day to avoid starvation.
Irradiated Liquid Snack. Drink to
temporarily recover a step of Exhaustion.
Moves one step along the Exhaustion track
again at the end of the current encounter. You
may only gain the benefit of one snack per
encounter.

58 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 58
Meals, Drinks, and Snacks hit points.
ITEM Cost Examples Stealth Boy. Using a Stealth Boy as an
action grants the invisible condition for 30
FOODS seconds (5 rounds).
Irradiated BlamCo Mac & CheeseCram, Egg (Any Variety), Fruit/Vegetable (Any Variety), InstaMash,
2-12 caps
Meal Meat (Any Variety), Pork n’ Beans, Salisbury Steak, Yum Yum Deviled Eggs Devices and Tools
Fresh Carrot, Fresh Corn, Fresh Melon, Field Ration/MRE, Fresh Mutfruit, Institute ITEM Cost Weight
Pure Meal 15-40 caps
Food Packet, Perfectly Preserved Pie, Preserved (Any Packaged Food)
Bobby Pin 1 cap —
Irradiated Bubblegum, Dandy Boy Apples, Fancy Lads Snack Cakes, Gum Drops, Potato Crisps, Sugar
1-5 caps Chem Cook’s Supplies 50 caps 8 lb.
Solid Snack Bombs
Pure Solid Mechanic’s Tools 50 caps 10 lb.
10-20 caps Preserved (Any Packaged Snack Food)
Snack
Pip-Boy — 1 lb.
DRINKS
Robot Repair Kit 40 caps 0.1 lb.
Irradiated
2-12 caps Dirty Water Stealth Boy 150 caps 1 lb.
Drink
Pure Drink 15-40 caps Institute Bottled Water, Purified Water, Refreshing Beverage Thieves’ Tools 25 caps 15 lb.
Irradiated
1-5 caps Nuka Cola (Any Variety), Vim, Sunset Sarsaparilla
Liquid Snack
Pure Liquid
10-20 caps Ice Cold Soda (Any Variety)
Tool Special Properties
Snack
Alcohol Varies Bobrov’s Best Moonshine, Beer/Ale (Any Variety), Wine, Spirit (Any Variety)
Bobby Pin. A bobby pin can be used to pick
a lock. Failing to meet the DC of the lock by
Costs depend on rarity, dining experience, exclusivity, and profit margins. more than 5 results in the bobby pin breaking.
Chem Cook’s Supplies. Includes a bunsen
Make a DC 10 Constitution saving throw starvation. burner, vials, and a supply of gas and common
at the beginning of the next day following Pure Liquid Snack. Drink to temporarily chemicals.
the snack (or snacks), gaining a level of recover a step of Exhaustion. Moves one step Mechanic’s Tools. Includes a drill,
radiation poisoning on a failed save. along the Exhaustion track again at the end of adjustable wrench, saw, screwdriver set, etc.
Imbibe 3 liquid snacks to substitute for a the current encounter. You may only gain the Pip-Boy. A portable computer (handheld or
drink. benefit of one snack per encounter. worn on the wrist, depending on the model)
Irradiated Solid Snack. Eat to temporarily Imbibe 3 liquid snacks to substitute for a which can be used to keep notes, download
recover a step of Exhaustion. Moves one step drink. and view local maps, and interface with other
along the Exhaustion track again at the end of Pure Solid Snack. Eat to temporarily recover machines and computers.
the current encounter. You may only gain the a step of Exhaustion. Moves one step along Thieves’ Tools. Lockpicks are rare and
benefit of one snack per encounter. the Exhaustion track again at the end of the valuable treasures in the wasteland, so
Make a DC 10 Constitution saving throw current encounter. You may only gain the thieves’ tools do not include them. Instead,
at the beginning of the next day following benefit of one snack per encounter. thieves’ tools include 10 bobby pins, as well
the snack (or snacks), gaining a level of Eat 3 solid snacks to substitute for a meal. as a crowbar.
radiation poisoning on a failed save.
Eat 3 solid snacks to substitute for a meal.
Pure Drink. Imbibe 2-3 drinks per day to
Device Special Properties Trinkets
avoid dehydration. Robot Repair Kit. Using a Robot Repair Kit
Pure Meal. Eat 2-3 meals per day to avoid Generate a trinket from the alternative table
as an action on a robot or turret restores 6d4
presented on the following pages.
Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 59
Trinkets
d100 Roll Trinket d100 Roll Trinket
1 The shrunken head of a feral ghoul. 26 A holodisk journal written entirely in code.

2 A slightly used bar of soap. 27 A battered copy of an issue of The Silver Shroud comic book.

3 A charm made from a deathclaw’s knucklebone. 28 A heavily creased pre-War photograph of a ragdoll cat.

A battered copy of an edition of one of the following magazines: Tumblers Today


4 29 A flip-lighter featuring a Protectron design.
or Locksmith’s Reader.
A battered copy of an edition of one of the following weapons magazines: Guns and
5 A silver locket engraved with the initials “AD”. 30 Bullets, Duck and Cover, Future Weapons Today, Milsurp Review, or the Patriot’s
Cookbook.

6 A souvenir magnet of Nuka-Cola’s Cappy mascot. 31 A leather belt made from deathclaw hide.

7 A crude map inked onto a strip of super mutant skin. 32 A tattered and doodle-covered copy of Lying, Congressional Style.

8 A battered copy of an issue of The Unstoppables comic book. 33 An empty Vault-Tec Lunchbox.

A hand-written fan script for a radio play entitled “The Silver Shroud Versus The
9 34 A carefully folded copy of a pre-war news paper.
Lascivious Libertine”.

10 A sealed pack of RobCo branded pre-War playing cards. 35 A Nuka-Cola bottlecap-shaped bottle opener on a key chain.

11 A metal toy soldier with chipped paint. 36 A safe deposit key to a mystery box in a mystery bank.

12 A collectible baseball with a faded and illegibile signature. 37 A Jangles the Moon Monkey plush toy, unevenly restitched in several places.

13 A battered copy of an edition of True Police Stories magazine. 38 A broken holodisk.

14 A teddy bear in a little labcoat. 39 A well-thumbed pre-war tabloid paper.

A copy of the Blast Radius board game with three of the original player tokens
15 40 A slightly bent silver fork.
missing.

16 A pair of plastic “X-Ray Specs”, that don’t seem to do the job advertised. 41 A battered copy of an edition of Hot Rodder magazine.

17 A necklace made of nightstalker fangs. 42 A broken RobCo Sentry Bot collectible model.

18 A Las Vegas Snow Globe. 43 A well-preserved codebook written in Chinese.

19 A grisly amulet made of mole rat teeth, claws, and whiskers. 44 A slightly chipped china teacup.

20 A false eyeball on a neck chain. 45 A battered copy of an edition of Dean’s Electronics magazine.

21 A fancy hairbrush with a pretty floral pattern painted gold. 46 A Brotherhood of Steel Holotog belonging to someone called Paladin Cole.

A stoppered bottle containing dark yellow liquid and labelled “Yaou Guai Urine -
22 47 A piece of a cazadore’s wing, preserved in a wooden box.
Aphrodisiac”.

23 The antenna of a PDQ-88b Securitron. 48 A flip-lighter featuring a patriotic American flag.

24 A roll of undeveloped ProSnap camera film. 49 A tarnished silver dollar.

A battered copy of an edition of one of the following magazines: Live and Love or
25 50 A battered copy of an issue of the Astoundingly Awesome Tales comic book.
Meeting People.

60 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Trinkets
d100 Roll Trinket d100 Roll Trinket
51 A baby rattle with a demonic face drawn on with permanent marker. 76 A necklace made from pieces of polished radstag horn.

52 A dented coffee tin containing radbat guano. 77 A small jar filled with powdered ghoul bone.

A heavily thumbed and blood-spattered copy of an edition of the Wasteland A Nuka-lele brand ukulele, painted with a colourful atomic explosion and with two
53 78
Survival Guide. of its strings missing.

A battered copy of one of the following: the U.S Covert Operations Manual or the
54 79 A colourfully stained copy of The Big Book of Science.
Chinese Army Special Ops Training Manual.

55 A heavily creased pre-War photograph of a Pekingese dog. 80 A child’s wooden letter block with the letters B & Y.

56 A child’s plastic Nuka-Cola watch, faded pink. 81 A battered copy of an edition of La Coiffe magazine.

57 An ugly purple plastic toy alien. 82 A creased pre-War photograph of an attractive redhead.

58 A King, Queen, and Rook from a chess set, all carved from ivory. 83 A sheet of Grognak the Barbarian water transfers.

59 A battered copy of an edition of Total Hack, Programmer’s Digest, or similar. 84 An Unstoppables Cereal plastic decoder ring.

60 A Nuka-Cola branded big gulp cup. 85 A battered copy of an edition of Tesla Science magazine.

A jar of powder made from abraxo and dried radscorpion venom gland, sold as a
61 One page of a longer musical score. 86
treatment for athlete’s foot.

62 A battered copy of an edition of Picket Fences magazine. 87 A boiled and varnished Deathclaw egg painted silver.

63 A tiny ship impossibly trapped in a 50cl whiskey bottle. 88 A trifold American flag in a wooden case.

A plastic baseball bat with the words “talking stick” scrawled on it in permanent
64 89 A flip-lighter featuring an Unstoppables design.
marker.
A heavily thumbed and grease-stained copy of an edition of Takes of a Junktown
65 90 A battered copy of an edition of Taboo Tattoos magazine.
Jerky Vendor.
A pre-War postcard from “Wilma” to “June”, wishing the latter were with her in the
66 A dented and torn copy of Pugilism Illustrated. 91
pictured paradise, somewhere called Hawaii.

67 A battered copy of an issue of the ¡La Fantoma! comic book. 92 A chipped wooden yo-yo.

68 A shot glass with a frosted Vault-Tec logo. 93 A battered copy of an edition of Lad’s Life magazine.

A battered copy of an edition of one of the following magazines: The


69 Massachusetts Surgical Journal, The D.C. Journal of Internal Medicine, or Today’s 94 A pristine pack of pre-War cigarettes.
Physician.

70 A decorative bowl carved from a human skull cap bone. 95 The hemispherical cap of a mini nuke.

71 A plush sloth toy with a torn leg. 96 A battered copy of an issue of the Grognak the Barbarian comic book.

The Player’s Handbook of a pre-War game called Vaults and Vampires, with many of
72 A broken RobCo Protectron collectible model. 97
its more obscure rules highlighted and their pages marked with colour-coded tabs.
An empty box featuring a design of a young boy performing a nuclear experiment
73 98 A super mutant femur carved with tribal markings.
and labelled “U-238 Atomatoys Energy Laboratory Kit”.

74 A stainless steel eyelash curler. 99 A giddyup buttercup’s front left leg.

75 A battered copy of an edition of Boxing Times magazine. 100 An empty chemical canister marked “F.E.V.”

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 61
Rules
addiction by regularly taking the substance temptation whenever they come into contact
to which it has become addicted. It must take with the substance to which they were
the substance at least once every 24 hours to addicted. On a failed save, they acquire and
avoid the effects of withdrawal caused by its make use of the substance if they have the
The following new rules apply. addiction levels. opportunity to do so and if doing so will not
If a creature chooses not to take the put them in immediate danger. They may repeat
addictive substance, or cannot do so, it their saving throw after each long rest, and
Addiction enters withdrawal and suffers the withdrawal they succeed automatically if the substance
effects for its addiction level for a period becomes inaccessible.
Whenever a character consumes an addictive
of 7 days, or until the creature takes the The character has disadvantage on their
substance, they must make a Constitution
addictive substance. If the creature is in saving throw if they are under stressful
saving throw against a DC determined by the
possession of the substance or in a position circumstances.
substance in question. On a failed saving
to acquire some, it must make a Wisdom The Recovering Addict condition is removed
throw, the character gains a level of
saving throw with a DC equal to 12 plus the after the months are up, but an addict is
addiction. Addiction is measured in three
DC modifier associated with their current never truly “cured”— the GM may call for a
levels.
addiction level. On a failed save, the temptation roll at their discretion any time
A character can have multiple addictions,
creature does everything it can to feed its the former addict is suffering or recently
each with its own addiction level.
addiction. suffered conditions of extreme stress. In the
world of Fallout, “extreme stress” should
Addiction entail more than physical pain or dangerous
Level Effect
Recovering Addicts encounters. Grief or intense and long term
Disadvantage on ability checks while in The Recovering Addict condition is an optional pressure are two possible stressors.
1 withdrawal. +2 to the DC of saving throws rule that can be used to increase the impact
against addiction to this substance. of addiction.
Disadvantage on attack rolls and saving throws After a creature goes through withdrawal, Radiation Poisoning
while in withdrawal. +5 to the DC of saving it loses its addiction levels and gains the
2 throws against addiction to this substance. +2 Recovering Addict condition instead. As with Radiation Poisoning is a new condition that is
to the DC of saving throws to resist giving in Addiction, a creature can have multiple a constant danger in the post-nuclear world.
to addiction while in withdrawal. instances of Recovering Addict. What begins with symptoms of nausea leads
A creature that manages to go 7 full days of into headaches, fever, dizziness, weakness,
Speed halved and cannot concentrate while in
withdrawal without feeding its addiction loses and ultimately hair loss, high infection
withdrawal. +10 to the DC of saving throws
all levels of addiction for that particular risk, poor natural healing, and other serious
3 against addiction to this substance. +5 to the
substance, and gains the Recovering Addict symptoms.
DC of saving throws to resist giving in to
condition. Whenever a creature is exposed to a source
addiction while in withdrawal.
Ending an addiction through the use of of radiation, they may gain a level of
addictol does not result in becoming a radiation poisoning.
Recovering Addict. If a creature already suffering from
If an already addicted creature suffers
A recovering addict no longer has a radiation poisoning falls victim to another
another effect or fails a saving throw that
physiological need to imbibe the substance to effect or fails a saving throw that results in
results in addiction, its current level of
which they were addicted, but it retains a radiation poisoning, its current level of the
addiction increases by the amount specified in
powerful psychological hold. radiation poisoning condition increases by the
the effect’s description. A creature suffers
For a period of time equal to 3d4 months amount specified in the effect’s description.
the effect of its current level of addiction
after gaining this condition, the character A creature suffers the effect of its current
as well as all lower levels.
must make a DC 12 Wisdom saving throw against level of radiation poisoning as well as all
While addicted, a creature may feed its
lower levels.

62 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
equivalent hydration) each in-game day.
Radiation Poisoning Geiger Counters Every day that a character goes without one
Each time a creature suffers one or more or both of their meals, they gain that many
Level Effect
points of radiation damage, the Game Master points of Starvation. Similarly, going without
1 You are poisoned. one or both bottles of water gains that many
gives that creature’s player a token known
2 You gain a level of exhaustion.
as a geiger counter. If the damage exceeds points of Dehydration.
3 You gain a level of exhaustion.
the creature’s Rad Resist, they are given two When a character has points in Starvation
4 You gain a level of exhaustion. geiger counters. or Dehydration, they must make a Constitution
You gain a level of exhaustion. Halve any hit You can use any kind of token to represent saving throw at the beginning of the following
5 points or temporary hit points you receive from geiger counters, including poker chips, cards, day (usually after their next long rest). The
natural healing or curative items and effects. and so on. Geiger Counters are also included DC is 8 + their starvation points + their
in the Fifth Edition Fallout Counter Pack. You dehydration points. Failure reduces the
6 Death.
can download the pack from the accessories character’s Exhaustion track by one step. This
page on the Fifth Edition Fallout wiki. If you Exhaustion is permanent until the character
Many effects cause Radiation Poisoning prefer not to use counters at all, players can properly feeds and hydrates themselves for at
instantly. Others, such as consuming also simply keep tallies. Keeping tallies is least one day (see below). Success means that
irradiated food and drink, have a delayed also likely the best option for the GM when it the character is ignoring the effects of their
impact but become immediately serious after a comes to NPCs, regardless of the method used hunger and/or thirst, for now.
single saving throw, even if that saving throw by players.
is not made immediately. When a creature with one or more geiger Returning to an Adequate Diet
counters takes a short rest, they make a Every day that a character eats at least
Radiation Damage Constitution saving throw with a DC equal to 8 two meals, they reduce their starvation by
+ the total geiger counters they’ve collected. 2. Provided they aren’t also dehydrated,
Many creatures and certain environmental On a failed saving throw, they gain a level of they also regain access to one step on their
hazards can deal hit point damage of the radiation sickness. Exhaustion track. A character may eat three
radiation type. A character is not required meals per day, if they have enough food, to
to make a saving throw every time they suffer reduce their starvation by 3 instead of 2.
radiation damage. Instead, every time the Hydration and Sustenance
character loses hit points from radiation Returning to an Adequate Level of Hydration
damage it increases their chances of gaining It’s essential that characters eat and drink
Radiation Poisoning. enough to survive, but in the wasteland it Every day that a character hydrates themselves
isn’t always easy to find the necessary with at least two canteens of water (or
supplies. equivalent), they reduce their dehydration
Rad Resist by 2. Provided they aren’t also starving,
Sources of food and liquids are abstracted
All creatures have a Rad Resist score equal to into meals, drinks, solid snacks, and liquid they also regain access to one step on their
5 + their Constitution saving throw bonus. snacks. Players should either keep track of Exhaustion track. A survivor may drink three
When a character attains a new level, they their own food and drink supplies or the canteens worth of water per day, if they have
automatically increase their Rad Resist score group may designate a volunteer as their enough, to reduce their dehydration by 3
by +1. It is also possible to increase Rad quartermaster. instead of 2.
Resist by selecting the Rad Resistance feat.
Creatures without character levels add their
CR -1 to their Rad Resist. For instance, a CR Starvation and Dehydration Snacks
7 Raider Boss has a Rad Resist of 15 (5 + 4 Snacks are sugary or caffeinated foodstuffs
Con + (7-1)). A character needs at least two meals worth of
sustenance and two bottles worth of water (or and beverages. One snack of either type can

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 63
be consumed to temporarily recover a step of
Exhaustion. Since this recovery is from the
Counters Damage Types
effects of a sugar or caffeine rush it doesn’t One way to track a character’s growing or Sources of damage in Fifth Edition Fallout can
last, and the character moves one step along decreasing dehydration and starvation is deal any of the following types of damage:
the Exhaustion track again at the end of the through the use of physical counters. Bludgeoning: Dealt by non-edged weapons such
current encounter. A character may only gain Counters for Dehydration and Starvation are as hammers and other sources of blunt force
the effects of imbibing an energy snack once included in the Fifth Edition Fallout Counter trauma.
per encounter. Pack. You can download the pack from the Chemical: Acids, alkalis, and many man-made
Other than this, three edible snacks can accessories page on the Fifth Edition Fallout chemical products deal this type of damage. In
also be consumed in place of a meal if the wiki. general if it corrodes or is caustic, it deals
character doesn’t have anything healthier and Instead of tallying Starvation and chemical damage.
more substantial available to them. Three Dehydration scores on paper, the Game Master Cold: Cold damage can be caused by exposure
liquid snacks can count as a single bottle give a player between 0-2 Starvation counters to extreme temperature lows, as well as to
worth of water. and 0-2 Dehydration counters when they take attacks from certain advanced weaponry such as
a long rest, depending on how many meals and the cryogun.
drinks they were able to consume that day. Electrical: Live currents, electrical
Irradiated Food and Drink ~~If the character consumes 2 meals they strikes, and stun guns are all examples of
receive 0 starvation counters, and if damage sources that deal electrical damage.
Whether canned or bottled goods from before
they consume 2 drinks they receive 0 Energy: Energy damage is dealt by laser
the Great War, or grown or sourced in the
dehydration counters. weaponry.
post-nuclear wastes, almost all sources of
~~If the character consumes 1 meal they Fire: Exposure to flame or extremely hot
food and drink available are irradiated.
receive 1 starvation counter, and if environmental conditions can cause fire
All meals and bottles are assumed to be
they consume 1 drink they receive 1 damage.
radioactive unless the GM specifies otherwise.
dehydration counters. Piercing: Piercing damage is dealt by
When a character consumes radioactive food
~~If the character consumes 0 meals they attacks that puncture and impale, such as
or liquid on any given day, at the beginning
receive 2 starvation counters, and if spears, horns, and conventional bullets.
of the next day (usually after their next long
they consume 0 drinks they receive 2 Poison: Sources of poison damage include
rest) they make a DC 10 Constitution saving
dehydration counters. the stings of radscorpions and other insects,
throw. On a failed saving throw, the character
The number of Dehydration counters in poisonouses gases and vapours, as well as
gains a level of radiation poisoning.
a player’s possession is known as their substances that make you sick if handled or
If a character is fortunate enough to
character’s Dehydration Pool. Similarly, consumed.
partake of fresh food or purified drink for
the number of Starvation counters they have Radiation: Radiation damage can be caused by
some but not all of their daily rations,
is their Starvation Pool. The growing or exposure to radioactive substances and higher
reduce the DC by 1 per non-radioactive meal
shrinking collection of both types of counter than usual levels of background radiation,
or drink consumed that day. Naturally, if all
on the table in front of the player is a proximity to unshielded fusion generators
meals and drinks consumed are non-radioactive,
physical reminder of their character’s current machines or fusion cells, and certain
no saving throw is required.
Dehydration and Starvation score. radiation-based weapons.
Skipping a meal or drink also reduces the
As the PC manages to reduce their Starvation Slashing: Axes, claws, and rippers are
DC by 1. Eating and drinking nothing avoids
and Dehydration scores, they give the examples of this damage type. If it cuts or
the saving throw altogether. Abstaining
appropriate amount of counters from each pool rends, it deals slashing damage.
from irradiated food and drink can work for
back to the Game Master. Sonic: Concussive blasts of sound and
avoiding the risks of radiation poisoning
in the short them, though it means the painfully pitched noises are sources of sonic
character may instead face the consequences of damage.
starvation and dehydration (see above).

64 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Disease insomnia, delirium, and hallucinations. As
well as the previous symptoms, the carrier
Vault 81 Mole Rat Disease
The following are diseases that a character gains one level of exhaustion when the disease This disease was engineered in experiments
might contract in a game of Fifth Edition moves into this secondary stage and a further within Vault 81’s hidden laboratories.
Fallout. level of exhaustion every 24 hours thereafter. Although it was believed that all the mole rat
Unless otherwise noted, a disease’s prsuper During the secondary stage, once per short carriers were eliminated by the Sole Survivor,
mutantss can be halted using antibiotics (see rest the GM can require the carrier to make a it is possible some survived and escaped out
Chems). DC 13 Wisdom saving throw. On a failed save, into the wasteland.
the carrier becomes confused. It can’t take A character can contract this disease when
reactions and must roll a d12 at the start of bitten by an infected mole rat. The character
Parasites each of its turns to determine its behaviour must make a DC 13 Constitution saving throw
for that turn. or contract the disease. Once a character
A character can contract this disease by
makes their save, they are at no risk from
eating suspect food or drinking contaminated
1. The carrier uses all its movement to move contracting the disease from the same mole rat
water. The character must make a DC 11
in a random direction. To determine the until 24 hours have passed.
Constitution saving throw or become a carrier
direction, roll a d8 and assign a direction Mole Rat disease manifests as a loss of
for parasites.
to each die face. The victim doesn’t take an vital energy, and its symptoms appear quickly,
While carrying parasites, a character must
action this turn. first manifesting on completion of the
make regular toilet stops. Apart from being
2. As 1, except the carrier is also carrier’s next long rest, or after 24 hours
exceptionally unpleasant, this reduces their
Frightened of the nearest creature (if have passed if the carrier fails to take a
effective travel pace per hour by 1 mile and
multiple creatures are equidistant, the long rest during that time. The carrier’s
per day by 8 miles. Furthermore, the carrier
carrier becomes Frightened by all of them) maximum hit points are permanently reduced
must consume two meals to gain the benefits of
and the direction of its movement must be by an amount equal to their character level
one meal, and two drinks to gain the benefits
away from them by the most direct route (increasing as they themselves level) until
of one drink (see Sustenance).
possible. the disease is cured.
3-6. The carrier doesn’t move or take actions Antibiotics cannot cure mole rat disease.
Rabies this turn. The only known cure for the disease was
7-8. The carrier is dazed until the beginning created by Curie, and she was only able
A character can contract this disease when to manufacture one dose. However, the very
bitten by a carrier of the disease, or of its next turn. While dazed, it has
disadvantage on attack rolls and ability existence of that cure implies it might be
when they come into contact with infectious possible to reproduce it. Curing the mole rat
material from such a creature and take no checks.
9-10. The carrier uses its action to make an disease carried by one or more characters (or
steps to avoid the contamination getting NPCs) could be the subject of an adventure.
into their eyes, nose, mouth, or a wound. attack against a randomly determined creature
The character must make a DC 13 Constitution within its reach using a weapon in its hands
saving throw or become a carrier themselves. or accessible during this turn. If there is Waste Plague
The site of the bite prickles or itches no creature within reach/range of its ranged
weapon, the carrier does nothing this turn. Waste Plague is a generic term for a broad
until healed. Other symptoms of the disease
11-12. The carrier can act and move normally. category of illnesses caused through exposure
manifest within 6d4 days, and initially
to waste products and filthy creatures such
include anxiety, confusion, and agitation.
At the end of each of its turns, the carrier as rad-rats. A character can contract this
During this period, the carrier suffers
can repeat its Wisdom saving throw. On a disease when bitten by a carrier of the
disadvantage on Wisdom and Charisma-based
successful saving throw, the carrier is not disease, or when they come into contact with
ability checks and saving throws.
confused and cannot be affected again until rotten organic material or bodily effluence.
After another 1d4 days, the carrier
after its next short rest. The character must succeed on a DC 11
experiences more serious symptoms including
Constitution saving throw or become infected.
Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 65
It takes 1d4 days for the waste plague’s
symptoms to manifest in an infected creature,
after which the infected creature suffers one
level of exhaustion and it regains only half
the normal number of hit points from spending
Hit Dice and no hit points from finishing a
long rest. The symptoms manifest physically as
severe cramps and fatigue.
At the end of each long rest, the carrier
repeats its Constitution saving throw. On a
failed save, the character gains one level
of exhaustion. On a successful save, the
character’s exhaustion level decreases by one
level. When a successful saving throw reduces
the carrier’s level of exhaustion below 1, the
character recovers from the disease.

66 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
GM Advice
sure that enemy groups also have melee-focused ammunition in case they really need it later.
creatures in the mix which are tough enough Likewise, if you can force them to use that
to cross the distance to the PCs and strong weapon against a powerful enemy, they do run
enough to do some real damage once they’re out and won’t have the option of using it
Some special considerations apply to Fifth in melee. Especially if one or more of your until you allow them to resupply. It’s also
Edition Fallout games. players has chosen to go for a melee build, worth remembering that life in the post-
since they need enemies to go toe to toe with. apocalyptic world is harsh and many people are
Before throwing creatures without ranged unscrupulous. There are ways to temporarily
Languages options at your players, consider the force characters to rely on melee: ammunition
encounter set up and how it might decrease the characters purchase may turn out to be
English is the most commonly encountered
the challenge of the encounter. If you place faulty. Some or all of their supplies might
language in the American wasteland, but the
a Deathclaw 150 feet away from your PCs, then be stolen while they sleep. Make events like
GM might choose to make a language barrier
in a best case scenario (assuming it uses these rare, and when you do use them plan
part of an adventure to support a player
the Dash action and the PCs don’t retreat entire sessions around them: players are
character’s language choices and add flavour
backwards as they shoot), it will only get typically vengeful creatures, so you can
to the world, or as a puzzle that cannot be
to start making attacks in its second turn. expect them to want to track down culprits.
solved without finding a way to translate a
Based on the attacks your players can bring to
clue.
bear, how well will it survive their initial
For instance, an adventure that involves
following the footsteps of a Chinese spy
onslaught? Where it is logical that they could Doomsday Weapons
have been undetected, try to start encounters
network would reasonably involve a lot of Rocket launchers, nukes, and other powerful
with melee enemies at closer range. Other
messages not just in Chinese, but also in weaponry are included for completeness but are
options to correct for the wasted turns as
code. Finding a translator or a dictionary clearly not as well-suited to a roleplaying
a melee creature tries to close with the PCs
would be just as much a part of the adventure game as they are the borderline superheroic
include customising the creature (increased
as locating the code key. action of an FPS RPG video game. Powerful
HP, temporary HP, regeneration, and boosted AC
Similarly, characters exploring an area that explosives can and will obliterate your
are all options, as are unique ranged attacks)
was heavily latino pre-War might find many players’ characters at the push of a button
as well as giving the creature a small number
of the records they discover are written in or pull of a trigger. Sudden death might be
of less powerful allies. That said, if
Spanish. exciting, but players probably won’t find
players make preparations to capitalise on a
creature’s weakness, they should usually be it any fun. On the other hand, if the PCs
manage to get their hands on their very own
The Gun Club rewarded. Sometimes several rounds worth of
uninterrupted attacks on a powerful enemy is super weapon it could be a fun turn of events
exactly what the players want! But be careful for them—but it could also disrupt the game
In the world of Fallout, it’s rare for anyone
of letting them choose the conditions of the significantly.
to brave the wastes without at least one
battlefield too often, as they will almost The long and short of it is you should
firearm in their inventory. In practical
certainly do so. When unchecked, that’s introduce such weaponry only after careful
terms, this means that many engagements will
ultimately going to be detrimental to the consideration of the pros and cons, and it
start at range, and some will even remain
game’s challenge and excitement. is recommended you only add a little bit at
firefights and never become a melee. Think
When you have a particular reason to want any one time. If a rocket launcher becomes
about how that affects gameplay.
to limit gunplay, remember the concept of available to the PCs, for instance, make sure
To keep things exciting, you want player
scarcity and how it acts as a safety valve its ammunition is limited.
characters and NPCs to do more than just
on the use of powerful weapons: if you don’t Accordingly, most of the creatures in the
hunker down behind the nearest cover. When
provide ammunition for a particular weapon Terrors of the Wasteland section are not
planning encounters, consider making such
often, players will become cautious of using equipped with this sort of doomsday weaponry
cover temporary and/or destructible. Make
that weapon for fear of running out of by default, and you should be careful when

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 67
using any that are. they receive. AMMO DROPS BY LOWEST DAMAGE WEAPON
CREATURE SINGLE FIRE BURST FIRE
HEAVY WEAPON
Radiation Immunity Exceptions Ammunition as an Enemy Drop CR WEAPON WEAPON
1-4 1d6 1d4 1d2-1
While you are never obliged to give
Radiation typed damage and radiation poisoning 5-10 2d6 2d4 1d3-1
players ammunition simply because a
are very dangerous to humans, who are one of
defeated enemy carried one or more 11-16 3d6 3d4 1d4-1
the few types of creatures in the wasteland
guns, in most circumstances it is 17-20 4d6 4d4 1d6-1
that has not evolved a significant tolerance
fairly logical that a person would
to higher levels of radioactivity. Most 21-24 5d6 5d4 1d8-1
have at least a few bullets left. A
other creature types are effectively immune 25-28 6d6 6d4 1d10-1
good rule of thumb is to keep ammo
to radiation typed damage and the radiation 29-30 7d6 7d4 1d12-1
looted from enemies low, with more
poisoning condition. Being immune to the game
powerful enemies corresponding to
effects of radiation is not necessarily the
larger ammo drops (remember they AMMO DROPS BY SECOND LOWEST DAMAGE WEAPON
same as being immmune to radiation altogether—
require more ammo to defeat). CREATURE SINGLE FIRE BURST FIRE
some such creatures might still suffer longer HEAVY WEAPON
If you prefer to take the decision CR WEAPON WEAPON
term effects, particularly mutations. It’s
making out of ammo drops, consider
up to you to adjudicate how and if long term 1-4 1d4 1d2 0
rolling randomly using the following
or extreme radiation exposure can impact 5-10 2d4 1d4 1d2-1
charts:
creatures that are normally treated by the
~~Randomly determine ammunition 11-16 3d4 2d4 1d3-1
game as immune (such as ghouls and wasteland
for the creature’s lowest damage 17-20 4d4 3d4 1d4-1
animals) when they might not be truly
weapon using the table Random
impervious in all circumstances. 21-24 5d4 4d4 1d6-1
Ammo Drops By Lowest Damage
25-28 6d4 5d4 1d8-1
Weapon.If the creature has
NPCs and Ammunition two or more weapons, determine
ammunition for the next lowest
29-30 7d4 6d4 1d10-1

As noted in the equipment section, ammunition damage weapon using the table AMMO DROPS BY THIRD LOWEST DAMAGE WEAPON
can be quite scarce. Nevertheless, it’s Random Ammo Drops By Second
CREATURE SINGLE FIRE BURST FIRE
usually not worth the headache of assigning Lowest Damage Weapon. HEAVY WEAPON
CR WEAPON WEAPON
each hostile creature a specific, arbitrary ~~If the creature has three
1-4 1d2 0 0
amount of each type of ammunition it needs for weapons, determine ammunition
its weapons. Simply assume that an NPC has as for the next lowest damage 5-10 1d4 1d2 0

much ammo as they need to fire their weapon weapon using the table Random 11-16 2d4 1d4 1d2-1
until they are defeated or no longer need to Ammo Drops By Third Lowest 17-20 3d4 2d4 1d3-1
fire it. You may wish to limit a creature’s Damage Weapon.
21-24 4d4 3d4 1d4-1
access to explosives or ammunition for more
25-28 5d4 4d4 1d6-1
powerful weapon types, however.
29-30 6d4 5d4 1d8-1

Ammunition as Loot
Like other items and forms of salvage, you can
control when and how your players gain access
to ammunition, and how many of each ammo type

68 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Art by emortal982 dbaa https://emortal982.deviantart.com
69
Terrors of
A Growing Collection created before the Great War in an
attempt to replace footsoldiers. Also
Fifth Edition Fallout is a labour of love, includes the gatorclaw, a similiar
developed as a series of articles on the my creature made from DNA splicing of
blog. Although that series is technically

the Wastes
alligators, chameleons, and super mutant
complete, further development of the rules DNA.
is still ongoing, particularly this bestiary. ~~Feral Ghouls: Ghouls that have lost
Because a lot of creatures with a lot of the ability to reason and become deadly
variants have appeared in Fallout games over predators.
Unfortunately the wasteland is an inherently the years, there are a correspondingly massive ~~FEV Mutants: Miscellaneous weird
hostile place. Put aside for a moment from amount of statblocks to make! At present, my creatures created with the aid of the
the background radiation, the radioactive workflow is to add the statblocks to the Fifth Forced Evolutionary Virus, in many cases
storms and acid rains, the spoiled food and Edition Fallout wiki which remains the most often associated with super mutants.
foul water, and often barren and difficult up to date version of the rules. When enough ~~Ghost People: Mysterious hazmat-sealed
landscape. Despite all these difficulties that changes are accumulated, the PDF is updated. mutants that evolved in the gas-clouds of
plague humankind, all manner of creatures have The update is then announced on the blog. To the Sierra Madre.
adapted and thrived within these environmental keep your version of these rules up to date ~~Mirelurks: A group of amphibious
conditions, becoming powerful mutant predators make sure to either subscribe to the blog or mutants with a mututally symbiotic
a far cry from their original form before follow @spilledale on twitter, so you know relationship.
the bombs fell. In addition to these mutant when the rules are updated. ~~Raiders: Dangerous criminals gangs that
humanoids and beasts which can be found prey on the weak.
almost anywhere, the robots of the old world
lurk in abandoned buildings throughout city Organisation ~~Robots: pre-War machines that are
still found in old buildings or in the
ruins, and occasionally wander out into the To help you navigate this bestiary, bear in ownership of wastelanders.
wilds. Perhaps the most dangerous places of mind the following: ~~Super Mutants: extremely dangerous
all are the abandoned subways, maintenance The bestiary is organised into the following mutants created through exposure to the
tunnels, nuclear bunkers, and natural cave categories, arranged alphabetically: Forced Evolutionary Virus.
networks where many powerful creatures lurk ~~Aquatic Beasts: Mutated animals native ~~Templates: Modifications that can be
undisturbed, and from which there are few ways to water (excluding Mirelurks). applied to existing creatures to alter
out when the inhabitants are roused. ~~Beasts: Animals of the wastelands that their statistics.
This section of Fifth Edition Fallout have been mutated solely by radiation ~~Tunnelers: Humanoid reptilian mutants
presents a catalogue of creatures which can (that we know of). of unknown origin that first appeared in
act either as direct threats or as problems ~~Brotherhood of Steel: Soldiers the Divide.
to overcome for your player’s characters. of a technology-hoarding militant Within each category, creatures of different
And although the wasteland is far more often organisation. species appear alphabetically: for instance
threatening than it is friendly, you can also ~~Bugs: Creepy crawlies of the wastelands within the Bugs category bloatflies appear
use some of the intelligent creatures within that have been mutated solely by before bloodbugs, which appear before
this list as allies or potential allies to radiation (that we know of). bloodworms, which appear before cave crickets,
your party. ~~Cazadores: Giant tarantula hawk moths etc. Multiple variants of the same type
created by DNA splicing and other of creature appear in ascending order by
experimentation. Challenge Rating.
~~Cyberhounds: Neither beast nor quite
robot, cyberhounds combine organic parts
of living dogs with robotic bodies.
~~Deathclaws: Reptilian apex predators

70 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Considered the province of nutcases and
conspiracy theorists by most, at least one
species of aliens does in fact exist. Referred
to as Zetans by pre-War theorists, these
aliens have monitored and possibly interfered
with Earth’s development since at least the
1600s.
Zetans considers members of other species as
little better than lab animals, and routinely
beam humans up to their motherships for

ALIENS experimentation and, ultimately, dissection.


The technology of the Zetans is
significantly advanced, and they make use of a
number devices that would baffle even the most
accomplished scientist.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 71
Anglers

Alien Worker Alien Crewman Alien Ensign


Small humanoid (alien) Small humanoid (alien) Small humanoid (alien)
Armour Class 11 Armour Class 13 Armour Class 14
Hit Points 7 (2d6) Hit Points 33 (6d6 + 12) Hit Points 55 (10d6 + 20)
Rad Resist 5 Rad Resist 8 Rad Resist 10
Speed 25 ft. Speed 25 ft. Speed 25 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 13 (+1) 10 (+0) 15 (+2) 13 (+1) 11 (+0) 11 (+0) 17 (+3) 14 (+2) 13 (+1) 14 (+2) 13 (+1) 11 (+0) 18 (+4) 14 (+2) 14 (+2) 15 (+2) 14 (+2)

Skills Mechanic’s Tools +4, Science +4 Skills Perception +5 Skills Initimidation +6, Perception +6, Science +6
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 16
Languages Zetan Languages Zetan Languages Zetan
Challenge 0 (10 XP) Challenge 2 (450 XP) Challenge 4 (1,100 XP)

Actions Actions Actions


Alien Tool. Melee weapon attack: +3 to hit, reach 5 ft., Multiattack. The alien crewman makes two attacks. Multiattack. The alien ensign makes three attacks.
one target. Hit: 3 (1d4 + 1) piercing damage.
Alien Disintegrator. Ranged weapon attack: +6 to hit, Alien Disintegrator. Ranged weapon attack: +8 to hit,
range 80/240 ft., one target. Hit: 17 (4d6 + 3) energy range 80/240 ft., one target. Hit: 18 (4d6 + 4) energy
damage. damage.
Alien Atomizer. Ranged weapon attack: +6 to hit, range Alien Atomizer. Ranged weapon attack: +8 to hit, range
50/150 ft., one target. Hit: 12 (2d8 + 3) energy damage. 50/150 ft., one target. Hit: 14 (2d8 + 4) energy damage.
Alien Shock Baton. Melee weapon attack: + 6to hit, reach Alien Shock Baton. Melee weapon attack: +8 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage
and 4 (1d8) electrical damage. and 4 (1d8) electrical damage.

72 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Alien Lieutenant Alien Lieutenant Commander Alien Commander
Small humanoid (alien) Small humanoid (alien) Small humanoid (alien)
Armour Class 14 Armour Class 14 Armour Class 14
Hit Points 82 (15d6 + 30) Hit Points 104 (19d6 + 80) Hit Points 132 (24d6 + 48)
Rad Resist 12 Rad Resist 15 Rad Resist 18
Speed 25 ft. Speed 25 ft. Speed 25 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
11 (+0) 18 (+4) 14 (+2) 16 (+3) 17 (+3) 16 (+3) 11 (+0) 18 (+4) 14 (+2) 18 (+4) 19 (+4) 18 (+4) 11 (+0) 18 (+4) 14 (+2) 20 (+5) 21 (+5) 20 (+5)

Skills Initimidation +8, Perception +8, Science +8 Skills Initimidation +10, Perception +10, Science +10 Skills Initimidation +12, Perception +12, Science +12
Senses darkvision 60 ft., passive Perception 18 Senses darkvision 60 ft., passive Perception 20 Senses darkvision 60 ft., passive Perception 22
Languages Zetan Languages Zetan Languages Zetan
Challenge 6 (2,300 XP) Challenge 9 (5,000 XP) Challenge 12 (8,400 XP)

Actions Mark I. Inertia Suppression Field. The alien lieutenant Mark II. Inertia Suppression Field. The alien commander
commander has a personal force field which protects the has a personal force field which protects the alien
Multiattack. The alien lieutenant makes four attacks. alien from most damage types. The inertia suppression from most damage types. The inertia suppression field
field reduces the damage of attacks against the alien reduces the damage of attacks against the alien by 15.
Alien Disintegrator. Ranged weapon attack: +9 to hit, by 10. The following damage types disrupt the shield The following damage types disrupt the shield or ignore
range 80/240 ft., one target. Hit: 18 (4d6 + 4) energy or ignore it, and therefore are not subject to damage it, and therefore are not subject to damage reduction
damage. reduction from it: cold, electrical, fire, and radiation. from it: cold, electrical, fire, and radiation. When a
Alien Atomizer. Ranged weapon attack: +9 to hit, range When a source of damage deals more than one damage type, source of damage deals more than one damage type, apply
50/150 ft., one target. Hit: 14 (2d8 + 4) energy damage. apply the damage reduction against the damage types which the damage reduction against the damage types which the
the field resists, then roll any damage dice that bypass field resists, then roll any damage dice that bypass
Alien Shock Baton. Melee weapon attack: +9 to hit, reach the inertia suppression field remaining damage types as the inertia suppression field remaining damage types as
5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage normal. normal.
and 4 (1d8) electrical damage.
Actions Actions
Multiattack. The alien lieutenant commander makes five Multiattack. The alien commander makes six attacks.
attacks.
Alien Disintegrator. Ranged weapon attack: +11 to hit,
Alien Disintegrator. Ranged weapon attack: +10 to hit, range 80/240 ft., one target. Hit: 18 (4d6 + 4) energy
range 80/240 ft., one target. Hit: 18 (4d6 + 4) energy damage.
damage.
Alien Atomizer. Ranged weapon attack: +11 to hit, range
Alien Atomizer. Ranged weapon attack: +10 to hit, range 50/150 ft., one target. Hit: 14 (2d8 + 4) energy damage.
50/150 ft., one target. Hit: 14 (2d8 + 4) energy damage.
Alien Shock Baton. Melee weapon attack: +11 to hit,
Alien Shock Baton. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning
reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 4 (1d8) electrical damage.
damage and 4 (1d8) electrical damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 73
Alien Captain Support Drone Guardian Drone
Small humanoid (alien) Medium robot Medium robot
Armour Class 14 Armour Class 15 (medium plating) Armour Class 15 (medium plating)
Hit Points 165 (30d6 + 60) Hit Points 51 (6d8 + 24) Hit Points 68 (8d8 + 32)
Rad Resist 21 Speed fly 40 ft. Speed fly 40 ft.
Speed 25 ft.
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha
14 (+2) 14 (+2) 18 (+4) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 14 (+2) 18 (+4) 15 (+2) 14 (+2) 10 (+0)
11 (+0) 18 (+4) 14 (+2) 22 (+6) 23 (+6) 22 (+6)
Skills Mechanic’s Tools +5, Science +5, Science +5 Skills Perception +6
Skills Initimidation +14, Perception +14, Science +14 Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Senses darkvision 60 ft., passive Perception 24 Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation
Languages Zetan Sickness Sickness
Challenge 15 (13,000 XP) Senses darkvision 180 ft., passive Perception 15 Senses darkvision 180 ft., passive Perception 16
Languages Zetan Languages Zetan
Mark III. Inertia Suppression Field. The alien Challenge 1 (200 XP) Challenge 8 (3,900 XP)
commander has a personal force field which protects the
alien from most damage types. The inertia suppression Machine. The support drone is immune to poison, Machine. The guardian drone is immune to poison,
field reduces the damage of attacks against the alien radiation and all forms of disease. It does not need to radiation and all forms of disease. It does not need to
by 20. The following damage types disrupt the shield eat or sleep, but enters an inactive state for at least eat or sleep, but enters an inactive state for at least 4
or ignore it, and therefore are not subject to damage 4 hours a day to conserve power. The support drone cannot hours a day to conserve power. The guardian drone cannot
reduction from it: cold, electrical, fire, and radiation. use stimpaks or other items intended for biological use stimpaks or other items intended for biological
When a source of damage deals more than one damage type, creatures. creatures.
apply the damage reduction against the damage types which
the field resists, then roll any damage dice that bypass Actions Actions
the inertia suppression field remaining damage types as
normal. Multiattack. The support drone makes two attacks. Multiattack. The support drone makes two attacks.

Actions Bash. Melee weapon attack: +5 to hit, reach 5 ft., one Drone Cannon. Ranged weapon attack: +6 to hit, range
target. Hit: 5 (1d6 + 2) bludgeoning damage. 60/180 ft., one target. Special: The guardian drone
Multiattack. The alien captain makes six attacks. chooses any target within range and makes an attack roll
against a DC of 10, or 15 if the target is in long range.
Captain’s Sidearm. Ranged weapon attack: +12 to hit, If the drone fires at a target behind cover, apply the
range 40/120 ft., one target. Hit: 22 (4d8 + 4) energy cover bonus that usually applies to a target’s AC to the
damage. DC.
If the attack roll is lower than the DC, the cannon’s
Alien Shock Baton. Melee weapon attack: +12 to hit, energy ball lands 5 feet away from the original target
reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning for every 1 by which the drone’s result fell short, in a
damage and 4 (1d8) electrical damage. randomly determined direction (assign compass directions
to a d8).
All creatures within 15 feet of the point of impact
must make a DC 15 Dexterity saving throw. On a failed
saving throw, a creature takes 52 (12d8) energy damage,
or half that on a success.

74 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Experimental Weapons Drone
Medium robot
Armour Class 15 (medium plating)
Hit Points 102 (12d8 + 48)
Speed fly 40 ft.

Str Dex Con Int Wis Cha


14 (+2) 14 (+2) 18 (+4) 15 (+2) 14 (+2) 10 (+0)

Skills Mechanic’s Tools +5, Science +5, Science +5


Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation
Sickness
Senses darkvision 180 ft., passive Perception 15
Languages Zetan
Challenge 1 (200 XP)

Machine. The experimental weapons drone is immune to


poison, radiation and all forms of disease. It does not
need to eat or sleep, but enters an inactive state for at
least 4 hours a day to conserve power. The experimental
weapons drone cannot use stimpaks or other items intended
for biological creatures.
Actions
Multiattack. The support drone makes two attacks.
Drone Cannon. Ranged weapon attack: +6 to hit, range
60/180 ft., one target. Special: The experimental weapons
drone chooses any target within range and makes an attack
roll against a DC of 10, or 15 if the target is in long
range. If the drone fires at a target behind cover, apply
the cover bonus that usually applies to a target’s AC to
the DC.
If the attack roll is lower than the DC, the cannon’s
energy ball lands 5 feet away from the original target
for every 1 by which the drone’s result fell short, in a
randomly determined direction (assign compass directions
to a d8).
All creatures within 15 feet of the point of impact
must make a DC 15 Dexterity saving throw. On a failed
saving throw, a creature takes 52 (12d8) energy damage,
or half that on a success.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 75
In the wake of the Great War, the world’s
waters became highly irradiated. Within those
deeps, mutated leviathans lurk. Travellers
along the coast contend with not just
mirelurks (described in their own section),
but also such horrors as anglers, gulpers,

AQUATIC fog crawlers, and massive hermit crabs large


enough to call abandoned lorries their home.
Since the waters aren’t safe to dive in, no

BEASTS
one really knows exactly what else might be
down there, save for the rad-dolphins and
ghoul whales occasionally sighted near the
coast or washed up on beaches.

76 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Anglers

Angler Glowing Angler Venomous Angler


Large monstrosity Large monstrosity Large monstrosity
Armour Class 14 (natural armour) Armour Class 15 (natural armour) Armour Class 15 (natural armour)
Hit Points 76 (9d10 + 27) Hit Points 123 (13d10 + 52) Hit Points 190 (20d10 + 80)
Speed 50 ft., swim 50 ft. Speed 50 ft., swim 50 ft. Speed 50 ft., swim 50 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 10 (+0)

Damage Resistances Cold Damage Resistances Cold Damage Resistances Cold


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages none Languages none Languages none
Challenge 3 (700 XP) Challenge 6 (2,300 XP) Challenge 8 (3,900 XP)

Amphibious. The angler can breathe air and water. Amphibious. The angler can breathe air and water. Amphibious. The angler can breathe air and water.
Actions Radioactive Glow. The glowing angler sheds bright light Actions
in a 20-foot radius and dim light for an additional 20
Multiattack. The angler makes two attacks with its claws feet. Multiattack. The angler makes two attacks with its claws
and one with its bite. and one with its bite.
Actions
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one Bite. Melee weapon attack: +8 to hit, reach 5 ft.,
target. Hit: 12 (2d8 + 3) piercing damage. Multiattack. The angler makes two attacks with its claws one target. Hit: 12 (2d8 + 3) piercing damage and 9
and one with its bite. (2d8) poison damage. The target must also make a DC
Claws. Melee weapon attack: +5 to hit, reach 5 ft., one Constitution saving throw, gaining the poisoned condition
target. Hit: 10 (2d6 + 3) slashing damage. Bite. Melee weapon attack: +7 to hit, reach 5 ft., one on a failed save.
target. Hit: 12 (2d8 + 3) piercing damage and 7 (2d6)
Fireball. Ranged weapon attack: +5 to hit, range 60 ft., radiation damage. Claws. Melee weapon attack: +8 to hit, reach 5 ft., one
one target. Hit: 17 (4d6 + 3) fire damage and is set target. Hit: 14 (2d10 + 3) slashing damage.
alight. All creatures adjacent to the target must make a Claws. Melee weapon attack: +7 to hit, reach 5 ft., one
DC Dexterity saving throw, taking 7 (2d6) fire damage and target. Hit: 10 (2d6 + 3) slashing damage and 7 (2d6) Fireball. Ranged weapon attack: +8 to hit, range 60 ft.,
becoming set alight on a failed save, or suffer half the radiation damage. one target. Hit: 30 (4d12 + 4) fire damage and is set
damage on a success. A creature that has been set alight alight. All creatures adjacent to the target must make a
takes 2 (1d4) fire damage at the beginning of each of its Fireball. Ranged weapon attack: +7 to hit, range 60 ft., DC Dexterity saving throw, taking 11 (2d10) fire damage
turns. A creature can end this ongoing damage by using one target. Hit: 22 (4d8 + 4) fire damage and is set and becoming set alight on a failed save, or suffer half
its action to make a DC 10 Dexterity saving throw to alight. All creatures adjacent to the target must make a the damage on a success. A creature that has been set
extinguish the flames. DC Dexterity saving throw, taking 9 (2d8) fire damage and alight takes 2 (1d4) fire damage at the beginning of each
becoming set alight on a failed save, or suffer half the of its turns. A creature can end this ongoing damage by
damage on a success. A creature that has been set alight using its action to make a DC 10 Dexterity saving throw
takes 2 (1d4) fire damage at the beginning of each of its to extinguish the flames.
turns. A creature can end this ongoing damage by using
its action to make a DC 10 Dexterity saving throw to
extinguish the flames.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 77
Anglers

Alien Worker Alien Crewman Alien Ensign


Small humanoid (alien) Small humanoid (alien) Small humanoid (alien)
Armour Class 11 Armour Class 13 Armour Class 14
Hit Points 7 (2d6) Hit Points 33 (6d6 + 12) Hit Points 55 (10d6 + 20)
Rad Resist 5 Rad Resist 8 Rad Resist 10
Speed 25 ft. Speed 25 ft. Speed 25 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 13 (+1) 10 (+0) 15 (+2) 13 (+1) 11 (+0) 11 (+0) 17 (+3) 14 (+2) 13 (+1) 14 (+2) 13 (+1) 11 (+0) 18 (+4) 14 (+2) 14 (+2) 15 (+2) 14 (+2)

Skills Mechanic’s Tools +4, Science +4 Skills Perception +5 Skills Initimidation +6, Perception +6, Science +6
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 16
Languages Zetan Languages Zetan Languages Zetan
Challenge 0 (10 XP) Challenge 2 (450 XP) Challenge 4 (1,100 XP)

Actions Actions Actions


Alien Tool. Melee weapon attack: +3 to hit, reach 5 ft., Multiattack. The alien crewman makes two attacks. Multiattack. The alien crewman makes three attacks.
one target. Hit: 3 (1d4 + 1) piercing damage.
Alien Disintegrator. Ranged weapon attack: +6 to hit, Alien Disintegrator. Ranged weapon attack: +8 to hit,
range 80/240 ft., one target. Hit: 17 (4d6 + 3) energy range 80/240 ft., one target. Hit: 18 (4d6 + 4) energy
damage. damage.
Alien Atomizer. Ranged weapon attack: +6 to hit, range Alien Atomizer. Ranged weapon attack: +8 to hit, range
50/150 ft., one target. Hit: 12 (2d8 + 3) energy damage. 50/150 ft., one target. Hit: 14 (2d8 + 4) energy damage.
Aline Shock Baton. Melee weapon attack: + 6to hit, reach Aline Shock Baton. Melee weapon attack: +8 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage
and 4 (1d8) electrical damage. and 4 (1d8) electrical damage.

78 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Fog Crawlers

Fog Crawler Glowing Fog Crawler Skulking Fog Crawler


Large monstrosity Large monstrosity Large monstrosity
Armour Class 16 (natural armour) Armour Class 16 (natural armour) Armour Class 16 (natural armour)
Hit Points 119 (14d10 + 42) Hit Points 152 (16d10 + 64) Hit Points 170 (20d10 + 60)
Speed 40 ft. Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 10 (+0)

Damage Resistances Cold, Electrical, Energy, Fire Damage Resistances Cold, Electrical, Energy, Fire Damage Resistances Cold, Electrical, Energy, Fire
Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 60 ft., tremorsense 30 ft., passive Senses darkvision 60 ft., tremorsense 30 ft., passive Senses darkvision 60 ft., tremorsense 30 ft., passive
Perception 11 Perception 11 Perception 11
Languages none Languages none Languages none
Challenge 5 (1,000 XP) Challenge 7 (2,900 XP) Challenge 8 (3,900 XP)

Amphibious. The fog crawler can breathe air and water. Amphibious. The fog crawler can breathe air and water. Amphibious. The fog crawler can breathe air and water.
Tough. The fog crawler reduces the damage of bludgeoning, Tough. The fog crawler reduces the damage of bludgeoning, Tough. The fog crawler reduces the damage of bludgeoning,
piercing, or slashing attacks by 3. piercing, or slashing attacks by 3. piercing, or slashing attacks by 3.
Actions Radioactive Glow. The glowing fog crawler sheds bright Actions
light in a 20-foot radius and dim light for an additional
Multiattack. The fog crawler makes two attacks with its 20 feet. Multiattack. The fog crawler makes three attacks with
claws and one with its head jab. its claws and one with its head jab.
Actions
Head Jab. Melee weapon attack: +7 to hit, reach 5 ft., Head Jab. Melee weapon attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) piercing damage. Multiattack. The fog crawler makes two attacks with its one target. Hit: 12 (2d8 + 3) piercing damage.
claws and one with its head jab.
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one Claws. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. Head Jab. Melee weapon attack: +7 to hit, reach 5 ft., target. Hit: 10 (2d6 + 3) slashing damage.
one target. Hit: 12 (2d8 + 3) piercing damage and 9 (2d8)
radiation damage.
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage and 9 (2d8)
radiation damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 79
Pale Fog Crawler Enraged Fog Crawler
Large monstrosity Large monstrosity
Armour Class 16 (natural armour) Armour Class 16 (natural armour)
Hit Points 209 (22d10 + 88) Hit Points 209 (22d10 + 88)
Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
18 (+4) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 10 (+0) 18 (+4) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 10 (+0)

Damage Resistances Cold, Electrical, Energy, Fire Damage Resistances Cold, Electrical, Energy, Fire
Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 60 ft., tremorsense 30 ft., passive Senses darkvision 60 ft., tremorsense 30 ft., passive
Perception 11 Perception 11
Languages none Languages none
Challenge 10 (5,900 XP) Challenge 11 (7,200 XP)

Amphibious. The fog crawler can breathe air and water. Amphibious. The fog crawler can breathe air and water.
Tough. The fog crawler reduces the damage of bludgeoning, Primal Fury. The enraged fog crawler has advantage on
piercing, or slashing attacks by 3. Strength checks and Strength saving throws, and adds
+3 to its melee damage rolls (already included in its
Actions attacks).

Multiattack. The fog crawler makes three attacks with Tough. The fog crawler reduces the damage of bludgeoning,
piercing, or slashing attacks by 3.
its claws and two with its head jab.
Head Jab. Melee weapon attack: +9 to hit, reach 5 ft., Actions
one target. Hit: 13 (2d8 + 4) piercing damage.
Multiattack. The fog crawler makes three attacks with
Claws. Melee weapon attack: +9 to hit, reach 5 ft., one its claws and two with its head jab.
target. Hit: 11 (2d6 + 4) slashing damage.
Head Jab. Melee weapon attack: +9 to hit, reach 5 ft.,
one target. Hit: 16 (2d8 + 7) piercing damage.
Claws. Melee weapon attack: +9 to hit, reach 5 ft., one
target. Hit: 14 (2d6 + 7) slashing damage.

80 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Ghoul Whales

Grey Ghoul Whale into the water, and rolls a d6. On a roll of 1-3, they Semi-Canonical
are unable to hold their breath before being forced Ghoul whales, specifically ghoul blue whales,
underwater, and on a roll of 1 they are also stunned
Gargantuan beast until the end of their next turn. On a successful save, are mentioned by an NPC in Fallout 4. Ghoul
Armour Class 14 (natural armour) the target takes only half damage. whale bones can be seen on the shore in the
Hit Points 198 (12d20 + 72)
Speed 0 ft., swim 60 ft. Breach (costs 1 legendary action). The ghoul whale DLC Far Harbor. No information about what
breaches above the surface and slams back into the water. these creatures might have been like is
Str Dex Con Int Wis Cha Any creatures within a 20 ft. by 10 ft. area adjacent to available—the statblock and Knowledge here
the whale must make a DC 21 Dexterity saving throw. On
26 (+8) 6 (-2) 22 (+6) 8 (-1) 12 (+1) 10 (+0) a failed save, a target takes 21 (2d12 + 8) bludgeoning are purely speculative, as is the existence
damage, is pushed 40 ft. directly down into the water, of other types of ghoul whale other than blue
and rolls a d6. On a roll of 1-3, they are unable to hold whales.
Skills Perception +6 their breath before being forced underwater, and on a
Damage Immunities Radiation roll of 1 they are also stunned until the end of their Giant catfish are mentioned by an NPC in
Condition Immunities Radiation Sickness next turn. On a successful save, the target takes only Fallout. No information about what these
Senses blindsight 60 ft., passive Perception 16 half damage. Finally, any creature within 10 ft. of the
Languages none target area is pushed 15 ft. away from the ghoul whale.
creatures might have been like is available—
Challenge 18 (20,000 XP) the statblock and Knowledge here are purely
Legendary Actions speculative.
Hold Breath. The ghoul whale can hold its breath for 20 The ghoul whale can take 3 legendary actions, choosing
minutes. from the options below or its surface actions. Only
Legendary Resistance (3/day). If the ghoul whale fails one legendary action can be used at a time, and only
a saving throw, it can choose to succeed instead. at the end of another creature’s turn. Spent legendary
actions are regained at the start of each turn.
Surface Actions. The ghoul whale can perform special
actions when part of its movement ends at the surface of Detect. The ghoul whale makes a Wisdom (Perception)
the water (see Surface Actions). check.
Slam. The ghoul whale makes a slam attack.
Actions
Charge (costs 2 actions). The ghoul whale moves up to
Multiattack. The ghoul whale makes two attacks. its speed then makes a melee attack.
Slam. Melee weapon attack: +13 to hit, reach 5 ft., one Swallow (costs 3 actions). All creatures in a 10 ft.
target. Hit: 34 (4d12 + 8) bludgeoning damage. cube adjacent to the ghoul whale must make a DC 21
Dexterity saving throw, being swallowed on a failed save.
Surface Actions While swallowed, the creature is blinded and restrained,
A surface action is a special type of action spent it has total cover against attacks and other effects
on the ghoul whale’s turn when it is at the water’s outside the whale, and it takes 35 (10d6) acid damage at
surface. It costs the ghoul whale’s Action, and may the start of each of the ghoul whale’s turns.
cost one or more of the ghoul whale’s legendary If the ghoul whale takes 40 damage or more on a single
actions. turn from a creature inside it, the ghoul whale must
succeed on a DC 16 Constitution saving throw at the end
Tail Slap. The ghoul whale slaps its tail down on a 10 of that turn or regurgitate all swallowed creatures,
ft. by 5 ft. area adjacent to the whale. Any creatures which fall prone in a space within 10 feet of the ghoul
within the area must make a DC 21 Dexterity saving whale. If the ghoul whale dies, a swallowed creature is
throw. On a failed save, a target takes 21 (2d12 + 8) no longer restrained by it and can escape from the corpse
bludgeoning damage, is pushed 40 ft. directly down by using 30 feet of movement, exiting prone.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 81
Giant Catfish

Blue Ghoul Whale into the water, and rolls a d6. On a roll of 1-3, they
are unable to hold their breath before being forced
Giant Catfish
underwater, and on a roll of 1 they are also stunned Huge beast
Gargantuan beast until the end of their next turn. On a successful save, Armour Class 13 (natural armour)
Armour Class 16 (natural armour) the target takes only half damage. Hit Points 126 (11d12 + 55)
Hit Points 314 (17d20 + 136) Speed 0 ft., swim 50 ft.
Speed 0 ft., swim 90 ft. Breach (costs 1 legendary action). The ghoul whale
breaches above the surface and slams back into the water.
Any creatures within a 40 ft. by 20 ft. area adjacent to Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha
the whale must make a DC 23 Dexterity saving throw. On a 23 (+6) 11 (+0) 21 (+5) 3 (-4) 10 (+0) 5 (-3)
30 (+10) 6 (-2) 26 (+8) 8 (-1) 12 (+1) 10 (+0) failed save, a target takes 27 (5d12 + 10) bludgeoning
damage, is pushed 40 ft. directly down into the water,
and rolls a d6. On a roll of 1-3, they are unable to hold Skill Perception +3
Skills Perception +6 their breath before being forced underwater, and on a Damage Immunities Radiation
Damage Immunities Radiation roll of 1 they are also stunned until the end of their Condition Immunities Radiation Sickness
Condition Immunities Radiation Sickness next turn. On a successful save, the target takes only Senses darkvision 60 ft., passive Perception 13
Senses blindsight 60 ft., passive Perception 16 half damage. Finally, any creature within 10 ft. of the Languages none
Languages none target area is pushed 20 ft. away from the ghoul whale. Challenge 9 (5,000 XP)
Challenge 23 (50,000 XP)
Legendary Actions Water Breathing. The giant catfish can breathe only
Hold Breath. The ghoul whale can hold its breath for 20 The ghoul whale can take 3 legendary actions, choosing underwater.
minutes. from the options below or its surface actions. Only
Legendary Resistance (3/day). If the ghoul whale fails one legendary action can be used at a time, and only Actions
a saving throw, it can choose to succeed instead. at the end of another creature’s turn. Spent legendary
actions are regained at the start of each turn. Bite. Melee weapon attack: +9 to hit, reach 5 ft., one
Surface Actions. The ghoul whale can perform special target. Hit: 22 (3d10 + 6) piercing damage.
actions when part of its movement ends at the surface of Detect. The ghoul whale makes a Wisdom (Perception)
the water (see Surface Actions). check. Legendary Actions
Slam. The ghoul whale makes a slam attack. The giant catfish can take 3 legendary actions,
Actions choosing from the options below or its surface
Charge (costs 2 actions). The ghoul whale moves up to actions. Only one legendary action can be used at a
Multiattack. The ghoul whale makes two attacks. its speed then makes a melee attack. time, and only at the end of another creature’s turn.
Slam. Melee weapon attack: +15 to hit, reach 5 ft., one Swallow (costs 3 actions). All creatures in a 10 ft. Spent legendary actions are regained at the start of
target. Hit: 45 (10d6 + 10) bludgeoning damage. cube adjacent to the ghoul whale must make a DC 23 each turn.
Dexterity saving throw, being swallowed on a failed save. Detect. The giant catfish makes a Wisdom (Perception)
Surface Actions While swallowed, the creature is blinded and restrained, check.
A surface action is a special type of action spent it has total cover against attacks and other effects
on the ghoul whale’s turn when it is at the water’s outside the whale, and it takes 52 (15d6) acid damage at Bite. The giant catfish makes a bite attack.
surface. It costs the ghoul whale’s Action, and may the start of each of the ghoul whale’s turns.
If the ghoul whale takes 60 damage or more on a single Charge (costs 2 actions). The giant catfish moves up to
cost one or more of the ghoul whale’s legendary its speed then makes a melee attack.
actions. turn from a creature inside it, the ghoul whale must
succeed on a DC 18 Constitution saving throw at the end Recovery. The giant catfish regains 22 (3d10 +6) hit
Tail Slap. The ghoul whale slaps its tail down on a 20 of that turn or regurgitate all swallowed creatures, points. It may only use this legendary action once per
ft. by 10 ft. area adjacent to the whale. Any creatures which fall prone in a space within 10 feet of the ghoul combat round.
within the area must make a DC 23 Dexterity saving whale. If the ghoul whale dies, a swallowed creature is
throw. On a failed save, a target takes 27 (5d6 + 10) no longer restrained by it and can escape from the corpse
bludgeoning damage, is pushed 40 ft. directly down by using 30 feet of movement, exiting prone.

82 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Gulpers

Gulper Newt Young Gulper Gulper


Small monstrosity Medium monstrosity Large monstrosity
Armour Class 12 Armour Class 13 (natural armour) Armour Class 14 (natural armour)
Hit Points 32 (6d6 + 6) Hit Points 45 (7d8 + 14) Hit Points 85 (10d10 + 30)
Speed 30 ft., climb 10 ft., swim 30 ft. Speed 40 ft., climb 20 ft., swim 40 ft. Speed 50 ft., climb 40 ft., swim 50 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
11 (+0) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 10 (+0) 13 (+1) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 10 (+0) 15 (+2) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 10 (+0)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages none Languages none Languages none
Challenge 1/4 (50 XP) Challenge 1 (200 XP) Challenge 3 (700 XP)

Amphibious. The gulper can breathe air and water. Amphibious. The gulper can breathe air and water. Amphibious. The gulper can breathe air and water.
Pounce. If the gulper moves at least 20 feet straight Pounce. If the gulper moves at least 20 feet straight Pounce. If the gulper moves at least 20 feet straight
toward a creature and then hits it with a claw attack toward a creature and then hits it with a claw attack toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC 10 on the same turn, that target must succeed on a DC 11 on the same turn, that target must succeed on a DC 13
Strength saving throw or be knocked Prone. If the target Strength saving throw or be knocked Prone. If the target Strength saving throw or be knocked Prone. If the target
is Prone, the gulper can attempt to grapple it as a bonus is Prone, the gulper can attempt to grapple it as a bonus is Prone, the gulper can attempt to grapple it as a bonus
action. action. action.
Actions Actions Actions
Multiattack. The gulper makes two attacks with its claws Multiattack. The gulper makes two attacks with its Multiattack. The gulper makes two attacks with its
and one with its bite. claws, one with its bite, and one with its tail. claws, one with its bite, and one with its tail.
Bite. Melee weapon attack: +2 to hit, reach 5 ft., one Bite. Melee weapon attack: +3 to hit, reach 5 ft., one Bite. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 3 (1d6) piercing damage. target. Hit: 5 (1d8 + 1) piercing damage. target. Hit: 11 (2d8 + 2) piercing damage.
Claws. Melee weapon attack: +2 to hit, reach 5 ft., one Claws. Melee weapon attack: +3 to hit, reach 5 ft., one Claws. Melee weapon attack: +3 to hit, reach 5 ft., one
target. Hit: 2 (1d4) slashing damage. target. Hit: 4 (1d6 + 1) slashing damage. target. Hit: 9 (2d6 + 2) slashing damage.
Tail. Melee weapon attack: +3 to hit, reach 5 ft., one Tail. Melee weapon attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 1) bludgeoning damage, and the target. Hit: 7 (2d4 + 2) bludgeoning damage, and the
target must succeed on a DC 11 Strength saving throw or target must succeed on a DC 13 Strength saving throw or
be knocked Prone. be knocked Prone.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 83
Glowing Gulper Gulper Devourer
Large monstrosity Large monstrosity
Armour Class 14 (natural armour) Armour Class 14 (natural armour)
Hit Points 123 (13d10 + 52) Hit Points 178 (17d10 + 30)
Speed 50 ft., climb 40 ft., swim 50 ft. Speed 50 ft., climb 40 ft., swim 50 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
18 (+4) 14 (+2) 18 (+4) 3 (-4) 12 (+1) 10 (+0) 18 (+4) 14 (+2) 20 (+5) 3 (-4) 12 (+1) 10 (+0)

Damage Immunities Radiation Damage Immunities Radiation


Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages none Languages none
Challenge 7 (2,900 XP) Challenge 9 (5,000 XP)

Amphibious. The gulper can breathe air and water. Amphibious. The gulper can breathe air and water.
Pounce. If the gulper moves at least 20 feet straight Pounce. If the gulper moves at least 20 feet straight
toward a creature and then hits it with a claw attack toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC 15 on the same turn, that target must succeed on a DC 18
Strength saving throw or be knocked Prone. If the target Strength saving throw or be knocked Prone. If the target
is Prone, the gulper can attempt to grapple it as a bonus is Prone, the gulper can attempt to grapple it as a bonus
action. action.
Radioactive Glow. The glowing gulper sheds bright light Actions
in a 20-foot radius and dim light for an additional 20
feet. Multiattack. The gulper makes four attacks with its
claws, one with its bite, and one with its tail.
Actions
Bite. Melee weapon attack: +10 to hit, reach 5 ft., one
Multiattack. The gulper makes two attacks with its target. Hit: 13 (2d8 + 4) piercing damage.
claws, one with its bite, and one with its tail.
Claws. Melee weapon attack: +10 to hit, reach 5 ft., one
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
target. Hit: 11 (2d8 + 2) piercing damage and 7 (2d6)
radiation damage. Tail. Melee weapon attack: +10 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) bludgeoning damage and 7 (2d6)
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one radiation damage, and the target must succeed on a DC 18
target. Hit: 9 (2d6 + 2) slashing damage and 7 (2d6) Strength saving throw or be knocked Prone.
radiation damage.
Tail. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) bludgeoning damage and 7 (2d6)
radiation damage, and the target must succeed on a DC 15
Strength saving throw or be knocked Prone.

84 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Hermit Crabs Rad-Dolphins

Hermit Crab Tough. The hermit crab reduces the damage of bludgeoning,
piercing, or slashing attacks by 3.
Rad-Dolphin
Large beast
Huge beast Actions Armour Class 13 (natural armour)
Armour Class 19 (natural armour) Hit Points 45 (6d10 + 12)
Hit Points 161 (14d12 + 70) Multiattack. The hermit crab makes two attacks. Speed 0 ft., swim 60 ft.
Speed 40 ft.
Claws. Melee weapon attack: +11 to hit, reach 10 ft.,
one target. Hit: 15 (3d6 + 5) bludgeoning damage, and Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha the target is Grappled (escape DC 19). The crab has two
16 (+3) 14 (+2) 15 (+2) 8 (-1) 12 (+1) 10 (+0)
20 (+5) 6 (-2) 20 (+5) 8 (-1) 12 (+1) 10 (+0) claws, each of which can grapple only one target.
Slam. Melee weapon attack: +11 to hit, reach 5 ft., one Skills Perception +3
Damage Resistances Cold, Electrical, Energy, Fire target. Hit: 22 (3d12 + 5) bludgeoning damage. Damage Immunities Radiation
Damage Immunities Radiation Condition Immunities Radiation Sickness
Condition Immunities Radiation Sickness Legendary Actions Senses blindsight 60 ft., passive Perception 10
Senses darkvision 120 ft., tremorsense 60 ft., passive The hermit crab can take 3 legendary actions, choosing Languages none
Perception 11 from the options below. Only one legendary action can Challenge 1/2 (100 XP)
Languages none be used at a time, and only at the end of another
Challenge 15 (20,000 XP) creature’s turn. Spent legendary actions are regained Hold Breath. The rad-dolphin can hold its breath for 20
at the start of each turn. minutes.
Amphibious. The hermit crab can breathe air and water. Detect. The hermit crab makes a Wisdom (Perception)
check. Actions
Crush. The hermit crab automatically hits when it makes
a claw attack against a target it has grappled, and deals Claw. The hermit crab makes a claw attack. Slam. Melee weapon attack: +5 to hit, reach 5 ft., one
maximum (17) damage. target. Hit: 10 (2d6 + 3) bludgeoning damage.
Charge (costs 2 actions). The hermit crab moves up to
Curl Up. When the hermit crab takes the Dodge action, its speed then makes a melee attack.
its speed drops to 0 and it has disadvantage on Dexterity
saving throws. However, it gains resistance to all forms Smash (costs 2 actions). The hermit crab makes an
of damage and any critical hit against it is treated as a attack. The target and each creature adjacent to it must
normal hit. succeed on a DC 19 Dexterity saving throw or be knocked
prone.
Legendary Resistance (2/day). If the hermit crab fails
a saving throw, it can choose to succeed instead. Semi-Canonical
The corpses of mutated dolphins can be found
on the coastline in Fallout 4. No information
about what these creatures might have been
like is available—the statblock and Knowledge
here are purely speculative.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 85
Many of the world’s animals survived the
nuclear fallout, but due to their inability
to understand the need to avoid unnecessary
radiation exposure, most species mutated
over time. The animals now encountered in
the wastelands include such monstrosities
as Yao Guai (mutant bears), the two-headed
bovines known as Brahmin, giant rats and
mole rats, and giant pit vipers. For reasons

BEASTS unknown, some animal species remain relatively


unaffected by the radiation to this day,
including wolves and iguanas.

86 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Bighorners

Bighorner Calf Young Bighorner Bighorner


Medium beast Large beast Large beast
Armour Class 13 (natural) Armour Class 13 (natural) Armour Class 13 (natural)
Hit Points 30 (4d10 + 8) Hit Points 51 (6d10 + 18) Hit Points 104 (11d10 + 44)
Speed 30 ft. Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
15 (+2) 8 (-1) 14 (+2) 3 (-4) 11 (+0) 7 (-2) 17 (+3) 8 (-1) 16 (+3) 3 (-4) 11 (+0) 7 (-2) 19 (+4) 8 (-1) 18 (+4) 3 (-4) 11 (+0) 7 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 10 Senses passive Perception 10 Senses passive Perception 10
Languages none Languages none Languages none
Challenge 1/4 (50 XP) Challenge 1 (200 XP) Challenge 4 (1,100 XP)

Charge. If the bighorner calf moves at least 20 feet Charge. If the young bighorner moves at least 20 feet Charge. If the bighorner moves at least 20 feet straight
straight toward a target and then hits it with a ram straight toward a target and then hits it with a ram toward a target and then hits it with a ram attack on the
attack on the same turn, the target takes an extra 3 attack on the same turn, the target takes an extra 5 same turn, the target takes an extra 7 (2d6) bludgeoning
(1d6) bludgeoning damage. If the target is a creature, (2d4) bludgeoning damage. If the target is a creature, damage. If the target is a creature, it must succeed on
it must succeed on a DC 12 Strength saving throw or be it must succeed on a DC 13 Strength saving throw or be a DC 14 Strength saving throw or be knocked prone. The
knocked prone. knocked prone. bighorner may then make a trample attack against the
target.
Sure-Footed. The bighorner calf has advantage on Sure-Footed. The young bighorner has advantage on
Strength and Dexterity saving throws made against effects Strength and Dexterity saving throws made against effects Sure-Footed. The bighorner has advantage on Strength and
that would knock it prone. that would knock it prone. Dexterity saving throws made against effects that would
knock it prone.
Actions Actions
Actions
Ram. Melee weapon attack: +4 to hit, reach 5 ft., one Ram. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage. target. Hit: 8 (2d4 + 3) bludgeoning damage. Ram. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.
Trample. Melee weapon attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) bludgeoning damage. Trample. Melee weapon attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 87
Brahmiluffs Brahmin

Bighorner Bull Brahmiluff Brahmin


Large beast Large beast Large beast
Armour Class 13 (natural) Armour Class 13 (natural) Armour Class 13 (natural)
Hit Points 147 (14d10 + 70) Hit Points 95 (10d10 + 40) Hit Points 47 (5d10 + 20)
Speed 40 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
21 (+5) 8 (-1) 20 (+5) 3 (-4) 11 (+0) 7 (-2) 18 (+4) 8 (-1) 19 (+4) 3 (-4) 11 (+0) 7 (-2) 18 (+4) 8 (-1) 19 (+4) 3 (-4) 11 (+0) 7 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 10 Senses passive Perception 10 Senses passive Perception 10
Languages none Languages none Languages none
Challenge 5 (1,800 XP) Challenge 3 (700 XP) Challenge 2 (450 XP)

Charge. If the bighorner bull moves at least 20 feet Actions Actions


straight toward a target and then hits it with a ram
attack on the same turn, the target takes an extra 9 Multiattack. The brahmiluff makes two gore attacks. Multiattack. The brahmin makes two bite attacks.
(2d10) bludgeoning damage. If the target is a creature,
it must succeed on a DC 15 Strength saving throw or be Gore. Melee weapon attack: +6 to hit, reach 5 ft., one Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
knocked prone. The bighorner may then make a trample target. Hit: 11 (2d6 + 4) piercing damage. target. Hit: 9 (2d4 + 4) piercing damage.
attack against the target. Trample. Melee weapon attack: +6 to hit, reach 5 ft., Trample. Melee weapon attack: +6 to hit, reach 5 ft.,
Sure-Footed. The bighorner bull has advantage on one target. Hit: 11 (2d6 + 4) bludgeoning damage. one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Strength and Dexterity saving throws made against effects
that would knock it prone.
Actions
Ram. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 16 (2d10 + 5) bludgeoning damage.
Trample. Melee weapon attack: +7 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) bludgeoning damage.

88 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Coyotes

Mad Brahmin Coyote Pup Coyote


Large beast Small beast Medium beast
Armour Class 13 (natural) Armour Class 13 Armour Class 12
Hit Points 56 (6d10 + 24) Hit Points 13 (3d6 + 3) Hit Points 32 (5d8 + 10)
Speed 30 ft. Speed 30 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
18 (+4) 8 (-1) 19 (+4) 3 (-4) 7 (-2) 7 (-2) 13 (+1) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 7 (-2) 15 (+2) 14 (+2) 14 (+2) 3 (-4) 14 (+2) 7 (-2)

Damage Resistances Bludgeoning, Piercing, and Slashing Skills Perception +3 Skills Perception +5
Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 8 Senses passive Perception 13 Senses passive Perception 15
Languages none Languages none Languages none
Challenge 4 (1,100 XP) Challenge 1/8 (25 XP) Challenge 1/4 (50 XP)

Primal Fury. The mad brahmin has advantage on Strength Keen Hearing and Smell. The coyote has advantage on Keen Hearing and Smell. The coyote has advantage on
checks and Strength saving throws, and adds +2 to its Wisdom (Perception) checks that rely on hearing or smell. Wisdom (Perception) checks that rely on hearing or smell.
melee damage rolls (already included in its attacks).
Pack Tactics. The coyote has advantage on attack rolls Pack Tactics. The coyote has advantage on attack rolls
Actions against a creature if at least one of the coyote’s allies against a creature if at least one of the coyote’s allies
is within 5 feet of the creature and the ally isn’t is within 5 feet of the creature and the ally isn’t
Multiattack. The brahmin makes two bite attacks and a incapacitated. incapacitated.
trample attack.
Actions Actions
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d4 + 6) piercing damage. Bite. Melee weapon attack: +3 to hit, reach 5 ft., one Bite. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage. If the target target. Hit: 6 (1d8 + 2) piercing damage. If the target
Trample. Melee weapon attack: +6 to hit, reach 5 ft., is a creature, it must succeed on a DC 11 Strength saving is a creature, it must succeed on a DC 13 Strength saving
one target. Hit: 13 (2d6 + 6) bludgeoning damage. throw or be knocked prone. throw or be knocked prone.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 89
Dogs

Coyote Den Mother Alpha Coyote Trained Dog


Medium beast Medium beast Medium beast
Armour Class 12 Armour Class 13 Armour Class 12
Hit Points 65 (10d8 + 20) Hit Points 130 (16d8 + 48) Hit Points 5 (1d8 + 1)
Speed 40 ft. Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
15 (+2) 14 (+2) 14 (+2) 3 (-4) 14 (+2) 7 (-2) 17 (+3) 16 (+3) 16 (+3) 3 (-4) 16 (+2) 7 (-2) 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +6 Skills Perception +8 Skills Perception +3


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 16 Senses passive Perception 18 Senses passive Perception 13
Languages none Languages none Languages understands basic commands in American English
Challenge 2 (450 XP) Challenge 3 (700 XP) Challenge 1/8 (25 XP)

Keen Hearing and Smell. The coyote has advantage on Alpha. The coyote has advantage on saving throws against Keen Hearing and Smell. The dog has advantage on Wisdom
Wisdom (Perception) checks that rely on hearing or smell. becoming Frightened. (Perception) checks that rely on hearing or smell.
Maternal Instincts. While there are any coyote pups left Keen Hearing and Smell. The coyote has advantage on
for the den mother to protect, and until it fails its Wisdom (Perception) checks that rely on hearing or smell. Actions
Constitution saving throw after all coyote pups have been
killed, it has the following benefits: Pack Tactics. The coyote has advantage on attack rolls Bite. Melee weapon attack: +3 to hit, reach 5 ft., one
~~Advantage on Strength checks and Strength saving against a creature if at least one of the coyote’s allies target. Hit: 4 (1d6 + 1) piercing damage. If the target
throws. is within 5 feet of the creature and the ally isn’t is a creature, it must succeed on a DC 11 Strength saving
~~Advantage on saving throws against becoming incapacitated. throw or be knocked prone.
Frightened. Actions
~~+2 to the damage of all attacks.
~~Reistance to bludgeoning, piercing, and slashing Bite. Melee weapon attack: +8 to hit, reach 5 ft., one
damage. target. Hit: 8 (1d10 + 3) piercing damage. If the target
If the den mother takes damage after all coyote pups have is a creature, it must succeed on a DC 16 Strength saving
been killed, it makes a Constitution saving throw. The DC throw or be knocked prone.
equals 10 or half the damage to the den mother, whichever Pack Leader’s Howl. All members of the alpha’s pack
number is higher. On a failed save the den mother loses within 60 feet that can hear it can immediately lose the
the benefits of Maternal Instinct and uses its turns to Frightened condition if they have it and can move half
attempt to flee, only attacking if it is cornered. their speed. Opportunity attacks made against them during
Pack Tactics. The coyote has advantage on attack rolls this movement are made with disadvantage. The Pack Leader
against a creature if at least one of the coyote’s allies cannot use this action if it is itself Frightened.
is within 5 feet of the creature and the ally isn’t
incapacitated. Reactions
Actions Hunter’s Howl. When a hostile creature moves, Dashes, or
Disengages, the alpha may use its Pack Leader’s Howl as
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one long as it hasn’t been used since the beginning of their
target. Hit: 6 (1d8 + 2) piercing damage. If the target most recent turn. Any member of the pack that moves must
is a creature, it must succeed on a DC 14 Strength saving move toward the triggering creature.
throw or be knocked prone.

90 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Guard Dog Wild Mongrel Alpha Wild Mongrel
Medium beast Medium beast Medium beast
Armour Class 12 Armour Class 12 Armour Class 13
Hit Points 23 (3d8 + 9) Hit Points 5 (1d8 + 1) Hit Points 26 (4d8 + 8)
Speed 40 ft. Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 7 (-2) 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2) 15 (+2) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +5 Skills Perception +3 Skills Perception +4


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 15 Senses passive Perception 13 Senses passive Perception 14
Languages understands basic commands in American English Languages none Languages none
Challenge 1/4 (50 XP) Challenge 1/8 (25 XP) Challenge 1/8 (25 XP)

Keen Hearing and Smell. The dog has advantage on Wisdom Keen Hearing and Smell. The mongrel has advantage on Alpha. The mongrel has advantage on saving throws against
(Perception) checks that rely on hearing or smell. Wisdom (Perception) checks that rely on hearing or smell. becoming Frightened.
Pack Tactics. The mongrel has advantage on attack rolls Keen Hearing and Smell. The mongrel has advantage on
Actions against a creature if at least one of the mongrel’s Wisdom (Perception) checks that rely on hearing or smell.
allies is within 5 feet of the creature and the ally
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one isn’t incapacitated. Pack Tactics. The mongrel has advantage on attack rolls
target. Hit: 6 (1d8 + 2) piercing damage. If the target against a creature if at least one of the mongrel’s
is a creature, it must succeed on a DC 13 Strength saving Actions allies is within 5 feet of the creature and the ally
throw or be knocked prone. isn’t incapacitated.
Bite. Melee weapon attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage. If the target Actions
is a creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone. Bite. Melee weapon attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. If the target
is a creature, it must succeed on a DC 12 Strength saving
throw or be knocked prone.
Pack Leader’s Howl. All members of the alpha’s pack
within 60 feet that can hear it can immediately lose the
Frightened condition if they have it and can move half
their speed. Opportunity attacks made against them during
this movement are made with disadvantage. The Pack Leader
cannot use this action if it is itself Frightened.
Reactions
Hunter’s Howl. When a hostile creature moves, Dashes, or
Disengages, the alpha may use its Pack Leader’s Howl as
long as it hasn’t been used since the beginning of their
most recent turn. Any member of the pack that moves must
move toward the triggering creature.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 91
Vicious Mongrel Alpha Vicious Mongrel Feral Mongrel
Medium beast Medium beast Medium beast
Armour Class 12 Armour Class 13 Armour Class 13
Hit Points 44 (8d8 + 8) Hit Points 71 (11d8 + 22) Hit Points 65 (10d8 + 20)
Speed 40 ft. Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2) 15 (+2) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 7 (-2) 15 (+2) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +4 Skills Perception +5 Skills Perception +4


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 14 Senses passive Perception 15 Senses passive Perception 14
Languages none Languages none Languages none
Challenge 1/4 (50 XP) Challenge 1/2 (100 XP) Challenge 1 (200 XP)

Keen Hearing and Smell. The mongrel has advantage on Alpha. The mongrel has advantage on saving throws Keen Hearing and Smell. The mongrel has advantage on
Wisdom (Perception) checks that rely on hearing or smell. against becoming Frightened. Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The mongrel has advantage on attack rolls Keen Hearing and Smell. The mongrel has advantage on Pack Tactics. The mongrel has advantage on attack rolls
against a creature if at least one of the mongrel’s Wisdom (Perception) checks that rely on hearing or smell. against a creature if at least one of the mongrel’s
allies is within 5 feet of the creature and the ally allies is within 5 feet of the creature and the ally
isn’t incapacitated. Pack Tactics. The mongrel has advantage on attack rolls isn’t incapacitated.
against a creature if at least one of the mongrel’s
Actions allies is within 5 feet of the creature and the ally Actions
isn’t incapacitated.
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one Multiattack. The feral mongrel makes two attacks.
target. Hit: 4 (1d6 + 1) piercing damage. If the target Actions
is a creature, it must succeed on a DC 12 Strength saving Bite. Melee weapon attack: +4 to hit, reach 5 ft., one
throw or be knocked prone. Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target
target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving
is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
throw or be knocked prone.
Pack Leader’s Howl. All members of the alpha’s pack
within 60 feet that can hear it can immediately lose the
Frightened condition if they have it and can move half
their speed. Opportunity attacks made against them during
this movement are made with disadvantage. The Pack Leader
cannot use this action if it is itself Frightened.
Reactions
Hunter’s Howl. When a hostile creature moves, Dashes, or
Disengages, the alpha may use its Pack Leader’s Howl as
long as it hasn’t been used since the beginning of their
most recent turn. Any member of the pack that moves must
move toward the triggering creature.

92 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Alpha Feral Mongrel Rabid Mongrel
Medium beast Medium beast
Armour Class 14 Armour Class 13
Hit Points 97 (13d8 + 39) Hit Points 91 (14d8 + 28)
Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
17 (+3) 18 (+4) 16 (+3) 3 (-4) 14 (+2) 7 (-2) 15 (+2) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +5 Skills Perception +5


Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 15 Senses passive Perception 15
Languages none Languages none
Challenge 2 (100 XP) Challenge 2 (450 XP)

Alpha. The mongrel has advantage on saving throws against Aggressive. As a bonus action, the rabid mongrel can
becoming Frightened. move up to its speed toward a hostile creature that it
can see.
Keen Hearing and Smell. The mongrel has advantage on
Wisdom (Perception) checks that rely on hearing or smell. Keen Hearing and Smell. The mongrel has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The mongrel has advantage on attack rolls
against a creature if at least one of the mongrel’s Pack Tactics. The mongrel has advantage on attack rolls
allies is within 5 feet of the creature and the ally against a creature if at least one of the mongrel’s
isn’t incapacitated. allies is within 5 feet of the creature and the ally
isn’t incapacitated.
Actions
Actions
Multiattack. The feral mongrel makes two attacks.
Multiattack. The rabid mongrel makes two attacks.
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage. If the target Bite. Melee weapon attack: +6 to hit, reach 5 ft.,
is a creature, it must succeed on a DC 14 Strength saving one target. Hit: 7 (1d10 + 2) piercing damage and the
throw or be knocked prone. target must make a DC 13 Constitution saving throw or
be infected with rabies. If the target is a creature,
Pack Leader’s Howl. All members of the alpha’s pack it must succeed on a DC 14 Strength saving throw or be
within 60 feet that can hear it can immediately lose the knocked prone.
Frightened condition if they have it and can move half
their speed. Opportunity attacks made against them during
this movement are made with disadvantage. The Pack Leader
cannot use this action if it is itself Frightened.
Reactions
Hunter’s Howl. When a hostile creature moves, Dashes, or
Disengages, the alpha may use its Pack Leader’s Howl as
long as it hasn’t been used since the beginning of their
most recent turn. Any member of the pack that moves must
move toward the triggering creature.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 93
Alpha Rabid Mongrel against a creature if at least one of the mongrel’s
allies is within 5 feet of the creature and the ally Glowing Mongrel
isn’t incapacitated. Medium beast
Medium beast
Armour Class 14 Actions Armour Class 13
Hit Points 127 (17d8 + 51) Hit Points 117 (18d8 + 36)
Speed 40 ft. Multiattack. The feral mongrel makes two attacks. Speed 40 ft.
Bite. Melee weapon attack: +6 to hit, reach 5 ft.,
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
one target. Hit: 8 (1d10 + 3) piercing damage and the
17 (+3) 18 (+4) 16 (+3) 3 (-4) 14 (+2) 7 (-2) target must make a DC 13 Constitution saving throw or 15 (+2) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 7 (-2)
be infected with rabies. If the target is a creature,
it must succeed on a DC 15 Strength saving throw or be
Skills Perception +5 knocked prone. Skills Perception +6
Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Pack Leader’s Howl. All members of the alpha’s pack Condition Immunities Radiation Sickness
Senses passive Perception 15 within 60 feet that can hear it can immediately lose the Senses passive Perception 16
Languages none Frightened condition if they have it and can move half Languages none
Challenge 4 (1,100 XP) their speed. Opportunity attacks made against them during Challenge 4 (1,100 XP)
this movement are made with disadvantage. The Pack Leader
cannot use this action if it is itself Frightened. Keen Hearing and Smell. The mongrel has advantage on
Aggressive. As a bonus action, the rabid mongrel can
move up to its speed toward a hostile creature that it Reactions Wisdom (Perception) checks that rely on hearing or smell.
can see.
Pack Tactics. The mongrel has advantage on attack rolls
Alpha. The mongrel has advantage on saving throws against Hunter’s Howl. When a hostile creature moves, Dashes, or against a creature if at least one of the mongrel’s
becoming Frightened. Disengages, the alpha may use its Pack Leader’s Howl as allies is within 5 feet of the creature and the ally
long as it hasn’t been used since the beginning of their isn’t incapacitated.
Keen Hearing and Smell. The mongrel has advantage on most recent turn. Any member of the pack that moves must
Wisdom (Perception) checks that rely on hearing or smell. move toward the triggering creature. Radioactive Glow. The glowing mongrel sheds bright light
in a 20-foot radius and dim light for an additional 20
Pack Tactics. The mongrel has advantage on attack rolls feet.
Actions
Multiattack. The glowing mongrel makes two attacks.
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2) piercing damage and 9 (2d8)
radiation damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked
prone.

94 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Gazelles Geckos

Alpha Glowing Mongrel Gazelle Young Gecko


Medium beast Medium beast Small beast
Armour Class 14 Armour Class 13 Armour Class 13
Hit Points 157 (21d8 + 63) Hit Points 9 (2d8) Hit Points 16 (3d6 + 6)
Speed 40 ft. Speed 50 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
17 (+3) 18 (+4) 16 (+3) 3 (-4) 14 (+2) 7 (-2) 10 (+0) 16 (+3) 11 (+0) 3 (-4) 14 (+2) 5 (-3) 10 (+0) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +7 Damage Immunities Radiation Skills Perception +4


Damage Immunities Radiation Condition Immunities Radiation Sickness Damage Immunities Radiation
Condition Immunities Radiation Sickness Senses passive Perception 12 Condition Immunities Radiation Sickness
Senses passive Perception 17 Languages none Senses darkvision 120 ft., passive Perception 14
Languages none Challenge 0 (10 XP) Languages none
Challenge 6 (2,300 XP) Challenge 1/2 (100 XP)
Keen Hearing. The gazelle has advantage on Wisdom
Alpha. The mongrel has advantage on saving throws against (Perception) checks related to hearing. Keen Senses. The gecko has advantage on Wisdom
becoming Frightened. (Perception) checks.
Actions
Keen Hearing and Smell. The mongrel has advantage on Actions
Wisdom (Perception) checks that rely on hearing or smell. Ram. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 3 (1d6) piercing damage. Multiattack. The gecko makes one attack with its bite,
Pack Tactics. The mongrel has advantage on attack rolls and one with its claws.
against a creature if at least one of the mongrel’s
allies is within 5 feet of the creature and the ally Bite. Melee weapon attack: +5 to hit, reach 5 ft., one
isn’t incapacitated. target. Hit: 6 (1d6 + 3) piercing damage.
Actions Claws. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage.
Multiattack. The feral mongrel makes two attacks.
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) piercing damage and 9 (2d8)
radiation damage. If the target is a creature, it must
succeed on a DC 16 Strength saving throw or be knocked
prone.
Pack Leader’s Howl. All members of the alpha’s pack
within 60 feet that can hear it can immediately lose the
Frightened condition if they have it and can move half
their speed. Opportunity attacks made against them during
this movement are made with disadvantage. The Pack Leader
cannot use this action if it is itself Frightened.
Reactions
Hunter’s Howl. When a hostile creature moves, Dashes, or
Disengages, the alpha may use its Pack Leader’s Howl as
long as it hasn’t been used since the beginning of their
most recent turn. Any member of the pack that moves must
move toward the triggering creature.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 95
Young Gecko Hunter Gecko Gecko Hunter
Small beast Medium beast Medium beast
Armour Class 13 Armour Class 13 Armour Class 13
Hit Points 27 (5d6 + 10) Hit Points 39 (6d8 + 12) Hit Points 75 (10d8 + 20)
Speed 30 ft. Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 7 (-2) 10 (+0) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 7 (-2) 10 (+0) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +4 Skills Perception +4 Skills Perception +4


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 120 ft., passive Perception 14 Senses darkvision 120 ft., passive Perception 14 Senses darkvision 120 ft., passive Perception 14
Languages none Languages none Languages none
Challenge 1/2 (100 XP) Challenge 1 (200 XP) Challenge 2 (450 XP)

Keen Senses. The gecko has advantage on Wisdom Keen Senses. The gecko has advantage on Wisdom Keen Senses. The gecko has advantage on Wisdom
(Perception) checks. (Perception) checks. (Perception) checks.
Pack Tactics. The gecko hunter has advantage on attack Actions Pack Tactics. The gecko hunter has advantage on attack
rolls against a creature if at least one of the gecko’s rolls against a creature if at least one of the gecko’s
allies is within 5 feet of the creature and the ally Multiattack. The gecko makes one attack with its bite, allies is within 5 feet of the creature and the ally
isn’t incapacitated. and two with its claws. isn’t incapacitated.
Actions Bite. Melee weapon attack: +5 to hit, reach 5 ft., one Actions
target. Hit: 8 (1d10 + 3) piercing damage.
Multiattack. The gecko makes one attack with its bite, Multiattack. The gecko makes one attack with its bite,
and one with its claws. Claws. Melee weapon attack: +5 to hit, reach 5 ft., one and two with its claws.
target. Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one Bite. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. target. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee weapon attack: +5 to hit, reach 5 ft., one Claws. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage. target. Hit: 6 (1d6 + 3) slashing damage.

96 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Young Golden Gecko Golden Gecko Golden Gecko Hunter
Small beast Medium beast Medium beast
Armour Class 13 Armour Class 13 Armour Class 13
Hit Points 55 (10d6 + 20) Hit Points 104 (16d8 + 32) Hit Points 136 (21d8 + 42)
Speed 30 ft. Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 7 (-2) 14 (+2) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 7 (-2) 14 (+2) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +5 Skills Perception +5 Skills Perception +5


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 120 ft., passive Perception 15 Senses darkvision 120 ft., passive Perception 15 Senses darkvision 120 ft., passive Perception 15
Languages none Languages none Languages none
Challenge 2 (450 XP) Challenge 2 (450 XP) Challenge 4 (1,100 XP)

Keen Senses. The gecko has advantage on Wisdom Keen Senses. The gecko has advantage on Wisdom Keen Senses. The gecko has advantage on Wisdom
(Perception) checks. (Perception) checks. (Perception) checks.
Actions Actions Pack Tactics. The gecko hunter has advantage on attack
rolls against a creature if at least one of the gecko’s
Multiattack. The gecko makes one attack with its bite, Multiattack. The gecko makes one attack with its bite, allies is within 5 feet of the creature and the ally
and two with its claws. and three with its claws. isn’t incapacitated.
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one Bite. Melee weapon attack: +6 to hit, reach 5 ft., one Actions
target. Hit: 6 (1d6 + 3) piercing damage and 5 (2d4) target. Hit: 8 (1d10 + 3) piercing damage and 9 (2d8)
radiation damage. radiation damage. Multiattack. The gecko makes one attack with its bite,
and three with its claws.
Claws. Melee weapon attack: +6 to hit, reach 5 ft., one Claws. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage. target. Hit: 6 (1d6 + 3) slashing damage. Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) piercing damage and 9 (2d8)
radiation damage.
Claws. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 97
Young Fire Gecko Fire Gecko Young Green Gecko
Small beast Medium beast Small beast
Armour Class 13 Armour Class 13 Armour Class 13
Hit Points 97 (18d6 + 30) Hit Points 180 (24d8 + 48) Hit Points 136 (21d6 + 63)
Speed 30 ft. Speed 40 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
12 (+1) 16 (+3) 16 (+3) 3 (-4) 14 (+2) 7 (-2) 12 (+1) 16 (+3) 16 (+3) 3 (-4) 14 (+2) 7 (-2) 10 (+0) 16 (+3) 16 (+3) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +6 Skills Perception +6 Skills Perception +7


Damage Resistances Fire Damage Resistances Fire Damage Resistances Fire
Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 120 ft., passive Perception 16 Senses darkvision 120 ft., passive Perception 16 Senses darkvision 120 ft., passive Perception 17
Languages none Languages none Languages none
Challenge 2 (450 XP) Challenge 6 (2,300 XP) Challenge 5 (1,800 XP)

Keen Senses. The gecko has advantage on Wisdom Keen Senses. The gecko has advantage on Wisdom Keen Senses. The gecko has advantage on Wisdom
(Perception) checks. (Perception) checks. (Perception) checks.
Actions Actions Actions
Multiattack. The gecko makes one attack with its bite, Multiattack. The gecko makes one attack with its bite, Multiattack. The gecko makes one attack with its bite,
and three with its claws. and three with its claws. and three with its claws.
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one Bite. Melee weapon attack: +7 to hit, reach 5 ft., one Bite. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. target. Hit: 9 (1d12 + 3) piercing damage. target. Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one Claws. Melee weapon attack: +7 to hit, reach 5 ft., one Claws. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage. target. Hit: 7 (1d8 + 3) slashing damage. target. Hit: 5 (1d4 + 3) slashing damage.
Fire Breath (recharge 4-6). The young fire gecko expels Fire Breath (recharge 4-6). The young fire gecko expels Poison Spit (recharge 4-6). The young green gecko spits
a 15-foot cone of fire. All creatures within the area a 30-foot cone of fire. All creatures within the area poison at a target within 30 feet. The target and all
must make a DC 15 Dexterity saving throw, taking 5 (2d4) must make a DC 15 Dexterity saving throw, taking 9 (2d8) creatures within 5 feet of it must make a DC 16 Dexterity
fire damage on a failed saving throw or half that if fire damage on a failed saving throw or half that if saving throw. The target takes 21 (6d6) poison damage
successful. On a failed saving throw the target is also successful. On a failed saving throw the target is also on a failed save, or half that on a success. Adjacent
set alight, taking 2 (1d4) fire damage at the beginning set alight, taking 2 (1d4) fire damage at the beginning creatures take half damage on a failed save.
of each of its turns. A creature can end this ongoing of each of its turns. A creature can end this ongoing
damage by using its action to make a DC 10 Dexterity damage by using its action to make a DC 10 Dexterity
saving throw to extinguish the flames. saving throw to extinguish the flames.
Actions Actions
Eat It While It’s Hot. If the fire gecko has used its Eat It While It’s Hot. If the fire gecko has used its
fire breath, it can make a bite attack as a bonus action fire breath, it can make a bite attack as a bonus action
this turn. this turn.

98 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Green Gecko Giant Green Gecko Ghoulrilla
Medium beast Medium beast Large beast
Armour Class 13 Armour Class 14 Armour Class 12
Hit Points 202 (27d8 + 81) Hit Points 285 (30d10 + 120) Hit Points 95 (10d10 + 40)
Speed 40 ft. Speed 50 ft. Speed 30 ft., climb 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
16 (+3) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 7 (-2) 18 (+4) 18 (+4) 18 (+4) 3 (-4) 14 (+2) 7 (-2) 20 (+5) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)

Skills Perception +7 Skills Perception +7 Skills Athletics +8, Perception +4


Damage Resistances Fire Damage Resistances Fire Damage Immunities Radiation
Damage Immunities Radiation Damage Immunities Radiation Condition Immunities Radiation Sickness
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Senses passive Perception 14
Senses darkvision 120 ft., passive Perception 17 Senses darkvision 120 ft., passive Perception 17 Languages none
Languages none Languages none Challenge 3 (700 XP)
Challenge 8 (3,900 XP) Challenge 12 (8,400 XP)
Actions
Keen Senses. The gecko has advantage on Wisdom Keen Senses. The gecko has advantage on Wisdom
(Perception) checks. (Perception) checks. Multiattack. The ghoulrilla makes two fist attacks.
Actions Actions Fist. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 16 (2d10 + 5) bludgeoning damage.
Multiattack. The gecko makes one attack with its bite, Multiattack. The gecko makes one attack with its bite,
and four with its claws. and four with its claws. Rock. Ranged weapon attack: +8 to hit, range 30/60 ft.,
one target. Hit: 19 (4d6 + 5) bludgeoning damage.
Bite. Melee weapon attack: +8 to hit, reach 5 ft., one Bite. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 13 (3d6 + 3) piercing damage. target. Hit: 20 (3d10 + 4) piercing damage.
Claws. Melee weapon attack: +8 to hit, reach 5 ft., one Claws. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) slashing damage. target. Hit: 13 (2d8 + 4) slashing damage.
Poison Spit (recharge 4-6). The green gecko spits Poison Spit (recharge 4-6). The green gecko spits
poison at a target within 50 feet. The target and all poison at a target within 50 feet. The target and all
creatures within 5 feet of it must make a DC 16 Dexterity creatures within 5 feet of it must make a DC 17 Dexterity
saving throw. The target takes 31 (9d6) poison damage saving throw. The target takes 49 (9d10) poison damage
on a failed save, or half that on a success. Adjacent on a failed save, or half that on a success. Adjacent
creatures take half damage on a failed save. creatures take half damage on a failed save.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 99
Horned Kangaroos Mole Rats

Ghoulrilla King Horned Kangaroo Mole Rat


Large beast Large beast Small beast
Armour Class 12 Armour Class 13 Armour Class 13
Hit Points 157 (15d10 + 75) Hit Points 66 (9d10 + 36) Hit Points 5 (1d6 + 2)
Speed 30 ft., climb 30 ft. Speed 50 ft. Speed 25 ft., burrow 25 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
22 (+6) 14 (+2) 20 (+5) 7 (-2) 12 (+1) 7 (-2) 18 (+4) 16 (+3) 16 (+3) 3 (-4) 14 (+2) 7 (-2) 11 (+0) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 5 (-3)

Skills Athletics +10, Perception +5 Skills Athletics +7, Perception +5 Skills Perception +2, Stealth +5
Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 15 Senses passive Perception 15 Senses tremorsense 60 ft., darkvision 60 ft., passive
Languages none Languages none Perception 12
Challenge 7 (2,900 XP) Challenge 2 (450 XP) Languages none
Challenge 1/8 (25 XP)
Actions Bound. When the horned kangaroo jumps after a 10 ft.
run up, it jumps 27 feet (1 and 1/2 times its Strength Ambush Predator. If the mole rat hits with an attack
Multiattack. The ghoulrilla king makes three fist score). When it jumps from standing, the horned kangaroo after moving using its burrow speed, it can disengage as
attacks or throws two rocks. can clear 14 feet. a bonus action.
Fist. Melee weapon attack: +10 to hit, reach 5 ft., one Charge. If the horned kangaroo moves at least 20 feet Actions
target. Hit: 17 (2d10 + 6) bludgeoning damage. straight toward a target and then hits it with a ram
attack on the same turn, the target takes an extra 5 Bite. Melee weapon attack: +5 to hit, reach 5 ft., one
Rock. Ranged weapon attack: +10 to hit, range 30/60 ft., (2d4) bludgeoning damage. If the target is a creature, target. Hit: 5 (1d4 + 3) piercing damage.
one target. Hit: 20 (4d6 + 6) bludgeoning damage. it must succeed on a DC 15 Strength saving throw or be
knocked prone. The horned kangaroo can then make a kick
attack against the target.
Keen Hearing and Sense of Smell. The horned kangaroo
has advantage on Wisdom (Perception) checks relating to
hearing or smell.
Actions
Kick. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.
Ram. Ranged weapon attack: +7 to hit, reach ft., one
target. Hit: 9 (2d4 + 4) bludgeoning damage.

Semi-Canonical
The skeletons of horned kangaroos have appeared
in Fallout and Fallout 2. The statblock and
Knowledge here is purely speculative.

100 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Rabid Mole Rat Mole Rat Brood Mother Glowing Mole Rat
Small beast Medium beast Small beast
Armour Class 13 Armour Class 14 Armour Class 14
Hit Points 22 (4d6 + 8) Hit Points 102 (12d8 + 48) Hit Points 52 (8d6 + 24)
Speed 25 ft., burrow 25 ft. Speed 30 ft., burrow 30 ft. Speed 25 ft., burrow 25 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
11 (+0) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 5 (-3) 11 (+0) 18 (+4) 18 (+4) 3 (-4) 10 (+0) 5 (-3) 11 (+0) 18 (+4) 16 (+3) 3 (-4) 10 (+0) 5 (-3)

Skills Perception +2, Stealth +5 Skills Perception +5, Stealth +9 Skills Perception +3, Stealth +7
Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses tremorsense 60 ft., darkvision 60 ft., passive Senses tremorsense 60 ft., darkvision 60 ft., passive Senses tremorsense 60 ft., darkvision 60 ft., passive
Perception 12 Perception 15 Perception 13
Languages none Languages none Languages none
Challenge 1/4 (50 XP) Challenge 4 (1,100 XP) Challenge 2 (450 XP)

Aggressive. As a bonus action, the rabid mole rat can Ambush Predator. If the mole rat hits with an attack Ambush Predator. If the mole rat hits with an attack
move up to its speed toward a hostile creature that it after moving using its burrow speed, it can disengage as after moving using its burrow speed, it can disengage as
can see. a bonus action. a bonus action.
Ambush Predator. If the mole rat hits with an attack Maternal Instincts. While there are any mole rats left Radioactive Glow. The glowing mole rat sheds bright
after moving using its burrow speed, it can disengage as for the brood mother to protect, and until it fails its light in a 10-foot radius and dim light for an additional
a bonus action. Constitution saving throw after all mole rats have been 10 feet.
killed, it has the following benefits:
Actions ~~Advantage on Strength checks and Strength saving Actions
throws.
Bite. Melee weapon attack: +5 to hit, reach 5 ft., ~~Advantage on saving throws against becoming Multiattack. The mole rat makes two attacks with its
one target. Hit: 6 (1d6 + 3) piercing damage and the Frightened. bite.
target must make a DC 13 Constitution saving throw or be ~~+2 to the damage of all attacks.
infected with rabies. Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
~~Reistance to bludgeoning, piercing, and slashing target. Hit: 6 (1d6 + 3) piercing damage and 7 (2d6)
damage. radiation damage.
If the brood mother takes damage after all mole rats
have been killed, it makes a Constitution saving throw.
The DC equals 10 or half the damage to the brood mother,
whichever number is higher. On a failed save the brood
mother loses the benefits of Maternal Instinct and uses
its turns to attempt to flee, only attacking if it is
cornered.
Actions
Multiattack. The mole rat makes two attacks with its
bite.
Bite. Melee weapon attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 101
Giant Mole Rat Semi-Canonical Mean Pig Rat (Western)
Giant mole rats have never appeared in a
Huge beast Small beast
Armour Class 13 (natural armour) Fallout game, but concept art of them appeared Armour Class 11
Hit Points 161 (14d12 + 70) in The Art of Fallout 3 and showed them to Hit Points 24 (7d6)
Speed 50 ft., burrow 20 ft. be of tremendous size with horrifying large Speed 20 ft., burrow 10 ft.
claws. They were conceived as mounts, and were
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
pictured with just one rider. However, their
18 (+4) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 5 (-3)
size in relation to that rider suggests that 6 (-2) 12 (+1) 8 (-1) 2 (-4) 10 (+0) 4 (-3)

they are much larger than a traditional mount,


Skills Perception +3 and potentially able to carry two or three Skills Stealth +4, Perception +3
Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness passengers. Condition Immunities Radiation Sickness
Senses tremorsense 60 ft., darkvision 60 ft., passive Senses tremorsense 60 ft., darkvision 60 ft., passive
Perception 13 Perception 12
Languages none Languages none
Challenge 6 (2,300 XP) Challenge 1/4 (50 XP)

Mind Your Head. If the giant mole rat uses its burrow Keen Smell. The pig rat has advantage on Wisodm
speed while carrying one or more riders or objects, each (Perception) checks that rely on smell.
such creature or object takes 7 (2d6) bludgeoning damage
and is knocked prone in an unoccupied space adjacent to Pig Rat (Western) Actions
the giant mole rat.
Small beast Multiattack. The pig rat makes two attacks.
Actions Armour Class 11
Hit Points 7 (2d6 - 3) Bite. Melee weapon attack: +4 to hit, reach 5 ft., one
Multiattack. The mole rat makes two attacks with its Speed 20 ft., burrow 10 ft. target. Hit: 3 (1d4 + 1) piercing damage.
bite and two attacks with its claws.
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one Str Dex Con Int Wis Cha
target. Hit: 17 (3d8 + 4) piercing damage. 6 (-2) 12 (+1) 8 (-1) 2 (-4) 10 (+0) 4 (-3)
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (3d4 + 4) piercing damage. Skills Stealth +3, Perception +2
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses tremorsense 60 ft., darkvision 60 ft., passive
Perception 12
Languages none
Challenge 1/8 (25 XP)

Keen Smell. The pig rat has advantage on Wisodm


(Perception) checks that rely on smell.
Actions
Bite. Melee weapon attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage.

102 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Tough Pig Rat (Western) Mutated Pig Rat (Western) Lesser Mole Rat (Western)
Small beast Small beast Medium beast
Armour Class 12 Armour Class 12 Armour Class 11
Hit Points 49 (14d6) Hit Points 85 (19d6 + 19) Hit Points 65 (10d8 + 20)
Speed 20 ft., burrow 10 ft. Speed 20 ft., burrow 10 ft. Speed 30 ft., burrow 15 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
6 (-2) 12 (+1) 8 (-1) 2 (-4) 10 (+0) 4 (-3) 6 (-2) 12 (+1) 8 (-1) 2 (-4) 10 (+0) 4 (-3) 14 (+2) 10 (+0) 15 (+2) 2 (-4) 10 (+0) 4 (-3)

Skills Stealth +6, Perception +4 Skills Stealth +7, Perception +5 Skills Perception +3
Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses tremorsense 60 ft., darkvision 60 ft., passive Senses tremorsense 60 ft., darkvision 60 ft., passive Senses tremorsense 60 ft., darkvision 60 ft., passive
Perception 14 Perception 15 Perception 13
Languages none Languages none Languages none
Challenge 1 (200 XP) Challenge 2 (450 XP) Challenge 1 (200 XP)

Keen Smell. The pig rat has advantage on Wisodm Keen Smell. The pig rat has advantage on Wisodm Keen Smell. The mole rat has advantage on Wisodm
(Perception) checks that rely on smell. (Perception) checks that rely on smell. (Perception) checks that rely on smell.
Actions Actions Actions
Multiattack. The pig rat makes three attacks. Multiattack. The pig rat makes three attacks. Multiattack. The mole rat makes one attack with its bite
and two with its claws.
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one Bite. Melee weapon attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage. target. Hit: 4 (1d4 + 2) piercing damage, plus 2 (1d4) Bite. Melee weapon attack: +5 to hit, reach 5 ft., one
poison damage and 2 (1d4) radiation damage. target. Hit: 6 (1d8 + 2) piercing damage.
Claws. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 103
Mole Rat (Western) Greater Mole Rat (Western) Mutated Mole Rat (Western)
Medium beast Medium beast Medium beast
Armour Class 13 (natural armour) Armour Class 14 (natural armour) Armour Class 15 (natural armour)
Hit Points 90 (12d8 + 36) Hit Points 127 (15d8 + 60) Hit Points 153 (18d8 + 72)
Speed 30 ft., burrow 15 ft. Speed 30 ft., burrow 15 ft. Speed 30 ft., burrow 15 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 10 (+0) 17 (+3) 2 (-4) 10 (+0) 4 (-3) 16 (+3) 10 (+0) 19 (+4) 2 (-4) 10 (+0) 4 (-3) 16 (+3) 10 (+0) 19 (+4) 2 (-4) 10 (+0) 4 (-3)

Skills Perception +3 Skills Perception +4 Skills Perception +4


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses tremorsense 60 ft., darkvision 60 ft., passive Senses tremorsense 60 ft., darkvision 60 ft., passive Senses tremorsense 60 ft., darkvision 60 ft., passive
Perception 13 Perception 14 Perception 14
Languages none Languages none Languages none
Challenge 2 (450 XP) Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)

Keen Smell. The mole rat has advantage on Wisodm Keen Smell. The mole rat has advantage on Wisodm Keen Smell. The mole rat has advantage on Wisodm
(Perception) checks that rely on smell. (Perception) checks that rely on smell. (Perception) checks that rely on smell.
Actions Actions Actions
Multiattack. The mole rat makes one attack with its bite Multiattack. The mole rat makes one attack with its bite Multiattack. The mole rat makes one attack with its bite
and three with its claws. and three with its claws. and three with its claws.
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one Bite. Melee weapon attack: +7 to hit, reach 5 ft., one Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage. target. Hit: 8 (1d10 + 3) piercing damage. target. Hit: 7 (1d8 + 3) piercing damage, 3 (1d6) poison
damage, and 3 (1d6) radiation damage.
Claws. Melee weapon attack: +5 to hit, reach 5 ft., one Claws. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage. target. Hit: 6 (1d6 + 3) slashing damage. Claws. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage, 2 (1d4) poison
damage, and 2 (1d4) radiation damage.

104 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Pit Vipers Rad-Rats

Pit Viper Rad-Rat Pup Mangy Rad-Rat Pup


Huge beast Tiny beast Tiny beast
Armour Class 12 Armour Class 13 Armour Class 13
Hit Points 102 (12d12 + 24) Hit Points 2 (1d4) Hit Points 7 (3d4)
Speed 30 ft. Speed 20 ft. Speed 20 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
19 (+4) 14 (+2) 15 (+2) 1 (-5) 10 (+0) 3 (-4) 6 (-2) 16 (+3) 10 (+0) 3 (-4) 12 (+1) 3 (-4) 6 (-2) 16 (+3) 10 (+0) 3 (-4) 12 (+1) 3 (-4)

Skills Perception +2 Skills Perception +3, Stealth +5 Skills Perception +3, Stealth +5
Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses blindsight 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 13
Languages none Languages none Languages none
Challenge 3 (700 XP) Challenge 0 (10 XP) Challenge 0 (10 XP)

Actions Keen Smell. The rad-rat pup has advantage on Wisdom Keen Smell. The mangy rad-rat pup has advantage on
(Perception) checks that rely on smell. Wisdom (Perception) checks that rely on smell.
Bite. Melee weapon attack: +6 to hit, reach 10 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage, and the Actions
target must make a DC 12 Constitution saving throw. On Actions
a failed save the target take 10 (3d6) poison damage Multiattack. The mangy rad-rat pup makes two attacks.
and is poisoned for 1 minute. The poisoned target is Bite. Melee weapon attack: +5 to hit, reach 5 ft., one Bite. Melee weapon attack: +5 to hit, reach 5 ft., one
incapacitated while it hallucinates. The target can target. Hit: 1 piercing damage, and the target must make target. Hit: 1 piercing damage, and the target must make
repeat the saving throw at the end of each of its turns, a DC 10 Constitution saving throw. On a failed save the a DC 10 Constitution saving throw. On a failed save the
ending the effect on itself on a success. On a failed target contracts Waste Plague. On a successful save the target contracts Waste Plague. On a successful save the
save, the target takes half as much damage and isn’t creature resists the disease, and cannot be infected creature resists the disease, and cannot be infected
poisoned. again by this rad-rat until 24 hours have passed. again by this rad-rat until 24 hours have passed.
Constrict. Melee weapon attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the
target is grappled (escape DC 16). Until this grapple
ends, the creature is restrained, and the pit viper can’t
constrict another target.

Semi-Canonical
Pit vipers were considered for inclusion in
Fallout but were ultimately cut. Very little
information about what these creatures might
have been like is available—the statblock and
Knowledge here are purely speculative.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 105
Infected Rad-Rat Pup Rad-Rat Mangy Rad-Rat
Tiny beast Small beast Small beast
Armour Class 13 Armour Class 13 Armour Class 13
Hit Points 12 (5d4) Hit Points 17 (5d6) Hit Points 38 (11d6)
Speed 20 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
6 (-2) 16 (+3) 10 (+0) 3 (-4) 12 (+1) 3 (-4) 6 (-2) 16 (+3) 10 (+0) 3 (-4) 12 (+1) 3 (-4) 6 (-2) 16 (+3) 10 (+0) 3 (-4) 12 (+1) 3 (-4)

Skills Perception +3, Stealth +5 Skills Perception +4, Stealth +6 Skills Perception +4, Stealth +6
Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 14
Languages none Languages none Languages none
Challenge 1/2 (100 XP) Challenge 1/2 (100 XP) Challenge 1 (200 XP)

Keen Smell. The rad-rat pup has advantage on Wisdom Keen Smell. The rad-rat has advantage on Wisdom Keen Smell. The mangy rad-rat has advantage on Wisdom
(Perception) checks that rely on smell. (Perception) checks that rely on smell. (Perception) checks that rely on smell.
Actions Actions Actions
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one Multiattack. The rad-rat makes two attacks. Multiattack. The mangy rad-rat makes three attacks.
target. Hit: 1 piercing damage, and the target must make
a DC 10 Constitution saving throw. On a failed save the Bite. Melee weapon attack: +6 to hit, reach 5 ft., one Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
target takes 5 (2d4) poison damage, gains the poisoned target. Hit: 5 (1d4 + 3) piercing damage, and the target target. Hit: 5 (1d4 + 3) piercing damage, and the target
condition for 1 minute, and contracts Waste Plague. On must make a DC 11 Constitution saving throw. On a failed must make a DC 11 Constitution saving throw. On a failed
a successful save the creature takes half damage and save the target contracts Waste Plague. On a successful save the target contracts Waste Plague. On a successful
resists the disease, and cannot be infected again by this save the creature resists the disease, and cannot be save the creature resists the disease, and cannot be
rad-rat until 24 hours have passed. infected again by this rad-rat until 24 hours have infected again by this rad-rat until 24 hours have
A creature poisoned by the infected rad-rat pup’s bite passed. passed.
can repeat its Constitution saving throw at the end of
each of its turns, ending the poisoned condition on a
success.

106 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Radstags

Infected Rad-Rat Plagued Rad-Rat Radstag Yearling


Small beast Small beast Medium beast
Armour Class 13 Armour Class 13 Armour Class 12
Hit Points 52 (15d6) Hit Points 77 (22d6) Hit Points 6 (1d8 + 2)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
6 (-2) 16 (+3) 10 (+0) 3 (-4) 12 (+1) 3 (-4) 6 (-2) 16 (+3) 10 (+0) 3 (-4) 12 (+1) 3 (-4) 13 (+1) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +4, Stealth +6 Skills Perception +5, Stealth +7 Skills Perception +3
Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Radiation
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 15 Senses passive Perception 13
Languages none Languages none Languages none
Challenge 3 (700 XP) Challenge 5 (1,800 XP) Challenge 1/8 (25 XP)

Keen Smell. The infected rad-rat has advantage on Wisdom Keen Smell. The plagued rad-rat has advantage on Wisdom Keen Hearing and Smell. The radstag has advantage on
(Perception) checks that rely on smell. (Perception) checks that rely on smell. Wisdom (Perception) checks that rely on hearing or smell.
Actions Actions Part of the Herd. Radstags gather in herds for mutual
protection. A radstag gains a cumulative +1 bonus to
Multiattack. The infected rad-rat makes three attacks. Multiattack. The plagued rad-rat makes four attacks. Intimidation for every other radstag within 15 feet of
it.
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) piercing damage, and the target target. Hit: 5 (1d4 + 3) piercing damage, and the target Actions
must make a DC 11 Constitution saving throw. On a failed must make a DC 12 Constitution saving throw. On a failed
save the target takes 9 (2d8) poison damage, gains the save the target takes 10 (4d4) poison damage, gains the Multiattack. The radstag makes two attacks with its
poisoned condition for 1 minute, and contracts Waste poisoned condition for 1 minute, and contracts Waste bite. It must attack either the same target twice or two
Plague. On a successful save the creature takes half Plague. On a successful save the creature takes half targets within 5 feet of each other.
damage and resists the disease, and cannot be infected damage and resists the disease, and cannot be infected
again by this rad-rat until 24 hours have passed. again by this rad-rat until 24 hours have passed. Bite. Melee weapon attack: +3 to hit, reach 5 ft., one
A creature poisoned by the infected rad-rat’s bite can A creature poisoned by the plagued rad-rat’s bite can target. Hit: 3 (1d4 + 1) piercing damage.
repeat its Constitution saving throw at the end of each repeat its Constitution saving throw at the end of each Kick. Melee weapon attack: +3 to hit, reach 5 ft., one
of its turns, ending the poisoned condition on a success. of its turns, ending the poisoned condition on a success. target. Hit: 4 (1d6 + 1) bludgeoning damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 107
Radstag Doe Radstag Intimidation for every other radstag within 15 feet of
it.
Medium beast
Armour Class 12 Medium beast Trample. The radstag’s kick attack has advantage and
Hit Points 19 (3d8 + 6) Armour Class 13 deals an extra 4 (1d8) bludgeoning damage against a prone
Speed 40 ft. Hit Points 52 (8d8 + 16) target.
Speed 40 ft.
Actions
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha Multiattack. The radstag makes two attacks with its
13 (+1) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 7 (-2)
15 (+2) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 7 (-2) bite. It must attack either the same target twice or two
targets within 5 feet of each other.
Skills Perception +4 Bite. Melee weapon attack: +5 to hit, reach 5 ft., one
Damage Immunities Radiation Skills Perception +4
Damage Immunities Radiation target. Hit: 5 (1d6 + 2) piercing damage.
Condition Immunities Radiation Sickness
Senses passive Perception 14 Condition Immunities Radiation Sickness Gore. Melee weapon attack: +5 to hit, reach 5 ft., one
Languages none Senses passive Perception 14 target. Hit: 8 (1d12 + 2) bludgeoning damage.
Challenge 1/4 (50 XP) Languages none
Challenge 1 (200 XP) Kick. Melee weapon attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 1) bludgeoning damage.
Keen Hearing and Smell. The radstag has advantage on
Wisdom (Perception) checks that rely on hearing or smell. Charge. If the radstag moves at least 20 ft. straight
toward a target and then hits it with a gore Attack Reactions
Part of the Herd. Radstags gather in herds for mutual on the same turn, the target takes an extra 6 (1d12)
Herd Tactics. When a melee attack is made against an
protection. A radstag gains a cumulative +1 bonus to bludgeoning damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked allied creature within 10 feet of the radstag, the
Intimidation for every other radstag within 15 feet of radstag can move to a space adjacent to that target and
it. prone.
within the attacker’s reach. When a ranged attack is
Actions Keen Hearing and Smell. The radstag has advantage on made against an allied creature, the radstag can move
Wisdom (Perception) checks that rely on hearing or smell. 10 feet to a space between the attacker and the target.
Multiattack. The radstag makes two attacks with its The attacker may choose to redirect their attack to the
Part of the Herd. Radstags gather in herds for mutual radstag or continue to attack its original target. Either
bite. It must attack either the same target twice or two protection. A radstag gains a cumulative +1 bonus to
targets within 5 feet of each other. way, the attack has disadvantage.
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage.
Kick. Melee weapon attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) bludgeoning damage.
Reactions
Herd Tactics. When a melee attack is made against an
allied creature within 10 feet of the radstag, the
radstag can move to a space adjacent to that target and
within the attacker’s reach. When a ranged attack is
made against an allied creature, the radstag can move
10 feet to a space between the attacker and the target.
The attacker may choose to redirect their attack to the
radstag or continue to attack its original target. Either
way, the attack has disadvantage.

108 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Rabid Radstag Intimidation for every other radstag within 15 feet of
it.
Medium beast Trample. The radstag’s kick attack has advantage and
Armour Class 13 deals an extra 5 (1d10) bludgeoning damage against a
Hit Points 104 (16d8 + 32) prone target.
Speed 40 ft.
Actions
Str Dex Con Int Wis Cha Multiattack. The radstag makes two attacks with its bite
15 (+2) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 7 (-2) and one with its kick. Its bites must attack either the
same target twice or two targets within 5 feet of each
other.
Skills Perception +4
Damage Immunities Radiation Bite. Melee weapon attack: +5 to hit, reach 5 ft.,
Condition Immunities Radiation Sickness one target. Hit: 6 (1d8 + 2) piercing damage, and the
Senses passive Perception 14 target must make a DC 13 Constitution saving throw or be
Languages none infected with rabies.
Challenge 3 (700 XP) Gore. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) bludgeoning damage.
Aggressive. As a bonus action, the rabid radstag can
move up to its speed toward a hostile creature that it Kick. Melee weapon attack: +3 to hit, reach 5 ft., one
can see. target. Hit: 7 (1d10 + 2) bludgeoning damage.
Charge. If the radstag moves at least 20 ft. straight Reactions
toward a target and then hits it with a gore Attack
on the same turn, the target takes an extra 7 (2d6) Herd Tactics. When a melee attack is made against an
bludgeoning damage. If the target is a creature, it must allied creature within 10 feet of the radstag, the
succeed on a DC 13 Strength saving throw or be knocked radstag can move to a space adjacent to that target and
prone. within the attacker’s reach. When a ranged attack is
made against an allied creature, the radstag can move
Keen Hearing and Smell. The radstag has advantage on 10 feet to a space between the attacker and the target.
Wisdom (Perception) checks that rely on hearing or smell. The attacker may choose to redirect their attack to the
Part of the Herd. Radstags gather in herds for mutual radstag or continue to attack its original target. Either
protection. A radstag gains a cumulative +1 bonus to way, the attack has disadvantage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 109
Glowing Radstag Radioactive Glow. The glowing radstag sheds bright light
in a 20-foot radius and dim light for an additional 20
feet.
Medium beast
Armour Class 13 Trample. The radstag’s kick attack has advantage and
Hit Points 142 (19d8 + 57) deals an extra 5 (1d10) bludgeoning damage against a
Speed 40 ft. prone target.
Actions
Str Dex Con Int Wis Cha
15 (+2) 16 (+3) 16 (+3) 3 (-4) 12 (+1) 7 (-2) Multiattack. The radstag makes two attacks with its bite
and one with its kick. Its bites must attack either the
same target twice or two targets within 5 feet of each
Skills Perception +5 other.
Damage Immunities Radiation
Condition Immunities Radiation Sickness Bite. Melee weapon attack: +5 to hit, reach 5 ft.,
Senses passive Perception 15 one target. Hit: 6 (1d8 + 2) piercing damage, and the
Languages none target must make a DC 13 Constitution saving throw or be
Challenge 5 (1,000 XP) infected with rabies.
Gore. Melee weapon attack: +5 to hit, reach 5 ft., one
Charge. If the radstag moves at least 20 ft. straight target. Hit: 9 (2d6 + 2) bludgeoning damage.
toward a target and then hits it with a gore Attack
on the same turn, the target takes an extra 7 (2d6) Kick. Melee weapon attack: +3 to hit, reach 5 ft., one
bludgeoning damage. If the target is a creature, it must target. Hit: 7 (1d10 + 2) bludgeoning damage.
succeed on a DC 14 Strength saving throw or be knocked
prone. Reactions
Keen Hearing and Smell. The radstag has advantage on Herd Tactics. When a melee attack is made against an
Wisdom (Perception) checks that rely on hearing or smell. allied creature within 10 feet of the radstag, the
radstag can move to a space adjacent to that target and
Part of the Herd. Radstags gather in herds for mutual within the attacker’s reach. When a ranged attack is
protection. A radstag gains a cumulative +1 bonus to made against an allied creature, the radstag can move
Intimidation for every other radstag within 15 feet of 10 feet to a space between the attacker and the target.
it. The attacker may choose to redirect their attack to the
Radioactive Aura. A creature that begins its turn within radstag or continue to attack its original target. Either
10 feet of the glowing radstag takes 6 (1d12) radiation way, the attack has disadvantage.
damage.

110 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Erratic Radstag Doe damage.
Trample. The radstag’s kick attack has advantage and
Medium beast deals an extra 5 (1d10) bludgeoning damage against a
Armour Class 14 prone target.
Hit Points 187 (25d8 + 75)
Speed 40 ft. Actions
Multiattack. The radstag makes two attacks with its bite
Str Dex Con Int Wis Cha and two with its kick. It must attack either the same
16 (+3) 18 (+4) 16 (+3) 3 (-4) 12 (+1) 7 (-2) target twice or two targets within 5 feet of each other.
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
Skills Perception +6 target. Hit: 7 (1d8 + 3) piercing damage and 4 (1d8)
Damage Immunities Radiation radiation damage.
Condition Immunities Radiation Sickness Kick. Melee weapon attack: +7 to hit, reach 5 ft., one
Senses passive Perception 16 target. Hit: 8 (1d10 + 3) bludgeoning damage and 4 (1d8)
Languages none radiation damage.
Challenge 7 (2,900 XP)
Reactions
Keen Hearing and Smell. The radstag has advantage on
Wisdom (Perception) checks that rely on hearing or smell. Herd Tactics. When a melee attack is made against an
allied creature within 10 feet of the radstag, the
Part of the Herd. Radstags gather in herds for mutual radstag can move to a space adjacent to that target and
protection. A radstag gains a cumulative +1 bonus to within the attacker’s reach. When a ranged attack is
Intimidation for every other radstag within 15 feet of made against an allied creature, the radstag can move
it. 10 feet to a space between the attacker and the target.
Radioactive Aura. A creature that begins its turn within The attacker may choose to redirect their attack to the
10 feet of the glowing radstag takes 6 (1d12) radiation radstag or continue to attack its original target. Either
way, the attack has disadvantage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 111
Erratic Radstag 10 feet of the glowing radstag takes 6 (1d12) radiation
damage.
Medium beast Trample. The radstag’s kick attack has advantage and
Armour Class 14 deals an extra 5 (1d10) bludgeoning damage against a
Hit Points 217 (29d8 + 87) prone target.
Speed 40 ft.
Actions
Str Dex Con Int Wis Cha Multiattack. The radstag makes two attacks with its bite
16 (+3) 18 (+4) 16 (+3) 3 (-4) 12 (+1) 7 (-2) and two with its kick. Its bites must attack either the
same target twice or two targets within 5 feet of each
other.
Skills Perception +6
Damage Immunities Radiation Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
Condition Immunities Radiation Sickness target. Hit: 7 (1d8 + 3) piercing damage and 4 (1d8)
Senses passive Perception 16 radiation damage.
Languages none Gore. Melee weapon attack: +7 to hit, reach 5 ft., one
Challenge 8 (3,900 XP) target. Hit: 10 (2d6 + 3) bludgeoning damage and 4 (1d8)
radiation damage.
Charge. If the radstag moves at least 20 ft. straight
toward a target and then hits it with a gore Attack Kick. Melee weapon attack: +7 to hit, reach 5 ft., one
on the same turn, the target takes an extra 7 (2d6) target. Hit: 8 (1d10 + 3) bludgeoning damage and 4 (1d8)
bludgeoning damage. If the target is a creature, it must radiation damage.
succeed on a DC 16 Strength saving throw or be knocked
prone. Reactions
Keen Hearing and Smell. The radstag has advantage on Herd Tactics. When a melee attack is made against an
Wisdom (Perception) checks that rely on hearing or smell. allied creature within 10 feet of the radstag, the
radstag can move to a space adjacent to that target and
Part of the Herd. Radstags gather in herds for mutual within the attacker’s reach. When a ranged attack is
protection. A radstag gains a cumulative +1 bonus to made against an allied creature, the radstag can move
Intimidation for every other radstag within 15 feet of 10 feet to a space between the attacker and the target.
it. The attacker may choose to redirect their attack to the
Radioactive Aura. A creature that begins its turn within radstag or continue to attack its original target. Either
way, the attack has disadvantage.

112 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Devolved Radstag Doe light in a 20-foot radius and dim light for an additional
20 feet.
Medium beast Trample. The radstag’s kick attack has advantage and
Armour Class 14 deals an extra 5 (1d10) bludgeoning damage against a
Hit Points 202 (27d8 + 81) prone target.
Speed 40 ft.
Actions
Str Dex Con Int Wis Cha Multiattack. The radstag makes two attacks with its bite
16 (+3) 18 (+4) 16 (+3) 3 (-4) 12 (+1) 7 (-2) and two with its kick. It must attack either the same
target twice or two targets within 5 feet of each other.
Skills Perception +6 Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
Damage Immunities Radiation target. Hit: 7 (1d8 + 3) piercing damage and 9 (2d8)
Condition Immunities Radiation Sickness radiation damage.
Senses passive Perception 16 Kick. Melee weapon attack: +7 to hit, reach 5 ft., one
Languages none target. Hit: 8 (1d10 + 3) bludgeoning damage and 9 (2d8)
Challenge 9 (5,000 XP) radiation damage.
Keen Hearing and Smell. The radstag has advantage on Reactions
Wisdom (Perception) checks that rely on hearing or smell.
Herd Tactics. When a melee attack is made against an
Part of the Herd. Radstags gather in herds for mutual allied creature within 10 feet of the radstag, the
protection. A radstag gains a cumulative +1 bonus to radstag can move to a space adjacent to that target and
Intimidation for every other radstag within 15 feet of within the attacker’s reach. When a ranged attack is
it. made against an allied creature, the radstag can move
Radioactive Aura. A creature that begins its turn within 10 feet to a space between the attacker and the target.
10 feet of the glowing radstag takes 6 (1d12) radiation The attacker may choose to redirect their attack to the
damage. radstag or continue to attack its original target. Either
way, the attack has disadvantage.
Radioactive Glow. The devolved radstag sheds bright

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 113
Wolves

Devolved Radstag Radioactive Glow. The devolved radstag sheds bright


light in a 20-foot radius and dim light for an additional
Vicious Wolf
20 feet. Medium beast
Medium beast Armour Class 12
Armour Class 14 Trample. The radstag’s kick attack has advantage and Hit Points 60 (8d8 + 24)
Hit Points 262 (35d8 + 105) deals an extra 5 (1d10) bludgeoning damage against a Speed 40 ft.
Speed 40 ft. prone target.
Actions Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha
17 (+3) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 7 (-2)
16 (+3) 18 (+4) 16 (+3) 3 (-4) 12 (+1) 7 (-2) Multiattack. The radstag makes two attacks with its bite
and two with its kick. Its bites must attack either the
same target twice or two targets within 5 feet of each Skills Perception +6
Skills Perception +6 other. Damage Immunities Radiation
Damage Immunities Radiation Condition Immunities Radiation Sickness
Condition Immunities Radiation Sickness Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage and 9 (2d8) Senses passive Perception 16
Senses passive Perception 16 Languages none
Languages none radiation damage.
Challenge 1 (200 XP)
Challenge 12 (8,400 XP) Gore. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage and 9 (2d8) Keen Hearing and Smell. The wolf has advantage on Wisdom
Charge. If the radstag moves at least 20 ft. straight radiation damage. (Perception) checks that rely on hearing or smell.
toward a target and then hits it with a gore Attack
on the same turn, the target takes an extra 11 (2d10) Kick. Melee weapon attack: +7 to hit, reach 5 ft., one Pack Tactics. The wolf has advantage on attack rolls
bludgeoning damage. If the target is a creature, it must target. Hit: 8 (1d10 + 3) bludgeoning damage and 9 (2d8) against a creature if at least one of the wolf’s
succeed on a DC 16 Strength saving throw or be knocked radiation damage. allies is within 5 feet of the wolf and the ally isn’t
prone. incapacitated.
Reactions
Keen Hearing and Smell. The radstag has advantage on Actions
Wisdom (Perception) checks that rely on hearing or smell. Herd Tactics. When a melee attack is made against an
allied creature within 10 feet of the radstag, the Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
Part of the Herd. Radstags gather in herds for mutual radstag can move to a space adjacent to that target and
protection. A radstag gains a cumulative +1 bonus to target. Hit: 7 (1d8 + 3) piercing damage. If the target
within the attacker’s reach. When a ranged attack is is a creature, it must succeed on a DC 15 Strength saving
Intimidation for every other radstag within 15 feet of made against an allied creature, the radstag can move
it. throw or be knocked prone.
10 feet to a space between the attacker and the target.
Radioactive Aura. A creature that begins its turn within The attacker may choose to redirect their attack to the
10 feet of the glowing radstag takes 6 (1d12) radiation radstag or continue to attack its original target. Either
damage. way, the attack has disadvantage.

114 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Feral Wolf Rabid Wolf Glowing Wolf
Medium beast Medium beast Medium beast
Armour Class 12 Armour Class 12 Armour Class 12
Hit Points 105 (14d8 + 42) Hit Points 127 (15d8 + 60) Hit Points 153 (18d8 + 72)
Speed 40 ft. Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
17 (+3) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 7 (-2) 17 (+3) 14 (+2) 18 (+4) 3 (-4) 14 (+2) 7 (-2) 17 (+3) 14 (+2) 18 (+4) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +6 Skills Perception +7 Skills Perception +7


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 16 Senses passive Perception 17 Senses passive Perception 17
Languages none Languages none Languages none
Challenge 2 (450 XP) Challenge 3 (700 XP) Challenge 5 (1,800 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom Keen Hearing and Smell. The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell. (Perception) checks that rely on hearing or smell.
Keen Hearing and Smell. The wolf has advantage on Wisdom
Pack Tactics. The wolf has advantage on attack rolls Pack Tactics. The wolf has advantage on attack rolls (Perception) checks that rely on hearing or smell.
against a creature if at least one of the wolf’s against a creature if at least one of the wolf’s
allies is within 5 feet of the wolf and the ally isn’t allies is within 5 feet of the wolf and the ally isn’t Pack Tactics. The wolf has advantage on attack rolls
incapacitated. incapacitated. against a creature if at least one of the wolf’s
allies is within 5 feet of the wolf and the ally isn’t
Actions Actions incapacitated.
Radioactive Aura. A creature that begins its turn within
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one Bite. Melee weapon attack: +8 to hit, reach 5 ft., one 10 feet of the glowing wolf takes 6 (1d12) radiation
target. Hit: 8 (1d10 + 3) piercing damage. If the target target. Hit: 9 (1d12 + 3) piercing damage. The target damage.
is a creature, it must succeed on a DC 15 Strength saving must succeed on a DC 17 Constitution saving throw or be
throw or be knocked prone. infected with rabies. If the target is a creature, it Radioactive Glow. The glowing wolf sheds bright light in
must also succeed on a DC 16 Strength saving throw or be a 20-foot radius and dim light for an additional 20 feet.
knocked prone.
Actions
Bite. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) piercing damage and 9 (2d8)
radiation damage. If the target is a creature, it must
succeed on a DC 16 Strength saving throw or be knocked
prone.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 115
Yao Guai

Stunted Yao Guai Yao Guai Cub Yao Guai


Large beast Medium beast Large beast
Armour Class 11 (natural armour) Armour Class 11 (natural armour) Armour Class 11 (natural armour)
Hit Points 110 (13d10 + 39) Hit Points 76 (12d8 + 24) Hit Points 153 (18d10 + 54)
Speed 40 ft., climb 30 ft. Speed 40 ft., climb 30 ft. Speed 40 ft., climb 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
17 (+3) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) 15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2) 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Skills Perception +3 Skills Perception +3 Skills Perception +3


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 13 Senses passive Perception 13 Senses passive Perception 13
Languages none Languages none Languages none
Challenge 2 (450 XP) Challenge 1 (200 XP) Challenge 4 (1,100 XP)

Keen Smell. The yao guai has advantage on Wisdom Keen Smell. The yao guai has advantage on Wisdom Keen Smell. The yao guai has advantage on Wisdom
(Perception) checks that rely on smell. (Perception) checks that rely on smell. (Perception) checks that rely on smell.
Actions Actions Actions
Multiattack. The yao guai makes three attacks: one with Multiattack. The yao guai makes three attacks: one with Multiattack. The yao guai makes three attacks: one with
its bite and two with its claws. its bite and two with its claws. its bite and two with its claws.
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one Bite. Melee weapon attack: +4 to hit, reach 5 ft., one Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage. target. Hit: 5 (1d6 + 2) piercing damage. target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee weapon attack: +3 to hit, reach 5 ft., one Claws. Melee weapon attack: +3 to hit, reach 5 ft., one Claws. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) slashing damage. target. Hit: 7 (2d4 + 2) slashing damage. target. Hit: 11 (2d6 + 4) slashing damage.

Young Yao Guai


Stunted yao guais are not as large nor
intimidating due to malformation, an
affliction that seems to occasionally prevent
the full maturation of a cub.
You can also use the Stunted Yao Guai
statblock to represent a yao guai that is
older than a cub but not yet fully matured.

116 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Yao Guai Ghoul Shaggy Yao Guai Irradiated Yao Guai
Large beast Large beast Large beast
Armour Class 13 (natural armour) Armour Class 12 (natural armour) Armour Class 13 (natural armour)
Hit Points 189 (18d10 + 90) Hit Points 226 (24d10 + 96) Hit Points 247 (26d10 + 130)
Speed 40 ft., climb 30 ft. Speed 40 ft., climb 30 ft. Speed 40 ft., climb 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
19 (+4) 10 (+0) 20 (+5) 2 (-4) 13 (+1) 7 (-2) 19 (+4) 10 (+0) 18 (+4) 2 (-4) 13 (+1) 7 (-2) 19 (+4) 10 (+0) 20 (+5) 2 (-4) 13 (+1) 7 (-2)

Skills Perception +4 Skills Perception +4 Skills Perception +5


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 14 Senses passive Perception 14 Senses passive Perception 15
Languages none Languages none Languages none
Challenge 6 (2,300 XP) Challenge 7 (2,900 XP) Challenge 10 (5,900 XP)

Deadened Flesh. The yao guai reduces all bludgeoning, Keen Smell. The yao guai has advantage on Wisdom Keen Smell. The yao guai has advantage on Wisdom
piercing, and slashing damage by 3. (Perception) checks that rely on smell. (Perception) checks that rely on smell.
Degraded Senses. The yao guai ghoul’s sensory organs Actions Radioactive Glow. The irradiated yao guai sheds bright
have been severely damaged through age, injury, and light in a 20-foot radius and dim light for an additional
longterm radiation exposure. It has disadvantage on Multiattack. The yao guai makes three attacks: one with 20 feet.
Wisdom (Perception) checks. its bite and two with its claws.
Actions
Actions Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) piercing damage. Multiattack. The yao guai makes four attacks: one with
Multiattack. The yao guai makes three attacks: one with its bite, two with its claws, and one with its bone
its bite and two with its claws. Claws. Melee weapon attack: +6 to hit, reach 5 ft., one spurs.
target. Hit: 13 (2d8 + 4) slashing damage.
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one Bite. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage. target. Hit: 9 (1d10 + 4) piercing damage and 4 (1d8)
radiation damage.
Claws. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage. Bone Spurs. Melee weapon attack: +8 to hit, reach 5 ft.,
one target. Hit: 9 (2d4 + 4) piercing damage and 4 (1d8)
radiation damage.
Claws. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 117
Glowing Yao Guai Rabid Yao Guai Dusky Yao Guai
Large beast Large beast Large beast
Armour Class 13 (natural armour) Armour Class 14 (natural armour) Armour Class 15 (natural armour)
Hit Points 266 (28d10 + 140) Hit Points 303 (32d10 + 128) Hit Points 336 (32d10 + 160)
Speed 40 ft., climb 30 ft. Speed 40 ft., climb 30 ft. Speed 40 ft., climb 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
19 (+4) 10 (+0) 20 (+5) 2 (-4) 13 (+1) 7 (-2) 21 (+5) 10 (+0) 18 (+4) 2 (-4) 13 (+1) 7 (-2) 23 (+6) 10 (+0) 20 (+5) 2 (-4) 13 (+1) 7 (-2)

Skills Perception +5 Skills Perception +6 Skills Perception +7


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 15 Senses passive Perception 16 Senses passive Perception 17
Languages none Languages none Languages none
Challenge 12 (8,400 XP) Challenge 14 (11,500 XP) Challenge 16 (15,000 XP)

Keen Smell. The yao guai has advantage on Wisdom Aggressive. As a bonus action, the rabid yao guai can Keen Smell. The yao guai has advantage on Wisdom
(Perception) checks that rely on smell. move up to its speed toward a hostile creature that it (Perception) checks that rely on smell.
can see.
Radioactive Glow. The glowing yao guai sheds bright Actions
light in a 20-foot radius and dim light for an additional Keen Smell. The yao guai has advantage on Wisdom
20 feet. (Perception) checks that rely on smell. Multiattack. The yao guai makes six attacks: one with
its bite and four with its claws.
Actions Actions
Bite. Melee weapon attack: +12 to hit, reach 5 ft., one
Multiattack. The yao guai makes four attacks: one with Multiattack. The yao guai makes six attacks: one with target. Hit: 12 (1d12 + 6) piercing damage.
its bite and three with its claws. its bite and four with its claws.
Claws. Melee weapon attack: +12 to hit, reach 5 ft., one
Bite. Melee weapon attack: +8 to hit, reach 5 ft., one Bite. Melee weapon attack: +10 to hit, reach 5 ft., target. Hit: 17 (2d10 + 6) slashing damage.
target. Hit: 9 (1d10 + 4) piercing damage and 9 (2d8) one target. Hit: 11 (1d12 + 5) piercing damage and the
radiation damage. target must make a DC 13 Constitution saving throw or be
infected with rabies.
Claws. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage and 9 (2d8) Claws. Melee weapon attack: +10 to hit, reach 5 ft., one
radiation damage. target. Hit: 16 (2d10 + 5) slashing damage.

118 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Brotherhood of Steel
The Brotherhood of Steel are an organisation are treated with some suspicion, owing to the

BROTHERHOOD
that evolved out of remnants of the United possibility of their devolution into a feral.
States military as well as members of the
government-affiliated scientific community.
The founding members of the order deserted
Brotherhood of Steel Ranks
from the United States Army three days before On the West Coast, the Brotherhood of Steel
the end of the Great War after discovering maintains its traditional hierarchy and is
the horrendous extent of FEV experiments on broken up into three castes:
Chinese military prisoners at the Mariposa
Military Base in California, where they were ~~Knights maintain the Brotherhood’s

OF STEEL
stationed. weapons and armour, and act as a
The Brotherhood is headquarted at Lost reserve of footsoldiers in the event of
Hills, a pre-War government fallout shelter larger scale operations. Their ranks
within New Californa, but has chapters in other are equivalent to those of Paladins
parts of the country including the Capital within their own domain and the overall
Wasteland, the Midwest, and the Mojave. Their
goals remain the same as they ever were: to
seek out and secure powerful technologies
(particularly military technologies) and
reclaim lost knowledge, with the longterm goal
of rebuilding civilisation. The Brotherhood
believes they are the best equipped to
act as the caretakers of the pre-War
tech and don’t trust other factions to
use these technologies responsibly.
Unfortunately, this often puts them at
odds with other groups, particularly
when they step in to forcefully
remove technologies from others.
Most members of the Brotherhood
were born to Brotherhood parents.
Because of this comparative purity,
members of the Brotherhood can be
prejudiced against wastelanders, though
not to the xenophobic extent of the
Enclave. By custom the Brotherhood
seldom invite outsiders into their ranks
though that has become a more common
practice in recent years, especially for
the less conservative East Coast chapter.
The Brotherhood takes a hard line against
creatures they consider to be too dangerous
to exist, so-called “abominations”. This
classification includes super mutants,
yynths, and feral ghouls. Sentient ghouls
Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 119
structure of the organisation, but of an airship is known as a “Lancer ~~The Order of the Sword research and
Paladins always have seniority over Captain” or simply “Captain” to avoid maintain weaponry. As such, this Order
Knights when it comes to operational confusion. Airships are used to stage inherits some of the responsibilities
chain of command. long-distance operations which would not of the Knights’ original purpose
~~Scribes are responsible for be possible without them. The Captain within the Brotherhood.
researching and recording History as of the vessel is generally afforded ~~The Order of the Shield research
well as researching, rediscovering, and great authority, outranking all but a and maintain armour and defensive
maintaining technology. General or an Elder. For instance, during technology. As such, this Order
~~Paladins are responsible for the the Brotherhood’s operations in the inherits some of the responsibilities
security of Brotherhood facilities Commonwealth during 2287, the second-in- of the Knights’ original purpose
as well as all operations out in the command to Elder Maxson, in the absence within the Brotherhood.
wasteland. During larger operations of a General, was Lancer Captain Kells, ~~The Order of the Quill research
such as war Paladins command Knights in captain of the Prydwen. and record history as well as
the field. Paladins also have seniority ~~The Scribes are scientists, engineers, developing and maintaining non-combat
over scribes in the event any of the historians, anthropologists, and technologies. This Order is the
researchers are in their charge when a administrators. A Scribe Initiate may not closest to the original purpose of
hostile engagement breaks out. yet belong to a specific Order, but any the Scribes as still seen on the West
Scribe or Senior Scribe belongs to one of Coast.
The Brotherhood operating on the East Coast the following three Orders:
has evolved a much more granular hierarchy,
giving more room for personal advancement RANK EQUIVALENCIES
and for establishing a clear chain of EAST COAST EAST COAST AIR WEST COAST WEST COAST EAST COAST WEST COAST
command. Knights and Paladins are now ARMY FORCE KNIGHTS PALADINS SCRIBES SCRIBES
part of the same hierarchy, with Paladins
Squire
as the most senior ranks of their Army.
Due to the capture of a large number of Initiate Lancer-Initiate Apprentice Knight Junior Paladin Scribe Initiate Apprentice Scribe
vertibirds from the Enclave, the East Coast Aspirant Lancer — — Scribe —
Brotherhood has also developed a separate Knight Lancer-Knight Journeyman Knight Paladin — Journeyman Scribe
Air Force. Meanwhile, the Scribe branch has
Knight-Sergeant Lancer-Sergeant — — Senior Scribe Senior Scribe
been split into three distinct divisions
Knight-Captain Lancer-Captain — — Proctor —
known as Orders.
Knight-Commander — Senior Knight Senior Paladin — —
~~The Army (Knights and Paladins) are Paladin — — — — —
the ground force of the Brotherhood, Paladin-Commander — — — — —
and represent the bulk of its military Star Paladin* — — — — —
might. On the East Coast Knights
Sentinel* — Head Knight Head Paladin Head Scribe Head Scribe
and Paladins are part of the same
hierarchy and perform the same duties: General Lancer Captain
Paladins are simply the most senior Elder
officers within that hierarchy. High Elder
~~The Air Force, known as Lancers,
*Although technically lower in rank than a General, Star Paladins and Sentinels are given autonomy from the army’s
pilot the Brotherhood’s vertibirds
hierarchy and the trust to undertake their own operations without much in the way of oversight. Of course, refusing to
and airships. Although the highest
assist when requested by senior officers or Elders has consequences, so soldiers of these ranks exercise their freedoms
rank within the Air Force is Lancer-
carefully.
Captain, the Lancer-Captain in charge

120 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Squire Scribe Initiate Lancer-Initiate
Small humanoid (human) Medium humanoid (human) Medium humanoid (human)
Armour Class 13 (light chest) Armour Class 14 (light chest, 4 light limbs) Armour Class 13
Hit Points 21 (6d6) Hit Points 36 (8d8) Hit Points 45 (10d8)
Rad Resist 5 Rad Resist 5 Rad Resist 5
Speed 25 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
8 (-1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 14 (+2) 11 (+0)

Skills Athletics +1, Perception +2 Skills Athletics +2, History +4, Investigation +4, Me- Skills Air Vehicles +5, Perception +4
Senses passive Perception 12 chanic’s Tools +4, Perception +3, Science +4 Senses passive Perception 14
Languages American English Senses passive Perception 13 Languages American English
Challenge 1/2 (100 XP) Languages American English Challenge 1 (200 XP)
Challenge 1 (200 XP)
Martial Advantage. Once per turn, the squire can deal an Martial Advantage. Once per turn, the lancer can deal an
extra 7 (2d6) damage to a creature it hits with a weapon Martial Advantage. Once per turn, the scribe initiate extra 7 (2d6) damage to a creature it hits with a weapon
Attack if that creature is within 5 ft. of an ally of the can deal an extra 7 (2d6) damage to a creature it hits Attack if that creature is within 5 ft. of an ally of the
squire that isn’t Incapacitated. with a weapon Attack if that creature is within 5 ft. of lancer that isn’t Incapacitated.
an ally of the scribe initiate that isn’t Incapacitated. Coordinated Fire. Once per turn, the initiate has
Coordinated Fire. Once per turn, the squire has
advantage on a ranged weapon attack it makes if at least Coordinated Fire. Once per turn, the initiate has advantage on a ranged weapon attack it makes if at least
one of its allies has also made a ranged weapon attack advantage on a ranged weapon attack it makes if at least one of its allies has also made a ranged weapon attack
against the same target since the squire’s last turn. one of its allies has also made a ranged weapon attack against the same target since the initiate’s last turn.
against the same target since the initiate’s last turn.
Actions Actions
Actions
Laser Gun. Ranged weapon attack: +4 to hit, range 60/100 Laser Rifle. Ranged weapon attack: +5 to hit, range
ft., one target. Hit: 11 (2d8 + 2) energy damage. Laser Rifle. Ranged weapon attack: +4 to hit, range 90/210 ft., one target. Hit: 12 (2d8 + 3) energy damage.
90/210 ft., one target. Hit: 11 (2d8 + 2) energy damage. Combat Knife. Melee weapon attack: +5 to hit, reach 5
Combat Knife. Melee weapon attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage. Combat Knife. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Squires laser pistol (included in the statblock). Older can always call them off if they can’t see a
These children are the Brotherhood’s future, squires occasionally leave the safety of their way to proceed without putting the squire at
and their first directive is to stay safe. base alongside one or more Knights to observe unacceptable risk.
If the Brotherhood facility in which they are and learn from them in the field. They are
stationed comes under attack they are supposed equipped with a pistol in these circumstances
to retreat to a safe room or, in the worst as well, but again only for defense. The
Scribes
Although technically civilians, scribes do
case, escape the facility. Squires do receive squire is meant to stay out of harm’s way, and
receive combat training and are capable of
combat training, and in a siege situation the the Knights they are accompanying are charged
looking after themselves. They need to be ready
Brotherhood will equip their squires to defend to prioritise the safety of the squire. Such
to pull their weight in the event of an attack
themselves with small arms, usually with a missions are never critical, and the Knights
or a field assignment.

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Initiate Aspirant Scribe
Medium humanoid (human) Medium humanoid (human) Medium humanoid (human)
Armour Class 15 (medium chest, 4 medium limbs) Armour Class 15 (medium chest, 4 medium limbs) Armour Class 14 (light chest, 4 light limbs)
Hit Points 55 (10d8 + 10) Hit Points 78 (12d8 + 24) Hit Points 72 (16d8)
Rad Resist 7 Rad Resist 9 Rad Resist 7
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 11 (+0)

Skills Athletics +3, Intimidation +2, Perception +3 Skills Athletics +3, Intimidation +2, Perception +3 Skills Athletics +3, History +6, Investigation +6, Me-
Senses passive Perception 13 Senses passive Perception 13 chanic’s Tools +6, Perception +5, Science +6
Languages American English Languages American English Senses passive Perception 15
Challenge 2 (450 XP) Challenge 3 (700 XP) Languages American English
Challenge 3 (700 XP)
Martial Advantage. Once per turn, the initiate can deal Martial Advantage. Once per turn, the aspirant can deal
an extra 7 (2d6) damage to a creature it hits with a an extra 7 (2d6) damage to a creature it hits with a Martial Advantage. Once per turn, the scribe can deal an
weapon Attack if that creature is within 5 ft. of an ally weapon Attack if that creature is within 5 ft. of an ally extra 7 (2d6) damage to a creature it hits with a weapon
of the initiate that isn’t Incapacitated. of the aspirant that isn’t Incapacitated. Attack if that creature is within 5 ft. of an ally of the
scribe that isn’t Incapacitated.
Coordinated Fire. Once per turn, the initiate has Coordinated Fire. Once per turn, the aspirant has
advantage on a ranged weapon attack it makes if at least advantage on a ranged weapon attack it makes if at least Coordinated Fire. Once per turn, the scribe has
one of its allies has also made a ranged weapon attack one of its allies has also made a ranged weapon attack advantage on a ranged weapon attack it makes if at least
against the same target since the initiate’s last turn. against the same target since the aspirant’s last turn. one of its allies has also made a ranged weapon attack
against the same target since the scribe’s last turn.
Actions Actions
Actions
Laser Rifle. Ranged weapon attack: +4 to hit, range Multiattack. The aspirant makes two attacks.
90/210 ft., one target. Hit: 11 (2d8 + 2) energy damage. Multiattack. The scribe makes two attacks.
Laser Rifle. Ranged weapon attack: +4 to hit, range
Combat Knife. Melee weapon attack: +4 to hit, reach 5 90/210 ft., one target. Hit: 11 (2d8 + 2) energy damage. Laser Rifle. Ranged weapon attack: +5 to hit, range
ft., one target. Hit: 5 (1d6 + 2) piercing damage. 90/210 ft., one target. Hit: 11 (2d8 + 2) energy damage.
Combat Knife. Melee weapon attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage. Combat Knife. Melee weapon attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.

122 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Lancer Lancer-Knight Lancer-Sergeant
Medium humanoid (human) Medium humanoid (human) Medium humanoid (human)
Armour Class 13 Armour Class 13 Armour Class 13
Hit Points 90 (20d8) Hit Points 110 (20d8 + 20) Hit Points 130 (20d8 + 40)
Rad Resist 7 Rad Resist 9 Rad Resist 11
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 16 (+3) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 11 (+0) 10 (+0) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 11 (+0)

Skills Athletics +3, Air Vehicles +6, Perception +5 Skills Athletics +4, Air Vehicles +7, Perception +6 Skills Athletics +4, Air Vehicles +8, Perception +6
Senses passive Perception 15 Senses passive Perception 16 Senses passive Perception 15
Languages American English Languages American English Languages American English
Challenge 3 (700 XP) Challenge 4 (1,100 XP) Challenge 5 (1,800 XP)

Martial Advantage. Once per turn, the lancer can deal an Martial Advantage. Once per turn, the lancer can deal an Martial Advantage. Once per turn, the lancer can deal an
extra 7 (2d6) damage to a creature it hits with a weapon extra 7 (2d6) damage to a creature it hits with a weapon extra 7 (2d6) damage to a creature it hits with a weapon
Attack if that creature is within 5 ft. of an ally of the Attack if that creature is within 5 ft. of an ally of the Attack if that creature is within 5 ft. of an ally of the
lancer that isn’t Incapacitated. lancer that isn’t Incapacitated. lancer that isn’t Incapacitated.
Coordinated Fire. Once per turn, the lancer has Coordinated Fire. Once per turn, the lancer has Coordinated Fire. Once per turn, the lancer has
advantage on a ranged weapon attack it makes if at least advantage on a ranged weapon attack it makes if at least advantage on a ranged weapon attack it makes if at least
one of its allies has also made a ranged weapon attack one of its allies has also made a ranged weapon attack one of its allies has also made a ranged weapon attack
against the same target since the lancer’s last turn. against the same target since the lancer’s last turn. against the same target since the lancer’s last turn.
Actions Actions Actions
Multiattack. The lancer makes two attacks. Multiattack. The lancer makes two attacks. Multiattack. The lancer makes two attacks.
Laser Rifle. Ranged weapon attack: +6 to hit, range Laser Rifle. Ranged weapon attack: +7 to hit, range Laser Rifle. Ranged weapon attack: +8 to hit, range
90/210 ft., one target. Hit: 12 (2d8 + 3) energy damage. 90/210 ft., one target. Hit: 12 (2d8 + 3) energy damage. 90/210 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Combat Knife. Melee weapon attack: +6 to hit, reach 5 Combat Knife. Melee weapon attack: +7 to hit, reach 5 Combat Knife. Melee weapon attack: +8 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage. ft., one target. Hit: 6 (1d6 + 3) piercing damage. ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 123
Lancer-Captain Knight Knight-Sergeant
Medium humanoid (human) Medium humanoid (human) Medium humanoid (human)
Armour Class 13 Armour Class 15 (medium chest, 4 medium limbs) Armour Class 15 (medium chest, 4 medium limbs)
Hit Points 162 (25d8 + 50) Power Armour 25/25/25/25/25/75 (T51b) Power Armour 25/25/25/25/25/75 (T51b)
Rad Resist 13 Hit Points 97 (15d8 + 30) Hit Points 117 (18d8 + 36)
Speed 30 ft. Rad Resist 16 Rad Resist 17
Speed 30 ft. Speed 30 ft.
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 11 (+0)
12 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 11 (+0)
Skills Athletics +5, Air Vehicles +9, Perception +7
Senses passive Perception 17 Skills Athletics +5, Intimidation +4, Perception +5 Skills Athletics +5, Intimidation +4, Perception +5
Languages American English Senses passive Perception 15 Senses passive Perception 15
Challenge 7 (2,900 XP) Languages American English Languages American English
Challenge 10 (5,900 XP) Challenge 11 (7,200 XP)
Martial Advantage. Once per turn, the lancer can deal an
extra 7 (2d6) damage to a creature it hits with a weapon Martial Advantage. Once per turn, the knight can deal an Martial Advantage. Once per turn, the knight can deal an
Attack if that creature is within 5 ft. of an ally of the extra 7 (2d6) damage to a creature it hits with a weapon extra 7 (2d6) damage to a creature it hits with a weapon
lancer that isn’t Incapacitated. Attack if that creature is within 5 ft. of an ally of the Attack if that creature is within 5 ft. of an ally of the
knight that isn’t Incapacitated. knight that isn’t Incapacitated.
Coordinated Fire. Once per turn, the lancer has
advantage on a ranged weapon attack it makes if at least Coordinated Fire. Once per turn, the knight has Coordinated Fire. Once per turn, the knight has
one of its allies has also made a ranged weapon attack advantage on a ranged weapon attack it makes if at least advantage on a ranged weapon attack it makes if at least
against the same target since the lancer’s last turn. one of its allies has also made a ranged weapon attack one of its allies has also made a ranged weapon attack
against the same target since the knight’s last turn. against the same target since the knight’s last turn.
Actions
Actions Actions
Multiattack. The lancer makes three attacks.
Multiattack. The knight makes two attacks. Incite Action. A member of the Brotherhood of Steel who
Laser Rifle. Ranged weapon attack: +9 to hit, range can hear the knight-sergeant and has a lower CR than them
90/210 ft., one target. Hit: 13 (2d8 + 4) energy damage. Laser Rifle. Ranged weapon attack: +6 to hit, range immediately takes an Action or moves up to their speed.
90/210 ft., one target. Hit: 11 (2d8 + 2) energy damage.
Combat Knife. Melee weapon attack: +9 to hit, reach 5 Multiattack. The knight makes three attacks.
ft., one target. Hit: 7 (1d6 + 4) piercing damage. Combat Knife. Melee weapon attack: +6 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage. Laser Rifle. Ranged weapon attack: +6 to hit, range
90/210 ft., one target. Hit: 11 (2d8 + 2) energy damage.
Gatling Laser. The knight can pepper a 10-foot cube area
within 240 feet with shots. Each creature in the targeted Combat Knife. Melee weapon attack: +6 to hit, reach 5
area must succeed on a DC 15 Dexterity saving throw (with ft., one target. Hit: 5 (1d6 + 2) piercing damage.
advantage if they are more than 80 feet from the knight)
or take 17 (6d4 + 2) energy damage. Gatling Laser. The knight can pepper a 10-foot cube area
within 240 feet with shots. Each creature in the targeted
area must succeed on a DC 15 Dexterity saving throw (with
advantage if they are more than 80 feet from the knight)
or take 17 (6d4 + 2) energy damage.
Bonus Actions
Lead By Example. If the knight-sergeant uses Incite
Action, they may make a single attack against one target.

124 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Knight-Captain Knight-Commander
Medium humanoid (human) Medium humanoid (human)
Armour Class 15 (medium chest, 4 medium limbs) Armour Class 15 (medium chest, 4 medium limbs)
Power Armour 25/25/25/25/25/75 (T51b) Power Armour 25/25/25/25/25/75 (T51b)
Hit Points 135 (18d8 + 54) Hit Points 150 (20d8 + 60)
Rad Resist 19 Rad Resist 21
Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 11 (+0) 14 (+2) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 11 (+0)

Skills Athletics +7, Intimidation +6, Perception +7 Skills Athletics +7, Intimidation +6, Perception +7
Senses passive Perception 17 Senses passive Perception 17
Languages American English Languages American English
Challenge 12 (8,400 XP) Challenge 14 (11,500 XP)

Martial Advantage. Once per turn, the knight can deal an Martial Advantage. Once per turn, the knight can deal an
extra 7 (2d6) damage to a creature it hits with a weapon extra 7 (2d6) damage to a creature it hits with a weapon
Attack if that creature is within 5 ft. of an ally of the Attack if that creature is within 5 ft. of an ally of the
knight that isn’t Incapacitated. knight that isn’t Incapacitated.
Coordinated Fire. Once per turn, the knight has Coordinated Fire. Once per turn, the knight has
advantage on a ranged weapon attack it makes if at least advantage on a ranged weapon attack it makes if at least
one of its allies has also made a ranged weapon attack one of its allies has also made a ranged weapon attack
against the same target since the knight’s last turn. against the same target since the knight’s last turn.
Actions Actions
Incite Action. A member of the Brotherhood of Steel who Incite Action. A member of the Brotherhood of Steel who
can hear the knight-captain and has a lower CR than them can hear the knight-commander and has a lower CR than
immediately takes an Action or moves up to their speed. them immediately takes an Action or moves up to their
speed.
Multiattack. The knight makes three attacks.
Multiattack. The knight makes four attacks.
Laser Rifle. Ranged weapon attack: +8 to hit, range
90/210 ft., one target. Hit: 12 (2d8 + 3) energy damage. Laser Rifle. Ranged weapon attack: +9 to hit, range
90/210 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Combat Knife. Melee weapon attack: +8 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage. Combat Knife. Melee weapon attack: +9 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Gatling Laser. The knight can pepper a 10-foot cube area
within 240 feet with shots. Each creature in the targeted Boosted Gatling Laser. The knight can pepper a 10-foot
area must succeed on a DC 15 Dexterity saving throw (with cube area within 240 feet with shots. Each creature in
advantage if they are more than 80 feet from the knight) the targeted area must succeed on a DC 15 Dexterity
or take 18 (6d4 + 3) energy damage. saving throw (with advantage if they are more than 80
feet from the knight) or take 25 (6d6 + 4) energy damage.
Bonus Actions
Bonus Actions
Lead By Example. If the knight-captain uses Incite
Action, they may make a single attack against one target. Lead By Example. If the knight-commander uses Incite
Action, they may make a single attack against one target.

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Paladin Actions
Incite Action. A member of the Brotherhood of Steel
Medium humanoid (human) who can hear the paladin and has a lower CR than them
Armour Class 15 (medium chest, 4 medium limbs) immediately takes an Action or moves up to their speed.
Power Armour 25/25/25/25/25/75 (T51b)
Hit Points 187 (22d8 + 88) Multiattack. The paladin makes five attacks.
Rad Resist 23 Laser Rifle. Ranged weapon attack: +9 to hit, range
Speed 30 ft. 90/210 ft., one target. Hit: 13 (2d8 + 4) energy damage.

Str Dex Con Int Wis Cha Combat Knife. Melee weapon attack: +9 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
16 (+3) 18 (+4) 18 (+4) 10 (+0) 16 (+3) 11 (+0)
Beta-Tuned Boosted Gatling Laser. The paladin can
pepper a 10-foot cube area within 240 feet with shots.
Skills Athletics +8, Intimidation +7, Perception +8 Each creature in the targeted area must succeed on a DC
Senses passive Perception 18 15 Dexterity saving throw (with advantage if they are
Languages American English more than 80 feet from the paladin) or take 25 (6d6 +
Challenge 14 (11,500 XP) 4) energy damage. Half of the damage dealt (rounding
down) is fire damage, and the rest is energy damage. In
Martial Advantage. Once per turn, the paladin can deal addition, the creature is set ablaze and takes 2 (1d4)
an extra 7 (2d6) damage to a creature it hits with a fire damage at the beginning of each of its turns. A
weapon Attack if that creature is within 5 ft. of an ally creature can end this damage by using its action to make
of the paladin that isn’t Incapacitated. a DC 10 Dexterity saving throw to extinguish the flames.
Coordinated Fire. Once per turn, the paladin has Bonus Actions
advantage on a ranged weapon attack it makes if at least
one of its allies has also made a ranged weapon attack Lead By Example. If the paladin uses Incite Action, they
against the same target since the paladin’s last turn. may make a single attack against one target.

126 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Paladin-Commander Actions
Incite Action. A member of the Brotherhood of Steel who
Medium humanoid (human) can hear the paladin-commander and has a lower CR than
Armour Class 15 (medium chest, 4 medium limbs) them immediately takes an Action or moves up to their
Power Armour 25/25/25/25/25/75 (T51b) speed.
Hit Points 204 (24d8 + 96)
Rad Resist 24 Multiattack. The paladin makes six attacks.
Speed 30 ft. Laser Rifle. Ranged weapon attack: +11 to hit, range
90/210 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Str Dex Con Int Wis Cha
Combat Knife. Melee weapon attack: +11 to hit, reach 5
16 (+3) 18 (+4) 18 (+4) 10 (+0) 16 (+3) 11 (+0) ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Beta-Tuned Boosted Gatling Laser. The paladin can
Skills Athletics +9, Intimidation +8, Perception +9 pepper a 10-foot cube area within 240 feet with shots.
Senses passive Perception 19 Each creature in the targeted area must succeed on a DC
Languages American English 15 Dexterity saving throw (with advantage if they are
Challenge 16 (15,000 XP) more than 80 feet from the paladin) or take 25 (6d6 +
4) energy damage. Half of the damage dealt (rounding
Martial Advantage. Once per turn, the paladin can deal down) is fire damage, and the rest is energy damage. In
an extra 7 (2d6) damage to a creature it hits with a addition, the creature is set ablaze and takes 2 (1d4)
weapon Attack if that creature is within 5 ft. of an ally fire damage at the beginning of each of its turns. A
of the paladin that isn’t Incapacitated. creature can end this damage by using its action to make
a DC 10 Dexterity saving throw to extinguish the flames.
Coordinated Fire. Coordinated Fire. Once per turn, the
paladin has advantage on a ranged weapon attack it makes Bonus Actions
if at least one of its allies has also made a ranged
weapon attack against the same target since the paladin’s Lead By Example. If the paladin-commander uses Incite
last turn. Action, they may make a single attack against one target.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 127
Star Paladin Actions
Incite Action. A member of the Brotherhood of Steel who
Medium humanoid (human) can hear the star paladin and has a lower CR than them
Armour Class 15 (medium chest, 4 medium limbs) immediately takes an Action or moves up to their speed.
Power Armour 25/25/25/25/25/75 (T51b)
Hit Points 247 (26d8 + 130) Multiattack. The paladin makes six attacks.
Rad Resist 26 Laser Rifle. Ranged weapon attack: +13 to hit, range
Speed 30 ft. 90/210 ft., one target. Hit: 14 (2d8 + 5) energy damage.

Str Dex Con Int Wis Cha Combat Knife. Melee weapon attack: +13 to hit, reach 5
ft., one target. Hit: 8 (1d6 + 5) piercing damage.
18 (+4) 20 (+5) 20 (+5) 10 (+0) 16 (+3) 11 (+0)
Beta-Tuned Boosted Gatling Laser. The paladin can
pepper a 10-foot cube area within 240 feet with shots.
Skills Athletics +12, Intimidation +10, Perception +11 Each creature in the targeted area must succeed on a DC
Senses passive Perception 21 15 Dexterity saving throw (with advantage if they are
Languages American English more than 80 feet from the paladin) or take 25 (6d6 +
Challenge 18 (20,000 XP) 4) energy damage. Half of the damage dealt (rounding
down) is fire damage, and the rest is energy damage. In
Martial Advantage. Once per turn, the paladin can deal addition, the creature is set ablaze and takes 2 (1d4)
an extra 7 (2d6) damage to a creature it hits with a fire damage at the beginning of each of its turns. A
weapon Attack if that creature is within 5 ft. of an ally creature can end this damage by using its action to make
of the paladin that isn’t Incapacitated. a DC 10 Dexterity saving throw to extinguish the flames.
Coordinated Fire. Coordinated Fire. Once per turn, the Bonus Actions
paladin has advantage on a ranged weapon attack it makes
if at least one of its allies has also made a ranged Lead By Example. If the star paladin uses Incite Action,
weapon attack against the same target since the paladin’s they may make a single attack against one target.
last turn.

128 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Insect life has thrived in the post-nuclear
world. Many species have mutated under the
influence of radiation and have, unchecked,
become some of the world’s most dangerous
predators. Giant versions of crickets,
spiders, scorpions, and wasps are just some
of the terrifying bugs a traveller might
encounter.

BUGS

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 129
Ants, Large

Small Forager Ant Small Soldier Ant Small Glowing Ant


Tiny beast Tiny beast Tiny beast
Armour Class 11 (natural armour) Armour Class 13 (natural armour) Armour Class 13 (natural armour)
Hit Points 3 (1d4+1) Hit Points 7 (2d4+2) Hit Points 13 (3d4+6)
Speed 20 ft., climb 20 ft. Speed 20 ft., climb 20 ft. Speed 20 ft., climb 20 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
6 (-2) 10 (+0) 12 (+1) 2 (-4) 8 (-1) 6 (-2) 6 (-2) 10 (+0) 12 (+1) 2 (-4) 8 (-1) 6 (-2) 6 (-2) 10 (+0) 14 (+2) 2 (-4) 8 (-1) 6 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Damage Resistance Poison Damage Resistance Poison Damage Resistance Poison
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages none Languages none Languages none
Challenge 0 (10 XP) Challenge 1/8 (25 XP) Challenge 1/4 (50 XP)

Compound Eyes and Keen Sense of Smell. The ant has Compound Eyes and Keen Sense of Smell. The ant has Compound Eyes and Keen Sense of Smell. The ant has
advantage on Wisdom (Perception) checks to notice advantage on Wisdom (Perception) checks to notice advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Spider Climb. The ant can climb difficult surfaces, Spider Climb. The ant can climb difficult surfaces, Radioactive Glow. A small glowing ant sheds bright
including upside down on ceilings, without needing to including upside down on ceilings, without needing to light in a 10-foot radius and dim light for an
make an ability check. make an ability check. additional 10 feet.
Actions Actions Spider Climb. The ant can climb difficult surfaces,
including upside down on ceilings, without needing to
Bite. Melee weapon attack: +2 to hit, reach 5 ft., one Bite. Melee weapon attack: +3 to hit, reach 5 ft., one make an ability check.
target. Hit: 1 piercing damage. target. Hit: 2 (1d4) piercing damage.
Actions
Bite. Melee weapon attack: +3 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) piercing damage and 4 (1d8)
radiation damage.

130 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Forager Ant Soldier Ant Glowing Ant
Tiny beast Tiny beast Tiny beast
Armour Class 13 (natural armour) Armour Class 14 (natural armour) Armour Class 14 (natural armour)
Hit Points 35 (10d4+10) Hit Points 45 (10d4+20) Hit Points 60 (11d4+33)
Speed 20 ft., climb 20 ft. Speed 20 ft., climb 20 ft. Speed 20 ft., climb 20 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
8 (-1) 12 (+1) 12 (+1) 2 (-4) 8 (-1) 6 (-2) 10 (-0) 14 (+2) 14 (+2) 2 (-4) 8 (-1) 6 (-2) 10 (+0) 14 (+2) 16 (+3) 2 (-4) 8 (-1) 6 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Damage Resistance Poison Damage Resistance Poison Damage Resistance Poison
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages none Languages none Languages none
Challenge 1/4 (50 XP) Challenge 1/2 (50 XP) Challenge 1 (200 XP)

Compound Eyes and Keen Sense of Smell. The ant has Compound Eyes and Keen Sense of Smell. The ant has Compound Eyes and Keen Sense of Smell. The ant has
advantage on Wisdom (Perception) checks to notice advantage on Wisdom (Perception) checks to notice advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Spider Climb. The ant can climb difficult surfaces, Spider Climb. The ant can climb difficult surfaces, Radioactive Glow. A glowing ant sheds bright light in
including upside down on ceilings, without needing to including upside down on ceilings, without needing to a 10-foot radius and dim light for an additional 10
make an ability check. make an ability check. feet.
Actions Actions Spider Climb. The ant can climb difficult surfaces,
including upside down on ceilings, without needing to
Bite. Melee weapon attack: +3 to hit, reach 5 ft., one Bite. Melee weapon attack: +4 to hit, reach 5 ft., one make an ability check.
target. Hit: 6 (2d4+1) piercing damage. target. Hit: 9 (2d6+2) piercing damage.
Actions
Bite. Melee weapon attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6+2) piercing damage and 9 (2d8)
radiation damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 131
Overgrown Forager Ant Overgrown Soldier Ant Overgrown Glowing Ant
Small beast Small beast Tiny beast
Armour Class 14 (natural armour) Armour Class 15 (natural armour) Armour Class 14 (natural armour)
Hit Points 83 (15d6+40) Hit Points 117 (18d6+54) Hit Points 60 (11d4+33)
Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft. Speed 20 ft., climb 20 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 14 (+2) 14 (+2) 2 (-4) 8 (-1) 6 (-2) 12 (+1) 16 (+3) 16 (+3) 2 (-4) 8 (-1) 6 (-2) 10 (+0) 14 (+2) 16 (+3) 2 (-4) 8 (-1) 6 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Damage Resistance Poison Damage Resistance Poison Damage Resistance Poison
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages none Languages none Languages none
Challenge 2 (450 XP) Challenge 3 (700 XP) Challenge 5 (1,000 XP)

Compound Eyes and Keen Sense of Smell. The ant has Compound Eyes and Keen Sense of Smell. The ant has Compound Eyes and Keen Sense of Smell. The ant has
advantage on Wisdom (Perception) checks to notice advantage on Wisdom (Perception) checks to notice advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Spider Climb. The ant can climb difficult surfaces, Spider Climb. The ant can climb difficult surfaces, Radioactive Glow. An overgrown glowing ant sheds
including upside down on ceilings, without needing to including upside down on ceilings, without needing to bright light in a 20-foot radius and dim light for an
make an ability check. make an ability check. additional 20 feet.
Actions Actions Spider Climb. The ant can climb difficult surfaces,
including upside down on ceilings, without needing to
Multiattack. The overgrown forager ant makes two bite Multiattack. The overgrown soldier ant makes two bite make an ability check.
attacks. attacks.
Actions
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one Bite. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (2d6+2) piercing damage. target. Hit: 12 (2d8+3) piercing damage. Bite. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8+3) piercing damage and 9 (2d8)
radiation damage.

132 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Ants, Giant

Giant Ant Worker Giant Ant Soldier Giant Ant Warrior


Small beast Large beast Large beast
Armour Class 14 (natural armour) Armour Class 14 (natural armour) Armour Class 15 (natural armour)
Hit Points 13 (3d6 + 3) Hit Points 45 (6d10 + 12) Hit Points 76 (9d10 + 27)
Speed 25 ft., climb 25 ft. Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 10 (+0) 12 (+1) 2 (-4) 8 (-1) 6 (-2) 16 (+3) 10 (+0) 14 (+2) 2 (-4) 8 (-1) 6 (-2) 18 (+4) 10 (+0) 16 (+3) 2 (-4) 8 (-1) 6 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Damage Resistances Poison Damage Resistances Poison Damage Resistances Poison
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages none Languages none Languages none
Challenge 1/4 (50 XP) Challenge 1/2 (100 XP) Challenge 3 (700 XP)

Compound Eyes and Keen Sense of Smell. Compound Eyes Compound Eyes and Keen Sense of Smell. The ant has Compound Eyes and Keen Sense of Smell. The giant ant
and Keen Sense of Smell. The ant has advantage on advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice
Wisdom (Perception) checks to notice movement, or that movement, or that rely on smell. movement, or that rely on smell.
rely on smell.
Spider Climb. The giant ant can climb difficult surfaces, Spider Climb. The giant ant can climb difficult surfaces,
Spider Climb. The giant ant can climb difficult surfaces, including upside down on ceilings, without needing to including upside down on ceilings, without needing to
including upside down on ceilings, without needing to make an ability check. make an ability check.
make an ability check.
Actions Actions
Actions
Multiattack. The giant ant soldier makes two bite Multiattack. The giant ant warrior makes three bite
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one attacks. attacks.
target. Hit: 4 (1d4+2) piercing damage.
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (2d4+3) piercing damage. target. Hit: 9 (2d4+4) piercing damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 133
Giant Ant Queen queen’s turn, 1d4 giant ant soldiers appear, divided as
evenly as possible between any entrances to the queen’s Giant Ant Variants
lair. These giant ant soldiers are in addition to any In Fallout 3 and Fallout: New Vegas, a variety
Huge beast ants that are already part of the adventure and may
Armour Class 15 (natural armour) of ants known as Fire Ants appeared. This
arrive as a result of the queen’s Protect the Queen!
Hit Points 126 (12d10 + 60) feature. variety had been genetically modified and
Speed 30 ft., fly 50 ft. could breathe fire, and gains the Fire Breath
Actions action. The addition of this action increases
Str Dex Con Int Wis Cha
Multiattack. The giant ant queen makes two bite attacks. the CR of a Giant Ant Worker to 1/2, but
20 (+5) 10 (+0) 20 (+5) 4 (-3) 10 (+0) 6 (-2)
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one doesn’t affect the CR of any others.
target. Hit: 12 (2d6+5) piercing damage.
Damage Immunities Radiation Fire Breath. All creatures in a 45 ft. line
Damage Resistances Poison Legendary Actions
Condition Immunities Poisoned, Radiation Sickness must make a DC 12 Dexterity saving throw. On a
Senses darkvision 120 ft., passive Perception 10 The giant ant queen can take 3 legendary actions, failed saving throw, a target takes 3 (1d4+2)
Languages none choosing from the options below. Only one legendary fire damage and is set alight, taking 1d4
Challenge 8 (3,900 XP) action can be used at a time and only at the end of
another creature’s turn. The giant ant queen regains its fire damage at the beginning of each of its
Compound Eyes and Keen Sense of Smell. The ant has spent legendary actions at the start of its turn. turns. A creature can end this ongoing damage
advantage on Wisdom (Perception) checks to notice Attack. The legendary creature makes an attack. by using its action to make a DC 10 Dexterity
movement, or that rely on smell. saving throw to extinguish the flames.
Charge (costs 2 actions). The giant ant queen moves up to
Legendary Resistance (2 per day). If the legendary its speed then makes a melee attack. The initial fire damage increases to 6
creature fails a saving throw, it can choose to succeed (1d8+2) for a Giant Ant Soldier, 11 (1d12+4)
instead. Detect. The giant ant queen makes a Wisdom (Perception)
check. for a Giant Ant Warrior, and 11 (2d6+5) for a
Protect the Queen! All other giant ants in the nest Giant Ant Queen.
know when the queen is in danger or otherwise agitated. Recovery. The giant ant queen regains 16 (2d10+5) hit
They drop whatever they’re doing to come to the queen’s points. It may only use this legendary action once per
protection, using the Dash action to arrive as quickly as combat round. Although none have appeared in any Fallout
possible. game, we can also speculate the existence of
Reposition. The giant ant queen disengages half its
Soldiers of the Queen (recharge 5-6). At the end of the normal movement or fly speed. flying giant ant Soldiers and Warriors. If you
wish to include such variants, simply give the
appropriate statblocks a fly speed of 40 ft.

Hive Mind placing mines in other entrances to the lair.


Fighting a giant ant queen can be far more Give your players the opportunity to learn this
dangerous than its CR suggests, owing to the during an adventure featuring giant ants, or
potential arrival of many other giant ants to make an Intelligence (Nature) check if they
because of its Protect the Queen! feature. have appropriate backgrounds which might give
When clearing a giant ant nest, it is always them advance knowledge. It is also a good idea
wisest to work from the outside in and to to give some indication when the characters
avoid the lair of the queen until most or all are approaching the queen’s lair so that they
of the tunnels have been clear. Another option can choose whether to proceed or to try other
is to prepare methods to block the passage of tunnels.
reinforcements—such as clearing one route and

134 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Ants, Swarms

Swarm of Forager Ants Swarm of Soldier Ants Swarm of Glowing Ants


Medium beast Medium beast Medium beast
Armour Class 12 (natural armour) Armour Class 13 (natural armour) Armour Class 13 (natural armour)
Hit Points 40 (9d8) Hit Points 66 (12d8+12) Hit Points 78 (12d8+24)
Speed 20 ft., climb 20 ft., fly 30 ft. Speed 20 ft., climb 20 ft., fly 30 ft. Speed 20 ft., climb 20 ft., fly 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) 3 (-4) 13 (+1) 12 (+1) 1 (-5) 7 (-2) 1 (-5) 3 (-4) 13 (+1) 14 (+2) 1 (-5) 7 (-2) 1 (-5)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Damage Resistance Bludgeoning, Piercing, Poison, Slashing Damage Resistance Bludgeoning, Piercing, Poison, Slashing Damage Resistance Bludgeoning, Piercing, Poison, Slashing
Condition Immunities Charmed, Frightened, Grappled, Condition Immunities Charmed, Frightened, Grappled, Condition Immunities Charmed, Frightened, Grappled,
Paralyzed, Petrified, Poisoned, Prone, Radiation Paralyzed, Petrified, Poisoned, Prone, Radiation Paralyzed, Petrified, Poisoned, Prone, Radiation
Sickness, Restrained, Stunned Sickness, Restrained, Stunned Sickness, Restrained, Stunned
Senses blindight 10 ft., darkvision 60 ft., passive Senses blindight 10 ft., darkvision 60 ft., passive Senses blindight 10 ft., darkvision 60 ft., passive
Perception 8 Perception 8 Perception 8
Languages none Languages none Languages none
Challenge 1 (200 XP) Challenge 3 (700 XP) Challenge 5 (1,000 XP)

Compound Eyes and Keen Sense of Smell. The swarm has Compound Eyes and Keen Sense of Smell. The swarm has Compound Eyes and Keen Sense of Smell. The swarm has
advantage on Wisdom (Perception) checks to notice advantage on Wisdom (Perception) checks to notice advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Spider Climb. The ant can climb difficult surfaces, Spider Climb. The ant can climb difficult surfaces, Radioactive Glow. A glowing ant swarm sheds bright
including upside down on ceilings, without needing to including upside down on ceilings, without needing to light in a 20-foot radius and dim light for an
make an ability check. make an ability check. additional 20 feet, or a 10-foot radius with dim light
for an additional 10 feet if the swarm has half of its
Actions Actions hit points or fewer.
Bite. Melee weapon attack: +3 to hit, reach 0 ft., one Bite. Melee weapon attack: +4 to hit, reach 0 ft., one Spider Climb. The ant can climb difficult surfaces,
target. Hit: 10 (4d4+4) piercing damage, or 5 (2d3) target. Hit: 22 (4d8+4) piercing damage, or 7 (2d6) including upside down on ceilings, without needing to
piercing damage if the swarm has half of its hit points piercing damage if the swarm has half of its hit points make an ability check.
or fewer. or fewer.
Actions
Bite. Melee weapon attack: +4 to hit, reach 0 ft., one
target. Hit: 22 (4d8+4) piercing damage and 9 (2d8)
radiation damage, or 7 (2d6) piercing damage and 4 (1d8)
radiation damage if the swarm has half of its hit points
or fewer.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 135
Bloatflies

Bloatfly Black Bloatfly Festering Bloatfly


Tiny beast Tiny beast Tiny beast
Armour Class 13 Armour Class 13 Armour Class 13
Hit Points 8 (3d4) Hit Points 22 (9d4) Hit Points 67 (21d4 + 15)
Speed 10 ft., fly 40 ft. Speed 10 ft., fly 40 ft. Speed 10 ft., fly 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
4 (-3) 16 (+3) 10 (+0) 2 (-4) 8 (-1) 6 (-2) 4 (-3) 16 (+3) 10 (+0) 2 (-4) 8 (-1) 6 (-2) 4 (-3) 16 (+3) 12 (+1) 2 (-4) 8 (-1) 6 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Damage Resistance Poison Damage Resistance Poison Damage Resistance Poison
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages none Languages none Languages none
Challenge 1/8 (25 XP) Challenge 1/2 (50 XP) Challenge 1 (200 XP)

Compound Eyes and Keen Sense of Smell. The bloatfly Compound Eyes and Keen Sense of Smell. The bloatfly Compound Eyes and Keen Sense of Smell. The bloatfly
has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Actions Actions Actions
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one Bite. Melee weapon attack: +6 to hit, reach 5 ft., one Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 1 piercing damage. target. Hit: 1 piercing damage. target. Hit: 1 piercing damage.
Launch Spined Larva. Ranged weapon attack: +5 to hit, Launch Spined Larva. Ranged weapon attack: +6 to hit, Launch Spined Larva. Ranged weapon attack: +7 to hit,
range 60 ft., one target. Hit: 4 (1 + 3) piercing damage. range 60 ft., one target. Hit: 6 (1d6 + 3) piercing range 60 ft., one target. Hit: 8 (1d10 + 3) piercing
damage. damage.

136 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Bloodbugs

Glowing Bloatfly Bloodbug Hatchling Bloodbug


Tiny beast Tiny beast Small beast
Armour Class 13 Armour Class 12 Armour Class 14 (natural armour)
Hit Points 110 (28d4 + 40) Hit Points 20 (6d4 + 6) Hit Points 44 (8d6 + 16)
Speed 10 ft., fly 40 ft. Speed 10 ft., fly 40 ft. Speed 15 ft., fly 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
4 (-3) 16 (+3) 14 (+2) 2 (-4) 8 (-1) 6 (-2) 6 (-2) 14 (+2) 12 (+1) 2 (-4) 8 (-1) 6 (-2) 8 (-1) 14 (+2) 14 (+2) 2 (-4) 8 (-1) 6 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Damage Resistance Poison Damage Resistance Poison Damage Resistance Poison
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages none Languages none Languages none
Challenge 3 (700 XP) Challenge 1/4 (50 XP) Challenge 1 (200 XP)

Compound Eyes and Keen Sense of Smell. The bloatfly Compound Eyes and Keen Sense of Smell. The bloodbug Compound Eyes and Keen Sense of Smell. The bloodbug
has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Radioactive Aura. A creature that begins its turn within Erratic Flight. The bloodbug flies wildly, and is Erratic Flight. The bloodbug flies wildly, and is
10 feet of the glowing bloatfly takes 4 (1d8) radiation difficult to hit. The bloodbug reduces the damage of difficult to hit. The bloodbug reduces the damage of
damage. any attack against it by 3 (but not damage from an area any attack against it by 3 (but not damage from an area
effect such as a weapon’s burst fire). effect such as a weapon’s burst fire).
Radioactive Glow. A glowing bloatfly sheds bright light
in a 10-foot radius and dim light for an additional 10 Actions Actions
feet.
Radioactive Spit. Ranged weapon attack: +4 to hit, range Radioactive Spit. Ranged weapon attack: +5 to hit, range
Actions 40 ft., one target. Hit: 6 (2d4+1) radiation damage. 60 ft., one target. Hit: 9 (2d6+2) radiation damage.
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one Drain Blood. Melee weapon attack: +4 to hit, reach 5 Drain Blood. Melee weapon attack: +5 to hit, reach 5
target. Hit: 1 piercing damage and 4 (1d8) radiation ft., one target. Hit: 5 (1d6+2) piercing damage. The ft., one target. Hit: 7 (1d10+2) piercing damage. The
damage. bloodbug regains hit points equal to half the damage it bloodbug regains hit points equal to half the damage it
deals. deals.
Launch Spined Larva. Ranged weapon attack: +6 to hit,
range 60 ft., one target. Hit: 6 (1d6 + 3) piercing
damage and 4 (1d8) radiation damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 137
Red Widow Bloodbug Infected Bloodbug Glowing Bloodbug
Small beast Small beast Small beast
Armour Class 15 (natural armour) Armour Class 15 (natural armour) Armour Class 15 (natural armour)
Hit Points 66 (12d6 + 24) Hit Points 88 (16d6 + 32) Hit Points 130 (20d6 + 60)
Speed 15 ft., fly 40 ft. Speed 15 ft., fly 40 ft. Speed 15 ft., fly 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
8 (-1) 16 (+3) 14 (+2) 2 (-4) 8 (-1) 6 (-2) 8 (-1) 16 (+3) 14 (+2) 2 (-4) 8 (-1) 6 (-2) 8 (-1) 16 (+3) 16 (+3) 2 (-4) 8 (-1) 6 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Damage Resistance Poison Damage Resistance Poison Damage Resistance Poison
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages none Languages none Languages none
Challenge 3 (700 XP) Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)

Compound Eyes and Keen Sense of Smell. The bloodbug Compound Eyes and Keen Sense of Smell. The bloodbug Compound Eyes and Keen Sense of Smell. The bloodbug
has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Erratic Flight. The bloodbug flies wildly, and is Erratic Flight. The bloodbug flies wildly, and is Erratic Flight. The bloodbug flies wildly, and is
difficult to hit. The bloodbug reduces the damage of difficult to hit. The bloodbug reduces the damage of difficult to hit. The bloodbug reduces the damage of
any attack against it by 3 (but not damage from an area any attack against it by 5 (but not damage from an area any attack against it by 5 (but not damage from an area
effect such as a weapon’s burst fire). effect such as a weapon’s burst fire). effect such as a weapon’s burst fire).
Actions Actions Radioactive Glow. The glowing bloodbug sheds bright light
in a 20-foot radius and dim light for an additional 20
Radioactive Spit. Ranged weapon attack: +5 to hit, range Radioactive Spit. Ranged weapon attack: +6 to hit, range feet.
60 ft., one target. Hit: 15 (2d12+2) radiation damage. 60 ft., one target. Hit: 21 (3d12+2) radiation damage.
Actions
Drain Blood. Melee weapon attack: +5 to hit, reach 5 Drain Blood. Melee weapon attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d8+2) piercing damage. The ft., one target. Hit: 11 (2d8+2) piercing damage and 5 Radioactive Spit. Ranged weapon attack: +7 to hit, range
bloodbug regains hit points equal to half the damage it (1d10) poison damage. The bloodbug regains hit points 60 ft., one target. Hit: 29 (4d12+3) radiation damage.
deals. equal to half the piercing damage it deals.
Drain Blood. Melee weapon attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2d8+2) piercing damage and 9
(2d8) radiation damage. The bloodbug regains hit points
equal to half the piercing damage it deals.

138 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Cave Crickets

Vampiric Bloodbug Cave Cricket Cave Cricket Hunter


Small beast Small beast Small beast
Armour Class 15 (natural armour) Armour Class 15 (natural armour) Armour Class 15 (natural armour)
Hit Points 154 (28d6 + 56) Hit Points 36 (8d6 + 8) Hit Points 54 (12d6 + 12)
Speed 15 ft., fly 40 ft. Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
8 (-1) 16 (+3) 14 (+2) 2 (-4) 8 (-1) 6 (-2) 10 (+0) 14 (+2) 12 (+1) 2 (-4) 8 (-1) 6 (-2) 10 (+0) 14 (+3) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

Damage Immunities Radiation Skills Perception +3 Skills Perception +8


Damage Resistance Poison Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 16
Languages none Languages none Languages none
Challenge 7 (2,900 XP) Challenge 1/2 (100 XP) Challenge 2 (450 XP)

Compound Eyes and Keen Sense of Smell. The bloodbug Compound Eyes and Keen Sense of Smell. The cricket Compound Eyes and Keen Sense of Smell. The cricket
has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Erratic Flight. The bloodbug flies wildly, and is Standing Leap. The cricket’s long jump is up to 15 Standing Leap. The cricket’s long jump is up to 15
difficult to hit. The bloodbug reduces the damage of feet and its high jump is up to 10 feet, with or feet and its high jump is up to 10 feet, with or
any attack against it by 5 (but not damage from an area without a running start. without a running start.
effect such as a weapon’s burst fire).
Actions Actions
Actions
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one Multiattack. The cave cricket hunter makes two attacks
Radioactive Spit. Ranged weapon attack: +7 to hit, range target. Hit: 5 (1d6+2) piercing damage. with its horn and one with its bite.
60 ft., one target. Hit: 28 (4d12+2) radiation damage.
Horn. Melee weapon attack: +4 to hit, reach 5 ft., one Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
Drain Blood. Melee weapon attack: +7 to hit, reach 5 target. Hit: 6 (1d8+2) piercing damage. target. Hit: 6 (1d6+3) piercing damage.
ft., one target. Hit: 20 (4d8+2) piercing damage. The
bloodbug regains hit points equal to half the damage it Horn. Melee weapon attack: +6 to hit, reach 5 ft., one
deals. target. Hit: 7 (1d8+3) piercing damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 139
Mantises, Giants

Cave Cricket Piercer Glowing Cave Cricket Giant Mantis Nymph


Small beast Small beast Tiny beast
Armour Class 15 (natural armour) Armour Class 15 (natural armour) Armour Class 13
Hit Points 90 (20d6 + 20) Hit Points 110 (20d6 + 40) Hit Points 5 (2d4)
Speed 40 ft. Speed 40 ft. Speed 20 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 18 (+4) 12 (+1) 2 (-4) 10 (+0) 6 (-2) 10 (+0) 18 (+4) 14 (+2) 2 (-4) 10 (+0) 6 (-2) 4 (-3) 16 (+3) 10 (+0) 3 (-4) 10 (+0) 6 (-2)

Skills Perception +8 Skills Perception +10 Skills Perception +4


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 18 Senses darkvision 60 ft., passive Perception 20 Senses darkvision 60 ft., passive Perception 14
Languages none Languages none Languages none
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP) Challenge 1/8 (25 XP)

Compound Eyes and Keen Sense of Smell. The cricket Compound Eyes and Keen Sense of Smell. The cricket Compound Eyes and Keen Sense of Smell. The mantis has
has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Standing Leap. The cricket’s long jump is up to 15 Radioactive Glow. The glowing cave cricket sheds bright Crazed Frenzy. The first time a mantis suffers
feet and its high jump is up to 10 feet, with or light in a 20-foot radius and dim light for an additional a critical hit, if it still has 1 or more hit
without a running start. 20 feet. point remaining it loses its advantage on Wisdom
(Perception) checks. It also becomes crazed, attacking
Actions Standing Leap. The cricket’s long jump is up to 15 all creatures it can perceive, starting with the
feet and its high jump is up to 10 feet, with or nearest and making no distinction between allies and
Multiattack. The cave cricket hunter makes two attacks without a running start. enemies. While crazed, the mantis gains the following
with its horn and one with its bite. benefits:
Actions ~~The mantis has advantage on Strength checks and
Bite. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d6+4) piercing damage. Multiattack. The glowing cave cricket makes two attacks Strength saving throws.
with its horn and one with its bite. ~~Increase the damage dealt by each of its melee
Horn. Melee weapon attack: +8 to hit, reach 5 ft., one attacks by 2.
target. Hit: 9 (1d10+4) piercing damage. Bite. Melee weapon attack: +9 to hit, reach 5 ft., ~~The mantis gains resistance to bludgeoning,
one target. Hit: 7 (1d6+4) piercing damage and 4 (1d8) piercing, and slashing damage.
radiation damage.
An attacker that is aware of this trait may choose
Horn. Melee weapon attack: +9 to hit, reach 5 ft., one whether or not they want to trigger it at the time of the
target. Hit: 9 (1d10+4) piercing damage and 4 (1d8) critical hit.
radiation damage.
Deadly. The mantis counts rolls of 19 or higher as
criticals.
Actions
Claw. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 4 (1+3) slashing damage.

140 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Zion Mantis Nymph Giant Mantis Giant Mantis Female
Small beast Small beast Medium beast
Armour Class 14 Armour Class 14 Armour Class 14
Hit Points 24 (7d6) Hit Points 56 (16d6) Hit Points 130 (20d8+40)
Speed 30 ft. Speed 30 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
8 (-1) 18 (+4) 10 (+0) 3 (-4) 10 (+0) 6 (-2) 8 (-1) 18 (+4) 10 (+0) 3 (-4) 10 (+0) 6 (-2) 8 (-1) 18 (+4) 14 (+2) 3 (-4) 10 (+0) 6 (-2)

Skills Perception +6 Skills Perception +8 Skills Perception +12


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 16 Senses darkvision 60 ft., passive Perception 18 Senses darkvision 60 ft., passive Perception 22
Languages none Languages none Languages none
Challenge 2 (450 XP) Challenge 3 (700 XP) Challenge 6 (2,300 XP)

Compound Eyes and Keen Sense of Smell. The mantis has Compound Eyes and Keen Sense of Smell. The mantis has Compound Eyes and Keen Sense of Smell. The mantis has
advantage on Wisdom (Perception) checks to notice advantage on Wisdom (Perception) checks to notice advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Crazed Frenzy. The first time a mantis suffers Crazed Frenzy. The first time a mantis suffers Crazed Frenzy. The first time a mantis suffers
a critical hit, if it still has 1 or more hit a critical hit, if it still has 1 or more hit a critical hit, if it still has 1 or more hit
point remaining it loses its advantage on Wisdom point remaining it loses its advantage on Wisdom point remaining it loses its advantage on Wisdom
(Perception) checks. It also becomes crazed, attacking (Perception) checks. It also becomes crazed, attacking (Perception) checks. It also becomes crazed, attacking
all creatures it can perceive, starting with the all creatures it can perceive, starting with the all creatures it can perceive, starting with the
nearest and making no distinction between allies and nearest and making no distinction between allies and nearest and making no distinction between allies and
enemies. While crazed, the mantis gains the following enemies. While crazed, the mantis gains the following enemies. While crazed, the mantis gains the following
benefits: benefits: benefits:
~~The mantis has advantage on Strength checks and ~~The mantis has advantage on Strength checks and ~~The mantis has advantage on Strength checks and
Strength saving throws. Strength saving throws. Strength saving throws.
~~Increase the damage dealt by each of its melee ~~Increase the damage dealt by each of its melee ~~Increase the damage dealt by each of its melee
attacks by 3. attacks by 3. attacks by 4.
~~The mantis gains resistance to bludgeoning, ~~The mantis gains resistance to bludgeoning, ~~The mantis gains resistance to bludgeoning,
piercing, and slashing damage. piercing, and slashing damage. piercing, and slashing damage.
An attacker that is aware of this trait may choose An attacker that is aware of this trait may choose An attacker that is aware of this trait may choose
whether or not they want to trigger it at the time of the whether or not they want to trigger it at the time of the whether or not they want to trigger it at the time of the
critical hit. critical hit. critical hit.
Deadly. The mantis counts rolls of 19 or higher as Deadly. The mantis counts rolls of 19 or higher as Deadly. The mantis counts rolls of 19 or higher as
criticals. criticals. criticals.
Actions Actions Actions
Multiattack. The giant mantis make one attack with its Multiattack. The giant mantis make one attack with its Multiattack. The giant mantis make one attack with its
bite and two with its claws. bite and two with its claws. bite and two with its claws.
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one Bite. Melee weapon attack: +8 to hit, reach 5 ft., one Bite. Melee weapon attack: +10 to hit, reach 5 ft., one
target. Hit: 6 (1d6+3) piercing damage. target. Hit: 7 (1d6+4) piercing damage. target. Hit: 9 (1d10+4) piercing damage.
Claw. Melee weapon attack: +7 to hit, reach 5 ft., one Claw. Melee weapon attack: +8 to hit, reach 5 ft., one Claw. Melee weapon attack: +10 to hit, reach 5 ft., one
target. Hit: 5 (1d4+3) slashing damage. target. Hit: 6 (1d4+4) slashing damage. target. Hit: 7 (1d6+4) slashing damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 141
Radroaches

Zion Mantis Zion Mantis Female Radroach


Medium beast Large beast Tiny beast
Armour Class 14 Armour Class 14 Armour Class 13 (natural armour)
Hit Points 149 (23d8+46) Hit Points 172 (23d10+69) Hit Points 11 (2d4+6)
Speed 40 ft. Speed 50 ft. Speed 30 ft., climb 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
8 (-1) 18 (+4) 14 (+2) 3 (-4) 10 (+0) 6 (-2) 8 (-1) 20 (+5) 16 (+3) 3 (-4) 10 (+0) 6 (-2) 10 (+0) 11 (+0) 16 (+3) 2 (-4) 10 (+0) 6 (-2)

Skills Perception +12 Skills Perception +16 Damage Immunities Poison, Radiation
Damage Immunities Radiation Damage Immunities Radiation Condition Immunities Poisoned, Radiation Sickness
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 22 Senses darkvision 60 ft., passive Perception 26 Languages none
Languages none Languages none Challenge 1/8 (25 XP)
Challenge 8 (3,900 XP) Challenge 10 (5,900 XP)
Compound Eyes and Keen Sense of Smell. The radroach
Compound Eyes and Keen Sense of Smell. The mantis has Compound Eyes and Keen Sense of Smell. The mantis has has advantage on Wisdom (Perception) checks to notice
advantage on Wisdom (Perception) checks to notice advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
movement, or that rely on smell. movement, or that rely on smell.
Spider Climb. The radroach can climb difficult surfaces,
Crazed Frenzy. The first time a mantis suffers Crazed Frenzy. The first time a mantis suffers including upside down on ceilings, without needing to
a critical hit, if it still has 1 or more hit a critical hit, if it still has 1 or more hit make an ability check.
point remaining it loses its advantage on Wisdom point remaining it loses its advantage on Wisdom
(Perception) checks. It also becomes crazed, attacking (Perception) checks. It also becomes crazed, attacking Actions
all creatures it can perceive, starting with the all creatures it can perceive, starting with the
nearest and making no distinction between allies and nearest and making no distinction between allies and Bite. Melee weapon attack: +3 to hit, reach 5 ft., one
enemies. While crazed, the mantis gains the following enemies. While crazed, the mantis gains the following target. Hit: 2 (1d4) piercing damage.
benefits: benefits:
~~The mantis has advantage on Strength checks and ~~The mantis has advantage on Strength checks and
Strength saving throws. Strength saving throws.
~~Increase the damage dealt by each of its melee ~~Increase the damage dealt by each of its melee
attacks by 4. attacks by 6.
~~The mantis gains resistance to bludgeoning, ~~The mantis gains resistance to bludgeoning,
piercing, and slashing damage. piercing, and slashing damage.
An attacker that is aware of this trait may choose An attacker that is aware of this trait may choose
whether or not they want to trigger it at the time of the whether or not they want to trigger it at the time of the
critical hit. critical hit.
Deadly. The mantis counts rolls of 19 or higher as Deadly. The mantis counts rolls of 19 or higher as
criticals. criticals.
Actions Actions
Multiattack. The giant mantis make one attack with its Multiattack. The giant mantis make one attack with its
bite and two with its claws. bite and two with its claws.
Bite. Melee weapon attack: +10 to hit, reach 5 ft., one Bite. Melee weapon attack: +10 to hit, reach 5 ft., one
target. Hit: 11 (2d6+4) piercing damage. target. Hit: 14 (2d8+5) piercing damage.
Claw. Melee weapon attack: +10 to hit, reach 5 ft., one Claw. Melee weapon attack: +10 to hit, reach 5 ft., one
target. Hit: 9 (2d4+4) slashing damage. target. Hit: 12 (2d6+5) slashing damage.

142 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Midwestern Giant Radroach Glowing Radroach Midwestern Radroach
Medium beast Tiny beast Small beast
Armour Class 16 (natural armour) Armour Class 13 (natural armour) Armour Class 15 (natural armour)
Hit Points 119 (14d8+56) Hit Points 39 (6d4+24) Hit Points 75 (10d6+40)
Speed 40 ft., climb 40 ft. Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
16 (+3) 11 (+0) 18 (+4) 2 (-4) 10 (+0) 6 (-2) 12 (+1) 11 (+0) 18 (+4) 2 (-4) 10 (+0) 6 (-2) 12 (+1) 11 (+0) 18 (+4) 2 (-4) 10 (+0) 6 (-2)

Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages none Languages none Languages none
Challenge 4 (1,100 XP) Challenge 1/2 (100 XP) Challenge 2 (450 XP)

Compound Eyes and Keen Sense of Smell. The radroach Compound Eyes and Keen Sense of Smell. The radroach Compound Eyes and Keen Sense of Smell. The radroach
has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Spider Climb. The radroach can climb difficult surfaces, Radioactive Glow. The glowing radroach sheds bright light Spider Climb. The radroach can climb difficult surfaces,
including upside down on ceilings, without needing to in a 10-foot radius and dim light for an additional 10 including upside down on ceilings, without needing to
make an ability check. feet. make an ability check.
Actions Spider Climb. The radroach can climb difficult surfaces, Actions
including upside down on ceilings, without needing to
Bite. Melee weapon attack: +3 to hit, reach 5 ft., one make an ability check. Bite. Melee weapon attack: +3 to hit, reach 5 ft., one
target. Hit: 9 (2d8) piercing damage and 16 (3d10) poison target. Hit: 7 (2d6) piercing damage and 13 (3d8) poison
damage. Actions damage.
Bite. Melee weapon attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (2d4) piercing damage and 7 (2d6)
radiation damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 143
Radscorpions

Bark Scorpion Bark Scorpion Hunter Radscorpion


Small beast Small beast Large beast
Armour Class 13 (natural armour) Armour Class 15 (natural armour) Armour Class 15 (natural armour)
Hit Points 44 (8d6+16) Hit Points 55 (10d6+20) Hit Points 93 (11d10+44)
Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft. Speed 40 ft., climb 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 11 (+0) 14 (+2) 2 (-4) 10 (+0) 6 (-2) 14 (+2) 11 (+0) 14 (+2) 2 (-4) 10 (+0) 6 (-2) 18 (+4) 11 (+0) 18 (+4) 2 (-4) 10 (+0) 6 (-2)

Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., tremorsense 90 ft., passive Senses darkvision 60 ft., tremorsense 90 ft., passive Senses darkvision 60 ft., tremorsense 120 ft., passive
Perception 10 Perception 10 Perception 10
Languages none Languages none Languages none
Challenge 1/2 (100 XP) Challenge 2 (450 XP) Challenge 4 (1,100 XP)

Actions Actions Actions


Multiattack. The scorpion makes two attacks with its Multiattack. The scorpion makes two attacks with its Multiattack. The scorpion makes two attacks with its
claws. claws and one with its sting. claws and one with its sting.
Claws. Melee weapon attack: +4 to hit, reach 5 ft., one Claws. Melee weapon attack: +4 to hit, reach 5 ft., one Claws. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) slashing damage. target. Hit: 6 (1d8+2) slashing damage. target. Hit: 10 (1d12+4) slashing damage.
Sting. Melee weapon attack: +4 to hit, reach 5 ft., one Sting. Melee weapon attack: +4 to hit, reach 5 ft., one Sting. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 4 (1d4+2) piercing damage and 5 (1d6+2) target. Hit: 4 (1d4+2) piercing damage and 5 (1d6+2) target. Hit: 8 (1d8+4) piercing damage and 7 (1d6+4)
poison damage. The target must make a DC 12 Constitution poison damage. The target must make a DC 12 Constitution poison damage. The target must make a DC 14 Constitution
saving throw or be poisoned. The target may repeat its saving throw or be poisoned. The target may repeat its saving throw or be poisoned. The target may repeat its
saving throw at the end of each of its turns, ending the saving throw at the end of each of its turns, ending the saving throw at the end of each of its turns, ending the
poisoned condition on a success. poisoned condition on a success. poisoned condition on a success.

144 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Radscorpion Hunter Glowing Radscorpion Radscorpion Stalker
Large beast Large beast Large beast
Armour Class 15 (natural armour) Armour Class 15 (natural armour) Armour Class 15 (natural armour)
Hit Points 127 (15d10+60) Hit Points 157 (15d10+75) Hit Points 170 (20d10+80)
Speed 40 ft., climb 40 ft. Speed 40 ft., climb 40 ft. Speed 40 ft., climb 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
18 (+4) 11 (+0) 18 (+4) 2 (-4) 10 (+0) 6 (-2) 18 (+4) 11 (+0) 20 (+5) 2 (-4) 10 (+0) 6 (-2) 18 (+4) 11 (+0) 18 (+4) 2 (-4) 10 (+0) 6 (-2)

Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., tremorsense 120 ft., passive Senses darkvision 60 ft., tremorsense 120 ft., passive Senses darkvision 60 ft., tremorsense 120 ft., passive
Perception 10 Perception 10 Perception 10
Languages none Languages none Languages none
Challenge 6 (2,300 XP) Challenge 7 (2,900 XP) Challenge 8 (3,900 XP)

Actions Radioactive Aura. A creature that begins its turn Actions


within 10 feet of the glowing radscorpion takes 6 (1d12)
Multiattack. The scorpion makes two attacks with its radiation damage. Multiattack. The scorpion makes three attacks with its
claws and one with its sting. Radioactive Glow. The glowing radscorpion sheds bright claws and one with its sting.
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one light in a 20-foot radius and dim light for an additional Claws. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d12+4) slashing damage. 20 feet. target. Hit: 13 (2d8+4) slashing damage.
Sting. Melee weapon attack: +7 to hit, reach 5 ft., one Actions Sting. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d8+4) piercing damage and 11 (2d6+4) target. Hit: 9 (1d10+4) piercing damage and 15 (2d10+4)
poison damage. The target must make a DC 14 Constitution Multiattack. The scorpion makes two attacks with its poison damage. The target must make a DC 16 Constitution
saving throw or be poisoned. The target may repeat its claws and one with its sting. saving throw or be poisoned. The target may repeat its
saving throw at the end of each of its turns, ending the saving throw at the end of each of its turns, ending the
poisoned condition on a success. Claws. Melee weapon attack: +7 to hit, reach 5 ft., one poisoned condition on a success.
target. Hit: 10 (1d12+4) slashing damage and 7 (2d6)
radiation damage.
Sting. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8+4) piercing damage, 7 (2d6) radiation
damage, and 11 (2d6+4) poison damage. The target must
make a DC 15 Constitution saving throw or be poisoned.
The target may repeat its saving throw at the end of each
of its turns, ending the poisoned condition on a success.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 145
Radscorpion Predator Deathskull Radscorpion
Large beast Large beast
Armour Class 15 (natural armour) Armour Class 15 (natural armour)
Hit Points 204 (24d10+96) Hit Points 228 (24d10+120)
Speed 40 ft., climb 40 ft. Speed 40 ft., climb 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
18 (+4) 11 (+0) 18 (+4) 2 (-4) 10 (+0) 6 (-2) 20 (+5) 11 (+0) 20 (+5) 2 (-4) 10 (+0) 6 (-2)

Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation


Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., tremorsense 120 ft., passive Senses darkvision 60 ft., tremorsense 120 ft., passive
Perception 10 Perception 10
Languages none Languages none
Challenge 11 (7,200 XP) Challenge 12 (8,400 XP)

Actions Actions
Multiattack. The scorpion makes four attacks with its Multiattack. The scorpion makes four attacks with its
claws and one with its sting. claws and one with its sting.
Claws. Melee weapon attack: +9 to hit, reach 5 ft., one Claws. Melee weapon attack: +10 to hit, reach 5 ft., one
target. Hit: 13 (2d8+4) slashing damage. target. Hit: 14 (2d8+5) slashing damage.
Sting. Melee weapon attack: +9 to hit, reach 5 ft., one Sting. Melee weapon attack: +10 to hit, reach 5 ft., one
target. Hit: 9 (1d10+4) piercing damage and 15 (2d10+4) target. Hit: 11 (1d12+5) piercing damage and 16 (2d12+5)
poison damage. The target must make a DC 16 Constitution poison damage. The target must make a DC 18 Constitution
saving throw or be poisoned. The target may repeat its saving throw or be poisoned. The target may repeat its
saving throw at the end of each of its turns, ending the saving throw at the end of each of its turns, ending the
poisoned condition on a success. poisoned condition on a success.

146 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Radscorpion Queen Sting. Melee weapon attack: +11 to hit, reach 5 ft., one
target. Hit: 18 (2d12+5) piercing damage and 24 (3d12+5)
poison damage. The target must make a DC 20 Constitution
Huge beast saving throw or be poisoned. The target may repeat its
Armour Class 17 (natural armour) saving throw at the end of each of its turns, ending the
Hit Points 253 (22d12+110) poisoned condition on a success.
Speed 40 ft., climb 40 ft.
Legendary Actions
Str Dex Con Int Wis Cha The radscorpion queen can take 3 legendary actions,
20 (+5) 11 (+0) 20 (+5) 2 (-4) 10 (+0) 6 (-2)
choosing from the options below. Only one legendary
action can be used at a time, and only at the end of
another creature’s turn. Spent legendary actions are
Damage Immunities Poison, Radiation regained at the start of each turn.
Condition Immunities Poisoned, Radiation Sickness Attack. The radscorpion queen makes an attack with its
Senses darkvision 60 ft., tremorsense 150 ft., passive claws.
Perception 10
Languages none Detect. The radscorpion queen makes a Wisdom (Perception)
Challenge 17 (18,000 XP) check.
Charge (costs 2 actions). The radscorpion queen moves up
Legendary Resistance (2/Day). If the radscorpion to its speed then makes a melee attack.
queen fails a saving throw, it can choose to succeed
instead. Intense Venom (costs 2 actions). A creature that has the
poisoned condition because it was hit by the radscorpion
Actions queen’s sting must make a DC 20 Constitution saving
throw, taking 24 (3d12+5) poison damage on a failed
Multiattack. The scorpion makes two attacks with its saving throw or half as much on a success.
claws and one with its sting.
Smackdown. An adjacent creature of the radscorpion
Claws. Melee weapon attack: +11 to hit, reach 5 ft., one queen’s choice must make a DC 19 Dexterity saving throw
target. Hit: 15 (3d6+5) slashing damage. or be knocked prone.

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Stingwings

Stingwing Stingwing Darter Stingwing Skimmer


Tiny beast Tiny beast Tiny beast
Armour Class 13 Armour Class 13 Armour Class 13
Hit Points 25 (10d4) Hit Points 37 (15d4) Hit Points 63 (18d4+18)
Speed 15 ft., fly 40 ft. Speed 15 ft., fly 40 ft. Speed 15 ft., fly 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 16 (+3) 11 (+0) 2 (-4) 10 (+0) 6 (-2) 10 (+0) 18 (+4) 11 (+0) 2 (-4) 10 (+0) 6 (-2) 10 (+0) 18 (+4) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages none Languages none Languages none
Challenge 1/2 (100 XP) Challenge 2 (450 XP) Challenge 4 (1,100 XP)

Compound Eyes and Keen Sense of Smell. The stingwing Compound Eyes and Keen Sense of Smell. The stingwing Compound Eyes and Keen Sense of Smell. The stingwing
has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Erratic Flight. The stingwing flies wildly, and is Erratic Flight. The stingwing flies wildly, and is Erratic Flight. The stingwing flies wildly, and is
difficult to hit. The stingwing reduces the damage of difficult to hit. The stingwing reduces the damage of difficult to hit. The stingwing reduces the damage of
any attack against it by 3 (but not damage from an area any attack against it by 3 (but not damage from an area any attack against it by 3 (but not damage from an area
effect such as a weapon’s burst fire). effect such as a weapon’s burst fire). effect such as a weapon’s burst fire).
Flyby. The stingwing doesn’t provoke opportunity Flyby. The stingwing doesn’t provoke opportunity Flyby. The stingwing doesn’t provoke opportunity
attacks when it flies out of an enemy’s reach. attacks when it flies out of an enemy’s reach. attacks when it flies out of an enemy’s reach.
Actions Actions Actions
Sting. Melee weapon attack: +5 to hit, reach 5 ft., Multiattack. The stingwing makes two attacks with its Multiattack. The stingwing makes three attacks with
one target. Hit: 5 (1d4+3) piercing damage and 3 (1d6) sting. its sting.
poison damage. The target must make a DC 10 Constitution
saving throw or be poisoned. The target may repeat its Sting. Melee weapon attack: +6 to hit, reach 5 ft., Sting. Melee weapon attack: +8 to hit, reach 5 ft.,
saving throw at the end of each of its turns, ending the one target. Hit: 7 (1d6+4) piercing damage and 4 (1d8) one target. Hit: 7 (1d6+4) piercing damage and 4 (1d8)
poisoned condition on a success. poison damage. The target must make a DC 10 Constitution poison damage. The target must make a DC 12 Constitution
saving throw or be poisoned. The target may repeat its saving throw or be poisoned. The target may repeat its
saving throw at the end of each of its turns, ending the saving throw at the end of each of its turns, ending the
poisoned condition on a success. poisoned condition on a success.

148 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Glowing Stingwing Stingwing Chaser
Tiny beast Tiny beast
Armour Class 13 Armour Class 13
Hit Points 81 (18d4+36) Hit Points 98 (28d4+28)
Speed 15 ft., fly 40 ft. Speed 15 ft., fly 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 18 (+4) 14 (+2) 2 (-4) 10 (+0) 6 (-2) 10 (+0) 18 (+4) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation


Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages none Languages none
Challenge 5 (1,800 XP) Challenge 6 (2,300 XP)

Compound Eyes and Keen Sense of Smell. The stingwing Compound Eyes and Keen Sense of Smell. The stingwing
has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell.
Erratic Flight. The stingwing flies wildly, and is Erratic Flight. The stingwing flies wildly, and is
difficult to hit. The stingwing reduces the damage of difficult to hit. The stingwing reduces the damage of
any attack against it by 3 (but not damage from an area any attack against it by 3 (but not damage from an area
effect such as a weapon’s burst fire). effect such as a weapon’s burst fire).
Flyby. The stingwing doesn’t provoke opportunity Flyby. The stingwing doesn’t provoke opportunity
attacks when it flies out of an enemy’s reach. attacks when it flies out of an enemy’s reach.
Radioactive Aura. A creature that begins its turn within Actions
10 feet of the glowing stingwing takes 6 (1d12) radiation
damage. Multiattack. The stingwing makes four attacks with its
Radioactive Glow. The glowing stingwing sheds bright sting.
light in a 10-foot radius and dim light for an additional Sting. Melee weapon attack: +9 to hit, reach 5 ft.,
10 feet. one target. Hit: 7 (1d6+4) piercing damage and 4 (1d8)
poison damage. The target must make a DC 13 Constitution
Actions saving throw or be poisoned. The target may repeat its
saving throw at the end of each of its turns, ending the
Multiattack. The stingwing makes three attacks with poisoned condition on a success.
its sting.
Sting. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d6+4) piercing damage, 4 (1d8) radiation
damage, and 4 (1d8) poison damage. The target must make
a DC 12 Constitution saving throw or be poisoned. The
target may repeat its saving throw at the end of each of
its turns, ending the poisoned condition on a success.

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Cazadores
The creatures known as cazadores were created

CAZADORES
by Doctor Borous, one of the mad think tanks
running the research centre at Big Empty,
otherwise known as Big MT. They were created
from tarantula hawk wasps, though so many
other types of DNA have been spliced into them
that they are essentially a whole new type of
being.
An adult cazador’s body is almost as large
as an average adult male human, and their two
sets of amber-shaded wings make them seem even
larger and more imposing. An adult cazador
keeps growing, with some giant cazadores
becoming nearly twice as large as other
adults.
Although a cazador is by no means the
largest of wasteland predators, it is truly
among the most dangerous. A cazador is quick
and moves erratically, making it hard to hit.
Furthermore, it possesses an exceptionally
potent venom in its string. A cazador’s sting
is excruciatingly painful and quickly lethal.
One cazador would be dangerous enough alone,
but they’re seldom encountered in such optimal
conditions. While the tarantula hawk wasps
from which they were created are solitary
by nature, cazadores
instead nest in swarms
of four or more.
They’re not just
bad news on their
own merits, either.
If a wastelander is
lucky enough to evade
or survive a cazador
attack they should be
wary of the possibility
that a night stalker
pack may also be in the
area, as the two types
of creature are known
to compete for prey.

150 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Young Cazador Cazador Giant Cazador
Small monstrosity Medium monstrosity Large monstrosity
Armour Class 15 Armour Class 15 (natural armour) Armour Class 18 (natural armour)
Hit Points 45 (10d6 + 10) Hit Points 105 (14d8 + 42) Hit Points 152 (16d10 + 64)
Speed 10 ft., fly 40 ft. Speed 15 ft., fly 50 ft. Speed 20 ft., fly 60 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 20 (+5) 12 (+1) 3 (-4) 14 (+2) 7 (-2) 14 (+2) 18 (+4) 16 (+3) 3 (-4) 14 (+2) 7 (-2) 16 (+3) 18 (+4) 18 (+4) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +5 Skills Perception +6 Skills Perception +8


Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses passive Perception 15 Senses passive Perception 16 Senses passive Perception 18
Languages none Languages none Languages none
Challenge 3 (700 XP) Challenge 6 (2,300 XP) Challenge 9 (5,000 XP)

Compound Eyes and Keen Sense of Smell. The cazador Compound Eyes and Keen Sense of Smell. The cazador Compound Eyes and Keen Sense of Smell. The cazador
has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice has advantage on Wisdom (Perception) checks to notice
movement, or that rely on smell. movement, or that rely on smell. movement, or that rely on smell.
Erratic Flight. The cazador flies wildly, and is Erratic Flight. The cazador flies wildly, and is Erratic Flight. The cazador flies wildly, and is
difficult to hit. The cazador reduces the damage of difficult to hit. The cazador reduces the damage of any difficult to hit. The cazador reduces the damage of any
any attack against it by 5 (but not damage from an area attack against it by 5 (but not damage from an area attack against it by 5 (but not damage from an area
effect such as a weapon’s burst fire). effect such as a weapon’s burst fire). effect such as a weapon’s burst fire).
Flyby. The cazador doesn’t provoke opportunity attacks Flyby. The cazador doesn’t provoke opportunity attacks Flyby. The cazador doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach. when it flies out of an enemy’s reach. when it flies out of an enemy’s reach.
Pack Tactics. The cazador has advantage on attack rolls Pack Tactics. The cazador has advantage on attack rolls Pack Tactics. The cazador has advantage on attack rolls
against a creature if at least one of the cazador’s against a creature if at least one of the cazador’s against a creature if at least one of the cazador’s
allies is within 5 feet of the creature and the ally allies is within 5 feet of the creature and the ally allies is within 5 feet of the creature and the ally
isn’t incapacitated. isn’t incapacitated. isn’t incapacitated.
Actions Actions Actions
Sting. Melee weapon attack: +8 to hit, reach 5 ft., one Sting. Melee weapon attack: +8 to hit, reach 5 ft., one Sting. Melee weapon attack: +10 to hit, reach 5 ft.,
target. Hit: 8 (1d6 + 5) piercing damage and 10 (4d4) target. Hit: 9 (1d10 + 4) piercing damage and 18 (4d8) one target. Hit: 11 (2d6 + 4) piercing damage and 26
poison damage. If the target is a creature, it must poison damage. If the target is a creature, it must (4d12) poison damage. If the target is a creature, it
succeed on a DC 13 saving throw or gain the poisoned succeed on a DC 15 saving throw or gain the poisoned must succeed on a DC 18 saving throw or gain the poisoned
condition. The target may repeat its saving throw at the condition. The target may repeat its saving throw at the condition. The target may repeat its saving throw at the
end of each of its turns to end the poisoned condition. end of each of its turns to end the poisoned condition. end of each of its turns to end the poisoned condition.

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Specimen 73 allies is within 5 feet of the creature and the ally
isn’t incapacitated.
Medium monstrosity Actions
Armour Class 19 (natural armour)
Hit Points 161 (19d8 + 76) Sting. Melee weapon attack: +12 to hit, reach 5 ft., one
Speed 15 ft., fly 60 ft. target. Hit: 9 (1d10 + 4) piercing damage and 18 (4d8)
poison damage. If the target is a creature, it must
Str Dex Con Int Wis Cha succeed on a DC 18 saving throw or gain the poisoned
condition. The target may repeat its saving throw at the
16 (+3) 22 (+6) 18 (+4) 3 (-4) 14 (+2) 7 (-2) end of each of its turns to end the poisoned condition.
Legendary Actions
Skills Perception +8
Damage Immunities Poison, Radiation Specimen 73 can take 3 legendary actions, choosing from
Condition Immunities Poisoned, Radiation Sickness the options below. Only one legendary action can be used
Senses passive Perception 18 at a time, and only at the end of another creature’s
Languages none turn. Spent legendary actions are regained at the start
Challenge 16 (15,000 XP) of each turn.
Sting. Specimen 73 makes a sting attack.
Compound Eyes and Keen Sense of Smell. The cazador
has advantage on Wisdom (Perception) checks to notice Detect. Specimen 73 makes a Wisdom (Perception) check.
movement, or that rely on smell. Kick up Dust (costs 2 actions). Each creature within
Erratic Flight. The cazador flies wildly, and is 10 feet of Specimen 73, including around a corner,
difficult to hit. The cazador reduces the damage of any must succeed on a DC 20 Constitution saving throw or
attack against it by 5 (but not damage from an area be blinded until the end of Specimen 73’s next turn. A
effect such as a weapon’s burst fire). creature that succeeds on the saving throw is immune to
this effect until the end of Specimen 73’s next turn.
Flyby. The cazador doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach. Recovery. Specimen 73 regains 27 (1d10 + 4d8 + 4) hit
points. It may only use this legendary action once per
Legendary Resistance (2/Day). If Specimen 73 fails a combat round.
saving throw, it can choose to succeed instead.
Reposition. Specimen 73 disengages half its normal
Pack Tactics. The cazador has advantage on attack rolls movement or fly speed.
against a creature if at least one of the cazador’s

152 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Cyberhounds
A cyberhound is a dog that has been heavily

CYBERHOUNDS
augmented with mechanical parts to the point
that it is more robot than living creature.
However, it retains its brain which is
suspended inside a protective dome filled with
gel, just like a robobrain. The cyberhound
behaves in all respects like a normal dog, but
is more intelligent than your average animal.
They make excellent pets and guardians.
Police and military models are able to attack
with a sonic energy bark that can briefly
incapacitate a target, making for an easier
arrest or kill.
Creating a cyberhound is difficult, as is
maintaining one. They are primarily produced
by large organisations with access to advanced
technology and lots of resources, such as the
pre-war US Government, the Enclave, and the
research team at Big MT.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 153
Cyberhound Police Cyberhound Military Cyberhound
Medium robot Medium robot Medium robot
Armour Class 14 (natural armour) Armour Class 14 (natural armour) Armour Class 14 (natural armour)
Hit Points 42 (5d8 + 20) Hit Points 85 (10d8 + 40) Hit Points 127 (15d8 + 60)
Speed 40 ft. Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
16 (+3) 14 (+2) 18 (+4) 6 (-2) 16 (+3) 7 (-2) 16 (+3) 14 (+2) 18 (+4) 6 (-2) 16 (+3) 7 (-2) 16 (+3) 14 (+2) 18 (+4) 6 (-2) 16 (+3) 7 (-2)

Skills Perception +7 Skills Perception +7 Skills Perception +7


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 17 Senses passive Perception 17 Senses passive Perception 17
Languages understands commands in American English Languages understands commands in American English Languages understands commands in American English
Challenge 1/2 (100 XP) Challenge 2 (450 XP) Challenge 4 (1,100 XP)

Keen Hearing and Smell. The cyberhound has advantage on Keen Hearing and Smell. The cyberhound has advantage on Keen Hearing and Smell. The cyberhound has advantage on
Wisdom (Perception) checks that rely on hearing or smell. Wisdom (Perception) checks that rely on hearing or smell. Wisdom (Perception) checks that rely on hearing or smell.
Actions Actions Actions
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one Multiattack. The police cyberhound makes two attacks Multiattack. The military cyberhound makes four attacks
target. Hit: 8 (1d10 + 3) piercing damage. If the target with its bite. with its bite or two attacks with its sonic bark.
is a creature, it must succeed on a DC 15 Strength saving
throw or be knocked prone. Sonic Bark. Ranged weapon attack: +5 to hit, range 30 Sonic Bark. Ranged weapon attack: +5 to hit, range 30
ft., one target. Hit: 11 (2d6 + 4) sonic damage. If ft., one target. Hit: 11 (2d6 + 4) sonic damage. If
the target is a living creature, it must succeed on a the target is a living creature, it must succeed on a
DC 16 Constitution saving throw or be dazed, suffering DC 16 Constitution saving throw or be dazed, suffering
disadvantage on its attack rolls and ability checks. disadvantage on its attack rolls and ability checks.
If the target fails its saving throw by 5 or more, it If the target fails its saving throw by 5 or more, it
is instead stunned until the end of its next turn, then is instead stunned until the end of its next turn, then
dazed thereafter. The target may repeat its saving throw dazed thereafter. The target may repeat its saving throw
at the end of its turn, ending the effects of the sonic at the end of its turn, ending the effects of the sonic
bark on a success. bark on a success.
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) piercing damage. If the target target. Hit: 8 (1d10 + 3) piercing damage. If the target
is a creature, it must succeed on a DC 15 Strength saving is a creature, it must succeed on a DC 15 Strength saving
throw or be knocked prone. throw or be knocked prone.

154 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Deathclaws
The oversized mutant reptiles known by the

DEATHCLAWS
people of the wastes as deathclaws were
created before the Great War by the United
States government, who intended to use them
as a replacement for foot soldiers in their
war with the Chinese. Deathclaws were created
through genetic engineering, adding DNA from
multiple other species to the Jackson’s
Chameleon. The modern deathclaw owes as much
to the Master, who further refined their
genetic code and mutated them using the Forced
Evolutionary Virus. Despite their base stock,
most deathclaws are not capable of colour-
changing camouflage.
Deathclaws gather in packs of between eight
to twenty, led by an alpha male. Since these
creatures can range large distances on the
hunt, they are often encountered on their own
the wild, however a meeting with one almost
always means there are other deathclaws
roaming the region. However, a few deathclaws
lead solitary existences either due to the
loss of their pack or because they have
been driven out following a conflict for the
position of alpha.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 155
Deathclaw Pounce. If the deathclaw moves at least 20 feet straight toward a creature and then
hits it with a claw attack on the same turn, that target must succeed on a DC 16
Strength saving throw or be knocked Prone. If the target is Prone, the deathclaw can
Large monstrosity attempt to grapple it as a bonus action.
Armour Class 16 (natural armour)
Hit Points 178 (21d10 + 84) Powerful Leap. When the deathclaw makes a long jump, it can leap up to forty feet if
Speed 50 ft., climb 30 ft., swim 30 ft. it moves at least 10 feet on foot immediately before the jump. When it makes a standing
long jump, it can leap only twenty feet. Each foot cleared on the jump costs a foot of
Str Dex Con Int Wis Cha movement.
20 (+5) 14 (+2) 18 (+4) 4 (-3) 12 (+1) 6 (-2) Regeneration. The deathclaw regains 10 hit points at the start of any turn it begins
with more than 0 hit points.

Saving Throws Str +8, Dex +5, Con +7 Actions


Skills Athletics +8, Perception +4, Stealth +5 Multiattack. The deathclaw makes five attacks: either four with its claws and one with
Damage Immunities Radiation its bite, or four with its claws and one with its gore attack. If both the deathclaw’s
Condition Immunities Radiation Sickness claw attacks hit the same target and that creature is Large or smaller, it must succeed
Senses passive Perception 14 on a DC 16 Strength saving throw or be grappled (escape DC 16).
Languages none
Challenge 13 (10,000 XP) Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5)
piercing damage.
Fight or Flight. When the deathclaw is reduced to 40 hit points or fewer, roll 1d6.
1-4: the deathclaw attempts to retreat from the combat as fast as it can travel. Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)
However, it is a territorial creature and returns after regenerating (do not count this slashing damage.
as beating the encounter unless the return of the deathclaw will not inconvenience the Gore. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 5)
party or prevent the success of their objective). piercing damage.
5-6: the deathclaw becomes enraged until it is defeated or it has no more living
targets, with the following effects: Frightful Presence. Each creature of the deathclaw’s choice that is within 60 feet of
~~The deathclaw has advantage on Strength checks and Strength saving throws. the deathclaw and aware of it must succeed on a DC 16 Wisdom saving throw or become
~~Increase the damage dealt by each of its melee attacks by 2. Frightened for 1 minute. A creature can repeat the saving throw at the end of each
~~The deathclaw gains resistance to bludgeoning, piercing, and slashing damage. of its turns, ending the effect on itself on a success. If a creature’s saving throw
Gnaw. If the deathclaw has grappled a creature, it has advantage on bite attacks is successful or the effect ends for it, the creature is immune to the deathclaw’s
against that creature. Frightful Presence for the next 24 hours.
Keen Senses. The deathclaw has advantage on Wisdom (Perception) checks.
Art by rustysteel dbaa https://rustysteel.deviantart.com

156
156 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Alpha Deathclaw can leap up to forty feet if it moves at least 10 feet
on foot immediately before the jump. When it makes a
standing long jump, it can leap only twenty feet. Each
Large monstrosity foot cleared on the jump costs a foot of movement.
Armour Class 16 (natural armour)
Hit Points 228 (24d10 + 96) Regeneration. The deathclaw regains 20 hit points at
Speed 50 ft., climb 30 ft., swim 30 ft. the start of any turn it begins with more than 0 hit
points.
Str Dex Con Int Wis Cha
Actions
20 (+5) 14 (+2) 18 (+4) 4 (-3) 12 (+1) 6 (-2)
Multiattack. The deathclaw makes five attacks: either
four with its claws and one with its bite, or four with
Saving Throws Str +9, Dex +6, Con +8 its claws and one with its gore attack. If both the
Skills Athletics +9, Perception +5, Stealth +6 deathclaw’s claw attacks hit the same target and that
Damage Immunities Radiation creature is Large or smaller, it must succeed on a DC 17
Condition Immunities Radiation Sickness Strength saving throw or be grappled (escape DC 17).
Senses passive Perception 15 Bite. Melee weapon attack: +9 to hit, reach 5 ft., one
Languages none target. Hit: 12 (2d6 + 5) piercing damage.
Challenge 18 (20,000 XP)
Claw. Melee weapon attack: +9 to hit, reach 5 ft., one
Fight or Flight. When the deathclaw is reduced to 50 hit target. Hit: 14 (2d8 + 5) slashing damage.
points or fewer, roll 1d6.
1-4: the deathclaw attempts to retreat from the combat Gore. Melee weapon attack: +9 to hit, reach 5 ft., one
as fast as it can travel. However, it is a territorial target. Hit: 17 (2d10 + 5) piercing damage.
creature and returns after regenerating (do not count
this as beating the encounter unless the return of the Frightful Presence. Each creature of the deathclaw’s
deathclaw will not inconvenience the party or prevent the choice that is within 60 feet of the deathclaw and aware
success of their objective). of it must succeed on a DC 17 Wisdom saving throw or
5-6: the deathclaw becomes enraged until it is become Frightened for 1 minute. A creature can repeat
defeated or it has no more living targets, with the the saving throw at the end of each of its turns, ending
following effects: the effect on itself on a success. If a creature’s
~~The deathclaw has advantage on Strength checks saving throw is successful or the effect ends for it, the
and Strength saving throws. creature is immune to the deathclaw’s Frightful Presence
~~Increase the damage dealt by each of its melee for the next 24 hours.
attacks by 3.
~~The deathclaw gains resistance to bludgeoning, Legendary Actions
piercing, and slashing damage. The deathclaw can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used
Gnaw. If the deathclaw has grappled a creature, it has at a time, and only at the end of another creature’s
advantage on bite attacks against that creature. turn. Spent legendary actions are regained at the start
Keen Senses. The deathclaw has advantage on Wisdom of each turn.
(Perception) checks. Claw. The deathclaw makes a claw attack.
Pounce. If the deathclaw moves at least 20 feet straight Detect. The deathclaw makes a Wisdom (Perception) check.
toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC 17 Stomp (costs 2 actions). The deathclaw stomps the ground
Strength saving throw or be knocked Prone. If the target hard. Each creature within 10 feet of the deathclaw must
is Prone, the deathclaw can attempt to grapple it as a succeed on a DC 17 Dexterity saving throw or be knocked
bonus action. prone. The deathclaw can then move up to half its speed
and either make a claw attack or attempt to grapple the
Powerful Leap. When the deathclaw makes a long jump, it
target.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 157
Gatorclaws
Although similar in posture, appearance,
ability and even name to deathclaws, the
Gatorclaw on the same turn, that target must succeed on a DC 16
Strength saving throw or be knocked Prone. If the target
is Prone, the gatorclaw can make a bite attack as a bonus
creatures known as gatorclaws actually have Large monstrosity action.
a separate origin. Doctor Darren McDermot Armour Class 16 (natural armour)
Hit Points 161 (17d10 + 85) Powerful Leap. When the gatorclaw makes a long jump, it
created them to protect the cloning facility Speed 40 ft., swim 50 ft. can leap up to forty feet if it moves at least 10 feet
under Nuka World’s Safari Adventure from on foot immediately before the jump. When it makes a
discovery, believing the facility must Str Dex Con Int Wis Cha standing long jump, it can leap only twenty feet. Each
foot cleared on the jump costs a foot of movement.
remain active so that the world’s animal 20 (+5) 14 (+2) 20 (+5) 4 (-3) 12 (+1) 6 (-2)
population could be restored. In order to Regeneration. The gatorclaw regains 10 hit points at
the start of any turn it begins with more than 0 hit
create his guardians, McDermot used alligator Saving Throws Str +8, Dex +5, Con +7 points.
and Jackson’s Chameleon DNA along with an Skills Athletics +8, Perception +4, Stealth +5
Damage Immunities Radiation Rip and Tear. If the gatorclaw has grappled a creature,
FEV-mutated biological sample from a super it can always use its bite attack against that creature
Condition Immunities Radiation Sickness
mutant’s corpse. In doing so he unknowingly Senses passive Perception 14 as a bonus action, and the attack deals the maximum
came quite close to reproducing the conditions Languages none possible damage (24 piercing damage).
in which deathclaws were created, explaining Challenge 13 (10,000 XP) Actions
the similarities between the two creatures. Fight or Flight. When the gatorclaw is reduced to 40 hit Multiattack. The gatorclaw makes four attacks with
All the cloned gatorclaws discovered at points or fewer, roll 1d6. its claws. If at least two of the the gatorclaw’s claw
1-4: the gatorclaw attempts to retreat from the combat attacks hit the same target, it can also use its bite
the Safari Adventure by the Sole Survivor as fast as it can travel. However, it is a territorial against that target.
were female, so even if some of the creature and returns after regenerating (do not count
this as beating the encounter unless the return of the Bite. Melee weapon attack: +9 to hit, reach 5 ft., one
creatures wandered away from Nuka World it target. Hit: 16 (2d10 + 5) piercing damage and the target
gatorclaw will not inconvenience the party or prevent the
is unlikely the species would live past one success of their objective). is grappled (escape DC 16). Until this grapple ends,
generation. However, the cloning machine was 5-6: the gatorclaw becomes enraged until it is the target is restrained, and the gatorclaw can’t bite
defeated or it has no more living targets, with the another target.
only deactivated by the Sole Survivor, not
following effects: Claw. Melee weapon attack: +9 to hit, reach 5 ft., one
destroyed. It is conceivable that it could be ~~The gatorclaw has advantage on Strength checks target. Hit: 14 (2d8 + 5) slashing damage.
rediscovered. Though it is hard to imagine why and Strength saving throws.
someone might do so, an intelligent enough ~~Increase the damage dealt by each of its melee Frightful Presence. Each creature of the gatorclaw’s
attacks by 2. choice that is within 60 feet of the gatorclaw and aware
scientist could even resequence McDermot’s DNA ~~The gatorclaw gains resistance to bludgeoning, of it must succeed on a DC 16 Wisdom saving throw or
samples to create gatorclaws of both sexes, piercing, and slashing damage. become Frightened for 1 minute. A creature can repeat
unleashing a whole new species of predator Hold Breath. The gatorclaw can hold its breath for 15 the saving throw at the end of each of its turns, ending
upon post-apocalyptic America. minutes. the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for it, the
Pounce. If the gatorclaw moves at least 20 feet straight creature is immune to the gatorclaw’s Frightful Presence
toward a creature and then hits it with a claw attack for the next 24 hours.

158 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Feral Ghouls
Some ghouls suffer from an affliction that

FERAL GHOULS
causes the deterioration of their intellect
and ability to reason. Essentially, the
neurological regenerative abilities that keep
Variant: Bloody Mess
Make feral encounters a little more exciting
a ghoul alive for centuries do not extend to
with the following additional trait:
its higher reasoning functions. Eventually,
the mind breaks down. Known to post-nuclear Bloody Mess. Whenever the feral takes slashing damage
equal to 1/3 its total hit points or piercing damage
physicians as ferocious post-necrotic equal to 1/2 its total hit points, or whenever the feral
dystrophy, it is a sad and unstoppable process suffers a critical hit from an attack with a slashing
that ultimately leaves a ghoul a husk of their or piercing weapon, roll a d8 to determine what else
happens:
former selves that is no better—lower even—
~~1-4: Nothing happens.
than a wild animal. Ghouls that are aware of ~~5-6: The feral loses a leg if it has any legs
this process often choose to take their lives left, otherwise nothing happens. It falls prone
before they become a dangerous beast, but and cannot get up (effectively halving its
movement).
there are many ghouls out there who never knew ~~7-8: The feral loses an arm if it has any
or understood their condition, or remained in arms left, otherwise nothing happens. It has
denial about it just a little too long. disadvantage to grapple checks with one arm, and
if it has none it can no longer grapple nor use
Feral ghouls are often encountered in its claws.
large packs. It is thought that they wander
until they find each other, and instinctually
recognise kin. They like to lair in cool,
dark places, resulting in a false belief
that they fear light. However, they will hunt
under the sun if necessary. Indeed they can
be found practically anywhere, in almost any
environmental conditions.
Ferals sustain themselves on the meat
of other creatures and attack most things
on sight. They do not attack eachother.
Nor do they attack non-feral ghouls unless
provoked, suggesting that they still see
their more intelligent cousins as kin.
Although wastelanders have witnessed packs of
feral ghouls fighting super mutants and even
deathclaws, there are no confirmed stories
of the ferals provoking those fights, which
in turn indicates they may retain memories of
previous encounters with such dangerous foes.
They have been known to flee from overwhelming
firepower, which is thought to mean they also
possess an instinct for self-preservation,
despite their normally savage assaults.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 159
Feral Ghoul Feral Ghoul Roamer Feral Ghoul Reaver
Medium humanoid (ghoul) Medium humanoid (ghoul) Medium humanoid (ghoul)
Armour Class 12 Armour Class 13 Armour Class 15 (medium chest, 2 medium limb)
Hit Points 18 (4d8) Hit Points 36 (8d8) Hit Points 49 (11d8)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
13 (+1) 15 (+2) 10 (+0) 3 (-4) 7 (-2) 6 (-2) 15 (+2) 16 (+3) 11 (+0) 3 (-4) 7 (-2) 6 (-2) 15 (+2) 16 (+3) 11 (+0) 3 (-4) 7 (-2) 6 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Condition Immunities Charmed, Radiation Sickness Condition Immunities Charmed, Radiation Sickness Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft.; passive Perception 8 Senses darkvision 60 ft.; passive Perception 8 Senses darkvision 60 ft.; passive Perception 8
Languages none Languages none Languages none
Challenge 1/2 (10 XP) Challenge 1 (200 XP) Challenge 2 (450 XP)

Dumb Brute. The feral ghoul has advantage on saving Dumb Brute. The feral ghoul has advantage on saving Dumb Brute. The feral ghoul has advantage on saving
throws against effects that would leave it frightened. throws against effects that would leave it frightened. throws against effects that would leave it frightened.
Pile On. The feral ghoul has advantage on attack rolls Pile On. The feral ghoul has advantage on attack rolls Pile On. The feral ghoul has advantage on attack rolls
against a creature if at least one of the feral ghoul’s against a creature if at least one of the feral ghoul’s against a creature if at least one of the feral ghoul’s
allies is within 5 feet of the creature and the ally allies is within 5 feet of the creature and the ally allies is within 5 feet of the creature and the ally
isn’t incapacitated. In addition, the feral ghoul has isn’t incapacitated. In addition, the feral ghoul has isn’t incapacitated. In addition, the feral ghoul has
advantage on grapple checks against a creature if advantage on grapple checks against a creature if advantage on grapple checks against a creature if
at least one of the feral ghoul’s allies is already at least one of the feral ghoul’s allies is already at least one of the feral ghoul’s allies is already
grappling that creature. grappling that creature. grappling that creature.

Actions Actions Actions

Bite. Melee weapon attack: +3 to hit, reach 5 ft., one Bite. Melee weapon attack: +4 to hit, reach 5 ft., one Bite. Melee weapon attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (2d4 + 1) piercing damage, plus 2 (1d4) target. Hit: 7 (2d4 + 2) piercing damage, plus 2 (1d4) target. Hit: 7 (2d4 + 2) piercing damage, plus 2 (1d4)
radiation damage. radiation damage. radiation damage.
Scratch. Melee weapon attack: +4 to hit, reach 5 ft., Scratch. Melee weapon attack: +5 to hit, reach 5 ft., Scratch. Melee weapon attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage, plus 2 one target. Hit: 6 (1d6 + 3) slashing damage, plus 2 one target. Hit: 6 (1d6 + 3) slashing damage, plus 2
(1d4) radiation damage. (1d4) radiation damage. (1d4) radiation damage.

Bonus Actions Bonus Actions Bonus Actions

Aggressive. The ghoul can move up to its speed toward Aggressive. The ghoul can move up to its speed toward Aggressive. The ghoul can move up to its speed toward
a hostile creature that it can see. a hostile creature that it can see. a hostile creature that it can see.

Variant Feral Ghoul Reaver fling it at prey. Radioactive Gore. Ranged weapon attack: +5 to
In Fallout 3 Reavers had the ability to rip You can give Reavers the following optional hit, range 20/60 ft., one target. Hit: 7 (2d6)
radiation damage.
radioactive gore from their own bodies and attack, which does not affect their CR:

160 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Art by rustysteel dbaa https://rustysteel.deviantart.com

161 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 161
Feral Ghoul Stalker Withered Feral Ghoul Gangrenous Feral Ghoul
Medium humanoid (ghoul) Medium humanoid (ghoul) Medium humanoid (ghoul)
Armour Class 13 Armour Class 13 Armour Class 14
Hit Points 45 (10d8) Hit Points 82 (11d8 + 33) Hit Points 119 (14d8 + 56)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
15 (+2) 16 (+3) 11 (+0) 3 (-4) 7 (-2) 8 (-1) 15 (+2) 16 (+3) 16 (+3) 3 (-4) 7 (-2) 6 (-2) 18 (+4) 18 (+4) 18 (+4) 3 (-4) 7 (-2) 6 (-2)

Skills Deception +3, Perception +0, Stealth +5 Damage Immunities Radiation Damage Immunities Radiation
Damage Immunities Radiation Condition Immunities Charmed, Radiation Sickness Condition Immunities Charmed, Radiation Sickness
Condition Immunities Charmed, Radiation Sickness Senses darkvision 60 ft.; passive Perception 8 Senses darkvision 60 ft.; passive Perception 8
Senses darkvision 60 ft.; passive Perception 10 Languages none Languages none
Languages none Challenge 3 (700 XP) Challenge 6 (2,300 XP)
Challenge 1 (200 XP)
Dumb Brute. The feral ghoul has advantage on saving Dumb Brute. The feral ghoul has advantage on saving
Dumb Brute. The feral ghoul has advantage on saving throws against effects that would leave it frightened. throws against effects that would leave it frightened.
throws against effects that would leave it frightened.
Pile On. The feral ghoul has advantage on attack rolls Pile On. The feral ghoul has advantage on attack rolls
Jump Scare. The feral ghoul stalker doubles the damage against a creature if at least one of the feral ghoul’s against a creature if at least one of the feral ghoul’s
of its first hit against a surprised target, and that allies is within 5 feet of the creature and the ally allies is within 5 feet of the creature and the ally
creature must make a DC 11 Wisdom saving throw or be isn’t incapacitated. In addition, the feral ghoul has isn’t incapacitated. In addition, the feral ghoul has
frightened until the beginning of the ghoul stalker’s advantage on grapple checks against a creature if advantage on grapple checks against a creature if
next turn. at least one of the feral ghoul’s allies is already at least one of the feral ghoul’s allies is already
grappling that creature. grappling that creature.
Pile On. The feral ghoul has advantage on attack rolls
against a creature if at least one of the feral ghoul’s Actions Actions
allies is within 5 feet of the creature and the ally
isn’t incapacitated. In addition, the feral ghoul has Multiattack. The withered feral ghoul makes two scratch Multiattack. The gangrenous feral ghoul makes two
advantage on grapple checks against a creature if attacks, one bite and one scratch attack or a grapple scratch attacks and one bite attack, or a grapple attempt
at least one of the feral ghoul’s allies is already attempt and a bite attack. and one each of its bite and scratch attacks.
grappling that creature.
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
Play Dead. The feral ghoul stalker has advantage on target. Hit: 7 (2d4 + 2) piercing damage, plus 3 (1d6) target. Hit: 11 (2d6 + 4) piercing damage, plus 4 (1d8)
Deception checks made to appear dead. radiation damage. radiation damage.
Actions Scratch. Melee weapon attack: +6 to hit, reach 5 ft., Scratch. Melee weapon attack: +7 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage, plus 3 one target. Hit: 9 (1d10 + 4) slashing damage, plus 4
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one (1d6) radiation damage. (1d8) radiation damage.
target. Hit: 7 (2d4 + 2) piercing damage, plus 2 (1d4)
radiation damage. Bonus Actions Bonus Actions
Scratch. Melee weapon attack: +5 to hit, reach 5 ft., Aggressive. The ghoul can move up to its speed toward Aggressive. The ghoul can move up to its speed toward
one target. Hit: 6 (1d6 + 3) slashing damage, plus 2 a hostile creature that it can see. a hostile creature that it can see.
(1d4) radiation damage.
Bonus Actions
Aggressive. The ghoul can move up to its speed toward
a hostile creature that it can see.

162 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Rotting Feral Ghoul Charred Feral Ghoul
Medium humanoid (ghoul) Medium humanoid (ghoul)
Armour Class 14 Armour Class 16 (natural armour)
Hit Points 195 (23d8 + 92) Hit Points 221 (26d8 + 104)
Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
18 (+4) 18 (+4) 18 (+4) 3 (-4) 7 (-2) 6 (-2) 18 (+4) 18 (+4) 18 (+4) 3 (-4) 7 (-2) 6 (-2)

Damage Immunities Radiation Damage Immunities Radiation


Condition Immunities Charmed, Radiation Sickness Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft.; passive Perception 8 Senses darkvision 60 ft.; passive Perception 8
Languages none Languages none
Challenge 8 (3,900 XP) Challenge 10 (5,900 XP)

Dumb Brute. The feral ghoul has advantage on saving Dumb Brute. The feral ghoul has advantage on saving
throws against effects that would leave it frightened. throws against effects that would leave it frightened.
Pile On. The feral ghoul has advantage on attack rolls Pile On. The feral ghoul has advantage on attack rolls
against a creature if at least one of the feral ghoul’s against a creature if at least one of the feral ghoul’s
allies is within 5 feet of the creature and the ally allies is within 5 feet of the creature and the ally
isn’t incapacitated. In addition, the feral ghoul has isn’t incapacitated. In addition, the feral ghoul has
advantage on grapple checks against a creature if advantage on grapple checks against a creature if
at least one of the feral ghoul’s allies is already at least one of the feral ghoul’s allies is already
grappling that creature. grappling that creature.
Actions Actions
Multiattack. The rotting feral ghoul makes two scratch Multiattack. The charred feral ghoul makes two scratch
attacks and one bite attack, or a grapple attempt and one attacks and one bite attack, or a grapple attempt and one
each of its bite and scratch attacks. each of its bite and scratch attacks.
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one Bite. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage, plus 4 (1d8) target. Hit: 13 (2d8 + 4) piercing damage, plus 7 (2d6)
radiation damage. radiation damage.
Scratch. Melee weapon attack: +7 to hit, reach 5 ft., Scratch. Melee weapon attack: +8 to hit, reach 5 ft.,
one target. Hit: 9 (1d10 + 4) slashing damage, plus 4 one target. Hit: 11 (2d6 + 4) slashing damage, plus 7
(1d8) radiation damage. (2d6) radiation damage.
Bonus Actions Bonus Actions
Aggressive. The ghoul can move up to its speed toward Aggressive. The ghoul can move up to its speed toward
a hostile creature that it can see. a hostile creature that it can see.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 163
Glowing One allies is within 5 feet of the creature and the ally
isn’t incapacitated. In addition, the feral ghoul has
advantage on grapple checks against a creature if
Medium humanoid (ghoul) at least one of the feral ghoul’s allies is already
Armour Class 14 grappling that creature.
Hit Points 255 (30d8 + 120)
Speed 30 ft. Radioactive Aura. A creature that begins its turn within
10 feet of the glowing one takes 6 (1d12) radiation
Str Dex Con Int Wis Cha damage.
18 (+4) 18 (+4) 18 (+4) 3 (-4) 7 (-2) 6 (-2) Radioactive Glow. The glowing one sheds bright light in
a 20-foot radius and dim light for an additional 20 feet.

Damage Immunities Radiation Actions


Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft.; passive Perception 8 Multiattack. The glowing one makes two scratch attacks
Languages none and one bite attack, or a grapple attempt and one each of
its bite and scratch attacks.
Challenge 12 (8,400 XP)
Bite. Melee weapon attack: +8 to hit, reach 5 ft., one
Bloody Mess. Whenever the glowing one suffers a critical target. Hit: 15 (2d10 + 4) piercing damage, plus 9 (2d8)
hit with a slashing or piercing weapon, roll a d8 to radiation damage.
determine what else happens: Scratch. Melee weapon attack: +8 to hit, reach 5 ft.,
~~1-4: Nothing happens. one target. Hit: 13 (2d8 + 4) slashing damage, plus 9
~~5-6: The feral ghoul loses a leg if it has any (2d8) radiation damage.
legs left, otherwise nothing happens. It falls
prone and cannot get up (effectively halving its Radiation Burst (recharge 5-6). All creatures within 30
movement). feet of the glowing one must make a DC 16 Constitution
~~7-8: The feral ghoul loses an arm if it has saving throw, taking 19 (3d12) radiation damage on a
any arms left, otherwise nothing happens. It has failed save, or half as much on a success.
disadvantage to grapple checks with one arm, and In addition, other feral ghouls within the same radius
if it has none it can no longer grapple nor use recover 19 (3d12) hit points. A ghoul that was killed can
its claws. even be resurrected using this ability, provided that it
is used before a full round has passed since he ghoul was
reduced to 0 hit points.
Dumb Brute. The feral ghoul has advantage on saving
throws against effects that would leave it frightened. Bonus Actions
Pile On. The feral ghoul has advantage on attack rolls Aggressive. The ghoul can move up to its speed toward
against a creature if at least one of the feral ghoul’s a hostile creature that it can see.

164 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Putrid Glowing One at least one of the feral ghoul’s allies is already
grappling that creature.
Medium humanoid (ghoul) Radioactive Aura. A creature that begins its turn
Armour Class 15 within 10 feet of the putrid glowing one takes 6 (1d12)
Hit Points 306 (36d8 + 144) radiation damage. A creature adjacent to the putrid
Speed 30 ft. glowing one at the beginning of its turn instead takes 13
(2d12) radiation damage.
Str Dex Con Int Wis Cha Radioactive Glow. The glowing one sheds bright light in
20 (+5) 20 (+5) 18 (+4) 3 (-4) 7 (-2) 6 (-2) a 20-foot radius and dim light for an additional 20 feet.
Actions
Damage Immunities Radiation
Condition Immunities Charmed, Radiation Sickness Multiattack. The glowing one makes two scratch attacks
Senses darkvision 60 ft.; passive Perception 8 and one bite attack, or a grapple attempt and one each of
its bite and scratch attacks.
Challenge 17 (18,000 XP)
Bite. Melee weapon attack: +10 to hit, reach 5 ft., one
Bloody Mess. Whenever the glowing one suffers a critical target. Hit: 19 (4d6 + 5) piercing damage, plus 13 (2d12)
hit with a slashing or piercing weapon, roll a d8 to radiation damage.
determine what else happens: Scratch. Melee weapon attack: +10 to hit, reach 5 ft.,
~~1-4: Nothing happens. one target. Hit: 15 (4d4 + 5) slashing damage, plus 13
~~5-6: The feral ghoul loses a leg if it has any (2d12) radiation damage.
legs left, otherwise nothing happens. It falls
prone and cannot get up (effectively halving its Radiation Burst (recharge 5-6). All creatures within 30
movement). feet of the glowing one must make a DC 17 Constitution
~~7-8: The feral ghoul loses an arm if it has saving throw, taking 32 (5d12) radiation damage on a
any arms left, otherwise nothing happens. It has failed save, or half as much on a success.
disadvantage to grapple checks with one arm, and In addition, other feral ghouls within the same radius
if it has none it can no longer grapple nor use recover 32 (5d12) hit points. A ghoul that was killed can
its claws. even be resurrected using this ability, provided that it
is used before a full round has passed since he ghoul was
Dumb Brute. The feral ghoul has advantage on saving reduced to 0 hit points.
throws against effects that would leave it frightened.
Pile On. The feral ghoul has advantage on attack rolls Bonus Actions
against a creature if at least one of the feral ghoul’s
allies is within 5 feet of the creature and the ally Aggressive. The ghoul can move up to its speed toward
isn’t incapacitated. In addition, the feral ghoul has a hostile creature that it can see.
advantage on grapple checks against a creature if

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 165
The most well known of the mutants created

FEV MUTANTS
with the Forced Evolutionary Virus are
deathclaws and super mutants, but a number of
other monstrosities only exist because of FEV
tampering. Many other FEV mutants were created
as part of the same programmes that created
Super Mutants, and as such even though the FEV
Mutants aren’t strictly related they are often
associated with the Super Mutants, having
developed mutually symbiotic relationships. In
many places, the horrific Centaurs and strange
Floaters serve as hunting beasts for Super
Mutant masters. In the Commonwealth, Mutant
Hounds fill the same role for those Super
Mutants created by the Institute.

166 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Centaurs

Vault 87 Centaur Evolved Vault 87 Centaur Large Evolved Vault 87 Centaur


Medium monstrosity (super mutant) Medium monstrosity (super mutant) Large monstrosity (super mutant)
Armour Class 14 (natural armour) Armour Class 14 (natural armour) Armour Class 16 (natural armour)
Hit Points 95 (10d8 + 50) Hit Points 152 (16d8 + 80) Hit Points 200 (16d10 + 112)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
20 (+5) 13 (+1) 20 (+5) 5 (-3) 10 (+0) 7 (-2) 20 (+5) 13 (+1) 20 (+5) 5 (-3) 10 (+0) 7 (-2) 24 (+7) 13 (+1) 24 (+7) 5 (-3) 10 (+0) 7 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 10 Senses passive Perception 10 Senses passive Perception 10
Languages undestands American English but cannot speak Languages undestands American English but cannot speak Languages undestands American English but cannot speak
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP) Challenge 11 (7,200 XP)

Brave. The centaur has advantage on saving throws Brave. The centaur has advantage on saving throws Brave. The centaur has advantage on saving throws
against being frightened. against being frightened. against being frightened.
Mutant Physiology. The centaur is immune to disease and Mutant Physiology. The centaur is immune to disease and Mutant Physiology. The centaur is immune to disease and
does not age. does not age. does not age.
Actions Actions Actions
Multiattack. The centaur makes three attacks with its Multiattack. The centaur makes five attacks with its Multiattack. The centaur makes five attacks with its
tongues. tongues or two with its radioactive spit. tongues or two with its radioactive spit.
Radioactive Spit. Ranged weapon attack: +8 to hit, range Radioactive Spit. Ranged weapon attack: +9 to hit, range Radioactive Spit. Ranged weapon attack: +10 to
40/120 ft., one target. Hit: 14 (2d8+5) radioactive 40/120 ft., one target. Hit: 16 (2d10+5) radioactive hit, range 60/180 ft., one target. Hit: 29 (4d10+7)
damage. damage. radioactive damage.
Tongue. Melee weapon attack: +8 to hit, reach 5 ft., one Tongue. Melee weapon attack: +9 to hit, reach 5 ft., one Tongue. Melee weapon attack: +10 to hit, reach 5 ft.,
target. Hit: 9 (1d8+5) slashing damage. target. Hit: 10 (1d10+5) slashing damage. one target. Hit: 16 (2d10+5) slashing damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 167
Twin Vault 87 Centaur
Large monstrosity (super mutant)
Armour Class 14 (natural armour)
Hit Points 175 (14d10 + 98)
Speed 30 ft.

Str Dex Con Int Wis Cha


20 (+5) 13 (+1) 24 (+7) 5 (-3) 10 (+0) 7 (-2)

Damage Immunities Radiation


Condition Immunities Radiation Sickness
Senses passive Perception 10
Languages undestands American English but cannot speak
Challenge 9 (5,000 XP)

Brave. The centaur has advantage on saving throws


against being frightened.
Mutant Physiology. The centaur is immune to disease and
does not age.
Troubled Twins. When the twin centaur is encountered
and is not currently aware of a threat to itself, there
is a 50% chance that its two halves are fighting. If
they aren’t fighting, the twin centaur has advantage on
Wisdom (Perception) checks and on saving throws against
being blinded, charmed, deafened, stunned, and knocked
unconscious.
Actions
Multiattack. The twin centaur makes three attacks with
its tongues and three with its claw, or four with its
radioactive spit.
Radioactive Spit. Ranged weapon attack: +9 to hit, range
40/120 ft., one target. Hit: 18 (2d10+7) radioactive
damage.
Tongue. Melee weapon attack: +9 to hit, reach 5 ft., one
target. Hit: 13 (2d8+5) slashing damage.
Claw. Melee weapon attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6+5) slashing damage.

168 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Ghost People
The Ghost People are a mysterious race of

GHOST PEOPLE
mutants native to the Sierra Madre, where
they evolved in the toxic smog known as the
Cloud. In the past they have shown no interest
in leaving the ruins of the casino resort,
but extreme circumstances might force them to
migrate to the Mojave or beyond. They seem to
split their time between shambling apparently
aimlessly and tirelessly around their lairs,
and giving hunt to the holographic “ghosts”
of the casino resort. They respond similarly
to interlopers, reacting with capable of
surprising speed and agility that belies their
usual lethargic behaviour.
The Ghost People only ever appear inside
their hazmat suits, and indeed from every
appearance they have no way of removing the
bulky outfits thanks to the long-corroded,
unusable locks.
They wield primitive weapons crafted from
whatever they find, such as spears made from
broom handles and knives, or jagged fist
weapons constructed from bear traps. Those
that carry spears typically carry more than
one, throwing the colonelity then closing
with the last for melee. They seem aware of
what guns are, trying to avoid the aim of
their enemies. However, they appear to prefer
their own weapons in their hunts, perhaps for
ritualistic reasons. Ghost people also seem
capable of utilising rudimentary explosives,
and set trip wires and bear traps throughout
their lairs. All these characteristics point
to the fact that in spite of their lack of
clear goals or motivations, Ghost People
possess a far greater level of intelligence
and malevolent cunning than most other types
of mutant that might be encountered in the
wastes, such as feral ghouls or tunnelers.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 169
Ghost Harvester the start of the ghost person’s next turn if one of the
following conditions is met:the ghost person takes damage
from a missile, nuke, or other explosion; the ghost
Medium monstrosity (ghost person) person is disintegrated; one of the ghost person’s limbs
Armour Class 14 (natural) is dismembered or it is beheaded. The ghost person dies
Hit Points 75 (10d8 + 30) only if it is reduced to 0 hit points and then is either
Speed 30 ft. dismembered, disintegrated, or damaged by an explosive
before and doesn’t regenerate.
Str Dex Con Int Wis Cha
Tireless. The ghost person doesn’t need to sleep and
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 10 (+0)
cannot be put to sleep by any means.

Damage Immunities Fire, Radiation


Actions
Condition Immunities Charmed, Frightened, Radiation Multiattack. The ghost person can make two melee or
Sickness ranged attacks with its knife spears.
Senses darkvision 60 ft.; passive Perception 10
Languages none Knife Spear (6). Melee or ranged weapon attack: +6 to
Challenge 4 (1,100 XP) hit, reach 5 ft. or range 20/60 ft, one target. Hit: 6
(1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage
Pounce. If the ghost person moves at least 20 feet if wielded with two hands.
straight toward a creature and then hits it with a melee
weapon attack on the same turn, that target must succeed Bonus Actions
on a DC 14 Strength saving throw or be knocked prone.
If the target is prone, the ghost person can make an Aggressive. The ghost person can move up to its speed
additional melee weapon attack against it as a bonus toward a hostile creature that it can see.
action. Dangerous Defense. The ghost person can make a single
Regeneration. The ghost person regains 10 hit points at attack after taking the Dodge action.
the start of its turn. This trait doesn’t function at Pounce Attack. See Pounce.

170 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Ghost Trapper the start of the ghost person’s next turn if one of the
following conditions is met:the ghost person takes damage
from a missile, nuke, or other explosion; the ghost
Large monstrosity (ghost person) person is disintegrated; one of the ghost person’s limbs
Armour Class 14 (natural) is dismembered or it is beheaded. The ghost person dies
Hit Points 190 (20d8 + 100) only if it is reduced to 0 hit points and then is either
Speed 30 ft. dismembered, disintegrated, or damaged by an explosive
before and doesn’t regenerate.
Str Dex Con Int Wis Cha
Tireless. The ghost person doesn’t need to sleep and
20 (+5) 16 (+3) 20 (+5) 11 (+0) 10 (+0) 10 (+0)
cannot be put to sleep by any means.

Damage Immunities Fire, Radiation


Actions
Condition Immunities Charmed, Frightened, Radiation Multiattack. The ghost person can make two melee or
Sickness ranged attacks with its knife spears.
Senses darkvision 60 ft.; passive Perception 10
Languages none Bear Trap Fist. Melee weapon attack: +9 to hit, reach 5
Challenge 9 (5,000 XP) ft. , one target. Hit: 12 (2d6 + 5) piercing or slashing
damage (ghost trapper’s choice).
Pounce. If the ghost person moves at least 20 feet
straight toward a creature and then hits it with a melee Bonus Actions
weapon attack on the same turn, that target must succeed
on a DC 14 Strength saving throw or be knocked prone. Aggressive. The ghost person can move up to its speed
If the target is prone, the ghost person can make an toward a hostile creature that it can see.
additional melee weapon attack against it as a bonus Dangerous Defense. The ghost person can make a single
action. attack after taking the Dodge action.
Regeneration. The ghost person regains 20 hit points at Pounce Attack. See Pounce.
the start of its turn. This trait doesn’t function at

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 171
Ghost Seeker person is disintegrated; one of the ghost person’s limbs
is dismembered or it is beheaded. The ghost person dies
only if it is reduced to 0 hit points and then is either
Large monstrosity (ghost person) dismembered, disintegrated, or damaged by an explosive
Armour Class 16 (natural)
Hit Points 127 (15d8 + 60) before and doesn’t regenerate.
Speed 30 ft. Tireless. The ghost person doesn’t need to sleep and
cannot be put to sleep by any means.
Str Dex Con Int Wis Cha
Actions
16 (+3) 20 (+5) 16 (+4) 11 (+0) 10 (+0) 10 (+0)
Multiattack. The ghost seeker can make three melee
attacks with its knife spear.
Damage Immunities Fire, Radiation
Condition Immunities Charmed, Frightened, Radiation Knife Spear. Melee or ranged weapon attack: +9 to hit,
Sickness reach 5 ft. or range 20/60 ft, one target. Hit: 10 (2d6
Senses darkvision 60 ft.; passive Perception 10 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if
Languages none wielded with two hands.
Challenge 9 (5,000 XP)
Gas Bomb (2). The ghost person throws a grenade at a
point up to 60 feet away. If there are any creatures
Brute. A melee weapon deals one extra die of its damage within 20 feet of the target point, it explodes.
when the ghost seeker hits with it (included in the Otherwise, it remains in place until a creature moves
attack). into its proximity, then explodes. All creatures within
Pounce. If the ghost person moves at least 20 feet 20 feet must make a DC 15 Dexterity saving throw, taking
straight toward a creature and then hits it with a melee 14 (4d6) piercing damage and 21 (6d6) fire damage on a
weapon attack on the same turn, that target must succeed failed save, or half as much in damage if successful.
on a DC 14 Strength saving throw or be knocked prone.
If the target is prone, the ghost person can make an Bonus Actions
additional melee weapon attack against it as a bonus
action. Aggressive. The ghost person can move up to its speed
toward a hostile creature that it can see.
Regeneration. The ghost person regains 20 hit points at
the start of its turn. This trait doesn’t function at Dangerous Defense. The ghost person can make a single
the start of the ghost person’s next turn if one of the attack after taking the Dodge action.
following conditions is met:the ghost person takes damage Pounce Attack. See Pounce.
from a missile, nuke, or other explosion; the ghost

172 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Mirelurks
These mutant creatures can be found along sort of manipulation, including deathclaws,
coasts, riverbanks, and other sources of cazadores, super mutants, and centaurs. This

MIRELURKS
irradiated water throughout the world’s theory is entirely speculative, however, since
wastelands. Some have even been known to adapt no evidence had yet been uncovered to support
to other liquids, such as the Nukalurks that the idea that mirelurks and their strange
have been known to evolve through longterm symbiosis were developed in a lab.
exposure to Nuka Cola Quantum. The existence of mirelurk Queens was not
Peculiarly, not all mirelurks share the same confirmed until the late 23rd century when
origin: the only commonality is that they are they were encountered in the Commonwealth. It
descended from aquatic creatures. is possible other yet unknown varieties of
Normal mirelurks grow from hatchlings mirelurk may have evolved elsewhere and simply
birthed by the terrifying Queens, and both be undiscovered.
types bear a strong resemblance to blue crabs. As crustaceans, most types of mirelurk
Hunters seem descended either from lobsters, possess rock hard carapaces whick makes them
and Kings do not even appear to be crustaceans extremely difficult to kill.
but are a mystery, sharing traits with
snapping turtles, frogs, and fish. Then there
is the rumoured Catfish mirelurk...
Despite a lack of common ancestry, the
mirelurk species have formed a mutually
beneficial symbiosis. This is demonstrated
by the fact that mirelurks of each type nest
together, are nonhostile toward each other,
and act with one purpose such as hunting prey
together or coming to each other’s defense.
The origins of mirelurks and their
unusual symbiotic relationship are
unknown. Before the Great War
oceanographers around the world,
such as the researchers of the Nahant
Oceanological Society in Boston, were seeing
record levels of toxicity in the water and a
corresponding rise of growth and mutation in
local crustacean species. This indicates
the evolution of mirelurks was either
not artificial, or not wholly so.
However, human interference may
be a possible cause of their
symbiosis, additional growth
acceleration, and could even
explain the peculiarities of some
mirelurk species, particularly the mirelurk
King which appears to have traits of not
just turtles but also amphibious and piscine
species. There is certainly precedent for this
Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 173
Softshell Mirelurk Mirelurk Mirelurk Razorclaw
Medium monstrosity (mirelurk) Medium monstrosity (mirelurk) Medium monstrosity (mirelurk)
Armour Class 13 (natural armour) Armour Class 18 (natural armour) Armour Class 19 (natural armour)
Hit Points 22 (3d8 + 9) Hit Points 30 (4d8 + 12) Hit Points 85 (10d8 + 40)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 10 (+0) 16 (+3) 3 (-4) 10 (+0) 7 (-2) 14 (+2) 10 (+0) 16 (+3) 3 (-4) 10 (+0) 7 (-2) 16 (+3) 10 (+0) 18 (+4) 3 (-4) 10 (+0) 7 (-2)

Damage Immunities Radiation Damage Resistances see carapace feature Damage Resistances see carapace feature
Condition Immunities Radiation Sickness Damage Immunities Radiation Damage Immunities Radiation
Senses darkvision 60 ft.; passive Perception 10 Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Languages none Senses darkvision 60 ft.; passive Perception 10 Senses darkvision 60 ft.; passive Perception 10
Challenge 1/8 (25 XP) Languages none Languages none
Challenge 1 (200 XP) Challenge 5 (1,800 XP)
Adaptive Amphibiousness. The mirelurk can breathe air,
water, and other liquids. Adaptive Amphibiousness. The mirelurk can breathe air, Adaptive Amphibiousness. The mirelurk can breathe air,
water, and other liquids. water, and other liquids.
Actions
Carapace. The mirelurk is almost entirely covered with a Carapace. The mirelurk is almost entirely covered with a
Multiattack. The softshell mirelurk makes two claw thick shell, but its face is more exposed. The mirelurk thick shell, but its face is more exposed. The mirelurk
attacks. has resistance to all damage types, but is not resistant has resistance to all damage types, but is not resistant
to damage from area effects. A creature that attacks the to damage from area effects. A creature that attacks the
Claw. Melee weapon attack: +3 to hit, reach 5 ft., one mirelurk also ignores its resistance on a critical hit. mirelurk also ignores its resistance on a critical hit.
target. Hit: 3 (1d6) slashing damage.
Actions Actions
Multiattack. The mirelurk makes two claw attacks. Multiattack. The mirelurk razorclaw makes three claw
attacks.
Claw. Melee weapon attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage. Claw. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.

174 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Mirelurk Killclaw Glowing Mirelurk Nukalurk
Medium monstrosity (mirelurk) Medium monstrosity (mirelurk) Medium monstrosity (mirelurk)
Armour Class 19 (natural armour) Armour Class 19 (natural armour) Armour Class 21 (natural armour, permanent sugar high)
Hit Points 152 (16d8 + 80) Hit Points 199 (21d8 + 105) Hit Points 228 (24d8 + 120)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
16 (+3) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 7 (-2) 16 (+3) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 7 (-2) 18 (+4) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 7 (-2)

Damage Resistances see carapace feature Damage Resistances see carapace feature Damage Resistances see carapace feature
Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft.; passive Perception 10 Senses darkvision 60 ft.; passive Perception 10 Senses darkvision 60 ft.; passive Perception 10
Languages none Languages none Languages none
Challenge 8 (3,900 XP) Challenge 10 (3,900 XP) Challenge 12 (8,400 XP)

Adaptive Amphibiousness. The mirelurk can breathe air, Adaptive Amphibiousness. The mirelurk can breathe air, Adaptive Amphibiousness. The nukalurk can breathe air,
water, and other liquids. water, and other liquids. water, and other liquids.
Carapace. The mirelurk is almost entirely covered with a Carapace. The mirelurk is almost entirely covered with a Carapace. The nukalurk is almost entirely covered with a
thick shell, but its face is more exposed. The mirelurk thick shell, but its face is more exposed. The mirelurk thick shell, but its face is more exposed. The nukalurk
has resistance to all damage types, but is not resistant has resistance to all damage types, but is not resistant has resistance to all damage types, but is not resistant
to damage from area effects. A creature that attacks the to damage from area effects. A creature that attacks the to damage from area effects. A creature that attacks the
mirelurk also ignores its resistance on a critical hit. mirelurk also ignores its resistance on a critical hit. nukalurk also ignores its resistance on a critical hit.
Actions Radioactive Glow. The glowing mirelurk sheds bright Permanent Sugar High. The nukalurk is treated as
light in a 20-foot radius and dim light for an additional though it were permanently under the effects of Jet:
Multiattack. The mirelurk killclaw makes three claw 20 feet. its AC is increased by +2 (already included), it has
attacks. advantage on Dexterity saving throws, and it gains an
Actions additional action on its turns which it can only use
Claw. Melee weapon attack: +6 to hit, reach 5 ft., one to make a single claw attack, use an Object action,
target. Hit: 7 (1d8 + 3) slashing damage. Multiattack. The glowing mirelurk makes four claw Dash, Disengage, or Hide.
attacks.
Quantum Glow. The nukalurk sheds bright light in a 20-
Claw. Melee weapon attack: +7 to hit, reach 5 ft., one foot radius and dim light for an additional 20 feet.
target. Hit: 7 (1d8 + 3) slashing damage, plus 4 (1d8)
radiation damage. Actions
Multiattack. The nukalurk makes four claw attacks.
Claw. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 4) slashing damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 175
Bloodrage Mirelurk Mirelurk Hunter Glowing Mirelurk Hunter
Medium monstrosity (mirelurk) Large monstrosity (mirelurk) Large monstrosity (mirelurk)
Armour Class 19 (natural armour) Armour Class 19 (natural armour) Armour Class 19 (natural armour)
Hit Points 252 (24d8 + 144) Hit Points 152 (16d10 + 64) Hit Points 230 (20d10 + 120)
Speed 30 ft. Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
20 (+5) 10 (+0) 22 (+6) 3 (-4) 10 (+0) 7 (-2) 16 (+3) 10 (+0) 18 (+4) 3 (-4) 12 (+1) 7 (-2) 18 (+4) 10 (+0) 22 (+6) 3 (-4) 12 (+1) 7 (-2)

Damage Resistances see carapace feature Damage Resistances see carapace feature Damage Resistances see carapace feature
Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses darkvision 60 ft.; passive Perception 10 Senses darkvision 60 ft.; passive Perception 10 Senses darkvision 60 ft.; passive Perception 10
Languages none Languages none Languages none
Challenge 13 (10,000 XP) Challenge 10 (5,900 XP) Challenge 13 (10,000 XP)

Adaptive Amphibiousness. The mirelurk can breathe air, Adaptive Amphibiousness. The mirelurk can breathe air, Adaptive Amphibiousness. The mirelurk can breathe air,
water, and other liquids. water, and other liquids. water, and other liquids.
Carapace. The mirelurk is almost entirely covered with a Carapace. The mirelurk is almost entirely covered with a Carapace. The mirelurk is almost entirely covered with a
thick shell, but its face is more exposed. The mirelurk thick shell, but its face is more exposed. The mirelurk thick shell, but its face is more exposed. The mirelurk
has resistance to all damage types, but is not resistant has resistance to all damage types, but is not resistant has resistance to all damage types, but is not resistant
to damage from area effects. A creature that attacks the to damage from area effects. A creature that attacks the to damage from area effects. A creature that attacks the
mirelurk also ignores its resistance on a critical hit. mirelurk also ignores its resistance on a critical hit. mirelurk also ignores its resistance on a critical hit.
Actions Actions Radioactive Glow. The glowing mirelurk hunter sheds
bright light in a 20-foot radius and dim light for an
Multiattack. The bloodrage mirelurk makes six claw Multiattack. The mirelurk hunter makes four claw additional 20 feet.
attacks. attacks.
Actions
Claw. Melee weapon attack: +9 to hit, reach 5 ft., one Claw. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage. target. Hit: 12 (2d8 + 3) slashing damage. Multiattack. The glowing mirelurk hunter makes four claw
attacks.
Acid Spit. Ranged weapon attack: +8 to hit, range 40/120
ft., one target. Hit: 30 (4d12 + 4) acid damage. In Claw. Melee weapon attack: +8 to hit, reach 5 ft., one
addition, each creature adjacent to the target must make target. Hit: 13 (2d8 + 4) slashing damage and 4 (1d8)
a DC 16 Dexterity saving throw, taking 2d4 acid damage on radiation damage.
a failed save.
Acid Spit. Ranged weapon attack: +10 to hit, range
40/120 ft., one target. Hit: 30 (4d12 + 4) acid damage
and 9 (2d8) radiation damage. In addition, each creature
adjacent to the target must make a DC 16 Dexterity saving
throw, taking 2d4 acid damage on a failed save.

176 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Nukalurk Hunter Mirelurk King Glowing Mirelurk King
Large monstrosity (mirelurk) Medium monstrosity (mirelurk) Medium monstrosity (mirelurk)
Armour Class 21 (natural armour, permanent sugar high) Armour Class 16 (natural armour) Armour Class 16 (natural armour)
Hit Points 264 (23d10 + 138) Hit Points 228 (24d8 + 120) Hit Points 256 (27d8 + 135)
Speed 40 ft. Speed 50 ft., swim 50 ft. Speed 50 ft., swim 50 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
20 (+5) 10 (+0) 22 (+6) 3 (-4) 12 (+1) 7 (-2) 14 (+2) 16 (+3) 20 (+5) 7 (-2) 15 (+2) 10 (+0) 14 (+2) 16 (+3) 20 (+5) 7 (-2) 15 (+2) 10 (+0)

Damage Resistances see carapace feature Damage Resistances Cold, Electrical, Energy, Fire Damage Resistances Cold, Electrical, Energy, Fire
Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft.; passive Perception 10 Senses darkvision 60 ft.; passive Perception 10 Senses darkvision 60 ft.; passive Perception 10
Languages none Languages none Languages none
Challenge 16 (15,000 XP) Challenge 10 (5,900 XP) Challenge 12 (8,400 XP)

Adaptive Amphibiousness. The nukalurk can breathe air, Adaptive Amphibiousness. The mirelurk can breathe air, Adaptive Amphibiousness. The mirelurk king can breathe
water, and other liquids. water, and other liquids. air, water, and other liquids.

Carapace. The nukalurk is almost entirely covered with a Evasion. If the mirelurk king is subjected to an Evasion. If the glowing mirelurk king is subjected to an
thick shell, but its face is more exposed. The nukalurk effect that allows it to make a Dexterity saving throw effect that allows it to make a Dexterity saving throw to
has resistance to all damage types, but is not resistant to take only half damage, the mirelurk king instead take only half damage, the glowing mirelurk king instead
to damage from area effects. A creature that attacks the takes no damage if it succeeds on the saving throw, takes no damage if it succeeds on the saving throw, and
nukalurk also ignores its resistance on a critical hit. and only half damage if it fails. only half damage if it fails.

Permanent Sugar High. The nukalurk hunter is treated Pounce. If the mirelurk king moves at least 20 feet Pounce. If the glowing mirelurk king moves at least 20
as though it were permanently under the effects of straight toward a creature and then hits it with a feet straight toward a creature and then hits it with a
Jet: its AC is increased by +2 (already included), claw attack on the same turn, that target must succeed claw attack on the same turn, that target must succeed on
it has advantage on Dexterity saving throws, and it on a DC 14 Strength saving throw or be knocked prone. a DC 14 Strength saving throw or be knocked prone. If the
gains an additional action on its turns which it can If the target is prone, the mirelurk king can make an target is prone, the glowing mirelurk king can make an
only use to make a single claw attack, use an Object additional claw attack against it as a bonus action. additional claw attack against it as a bonus action.
action, Dash, Disengage, or Hide. Regeneration. The mirelurk king regains 15 hit points Radioactive Glow. The glowing mirelurk king sheds bright
Quantum Glow. The nukalurk hunter sheds bright light at the start of any turn it begins with more than 0 light in a 20-foot radius and dim light for an additional 20
in a 20-foot radius and dim light for an additional 20 hit points. feet.
feet. Regeneration. The glowing mirelurk king regains 15 hit
Tough. The mirelurk king reduces the damage of
ballistic, piercing, or slashing attacks by 3. points at the start of any turn it begins with more than
Actions
0 hit points.
Multiattack. The nukalurk hunter makes four claw Actions
Tough. The glowing mirelurk king reduces the damage of
attacks. ballistic, piercing, or slashing attacks by 3.
Multiattack. The mirelurk king uses its sonic shout and
Claw. Melee weapon attack: +9 to hit, reach 5 ft., one makes two claw attacks, or it makes four claw attacks.
target. Hit: 14 (2d8 + 5) slashing damage. Actions
Claw. Melee weapon attack: +7 to hit, reach 5 ft., one
Acid Spit. Ranged weapon attack: +10 to hit, range target. Hit: 9 (1d10 + 3) slashing damage. Multiattack. The glowing mirelurk king uses its sonic
40/120 ft., one target. Hit: 30 (4d12 + 4) acid damage. shout and makes two claw attacks, or it makes four claw
In addition, each creature adjacent to the target must Sonic Shout. Ranged weapon attack: +8 to hit, range attacks.
make a DC 16 Dexterity saving throw, taking 2d4 acid 40/120 ft., one target. Hit: 27 (4d10 + 5) sonic damage.
damage on a failed save. Claw. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 3) slashing damage and 4 (1d8)
radiation damage.
Sonic Shout. Ranged weapon attack: +9 to hit, range
40/120 ft., one target. Hit: 27 (4d10 + 5) sonic damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 177
Nukalurk King additional action on its turns which it can only use
to make a single claw attack, use an Object action,
Dash, Disengage, or Hide.
Medium monstrosity (mirelurk)
Armour Class 18 (natural armour, permanent sugar high) Pounce. If the nukalurk king moves at least 20 feet
Hit Points 283 (27d8 + 177) straight toward a creature and then hits it with a
Speed 50 ft., swim 50 ft. claw attack on the same turn, that target must succeed
on a DC 14 Strength saving throw or be knocked prone.
Str Dex Con Int Wis Cha If the target is prone, the nukalurk king can make an
additional claw attack against it as a bonus action.
14 (+2) 16 (+3) 22 (+6) 7 (-2) 15 (+2) 10 (+0)
Quantum Glow. The nukalurk king sheds bright light in
a 20-foot radius and dim light for an additional 20
Damage Resistances Cold, Electrical, Energy, Fire feet.
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness Regeneration. The nukalurk king regains 15 hit points
Senses darkvision 60 ft.; passive Perception 10 at the start of any turn it begins with more than 0
Languages none hit points.
Challenge 14 (11,500 XP)
Tough. The nukalurk king reduces the damage of
Adaptive Amphibiousness. The nukalurk can breathe air, bludgeoning, piercing, or slashing attacks by 3.
water, and other liquids. Actions
Evasion. If the nukalurk king is subjected to an
effect that allows it to make a Dexterity saving throw Multiattack. The nukalurk king uses its sonic shout and
to take only half damage, the nukalurk king instead makes two claw attacks, or it makes four claw attacks.
takes no damage if it succeeds on the saving throw, Claw. Melee weapon attack: +7 to hit, reach 5 ft., one
and only half damage if it fails. target. Hit: 9 (1d10 + 3) slashing damage.
Permanent Sugar High. The nukalurk king is treated as Sonic Shout. Ranged weapon attack: +10 to hit, range
though it were permanently under the effects of Jet: 40/120 ft., one target. Hit: 27 (4d10 + 5) sonic damage.
its AC is increased by +2 (already included), it has
advantage on Dexterity saving throws, and it gains an

178 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Mirelurk Deep King can make an additional claw attack against it as a
bonus action.
Medium monstrosity (mirelurk) Regeneration. The mirelurk deep king regains 15 hit
Armour Class 17 (natural armour) points at the start of any turn it begins with more
Hit Points 266 (28d8 + 140) than 0 hit points.
Speed 50 ft., swim 50 ft.
Tough. The mirelurk deep king reduces the damage of
Str Dex Con Int Wis Cha
bludgeoning, piercing, or slashing attacks by 3.
14 (+2) 18 (+4) 20 (+5) 7 (-2) 15 (+2) 10 (+0) Actions
Multiattack. The mirelurk deep king uses its sonic
Damage Immunities Radiation shout and makes two claw attacks, or it makes four claw
Damage Resistances Cold, Electrical, Energy, Fire attacks.
Condition Immunities Radiation Sickness
Senses darkvision 60 ft.; passive Perception 10 Claw. Melee weapon attack: +8 to hit, reach 5 ft., one
Languages none target. Hit: 10 (1d10 + 4) slashing damage.
Challenge 16 (15,000 XP) Sonic Shout. Ranged weapon attack: +9 to hit, range
40/120 ft., one target. Hit: 27 (4d10 + 5) sonic damage.
Adaptive Amphibiousness. The mirelurk can breathe air,
water, and other liquids. Legendary Actions
Evasion. If the mirelurk deep king is subjected to The mirelurk deep king can take 3 legendary actions,
an effect that allows it to make a Dexterity saving choosing from the options below. Only one legendary
throw to take only half damage, the mirelurk deep king action can be used at a time, and only at the end of
instead takes no damage if it succeeds on the saving another creature’s turn. Spent legendary actions are
throw, and only half damage if it fails. regained at the start of each turn.

Legendary Resistance (3/Day). If the mirelurk deep Claw. The mirelurk deep king makes a claw attack.
king fails a saving throw, it can choose to succeed Detect. The mirelurk deep king makes a Wisdom
instead. (Perception) check.
Pounce. If the mirelurk deep king moves at least 20 Charge (costs 2 actions). The mirelurk deep king moves up
feet straight toward a creature and then hits it with to its speeed then makes a melee attack.
a claw attack on the same turn, that target must
succeed on a DC 14 Strength saving throw or be knocked Sonic Shout (costs 2 actions). The mirelurk deep king
prone. If the target is prone, the mirelurk deep king makes a sonic shout attack.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 179
Catfish Mirelurk Tough. The catfish mirelurk reduces the damage of
bludgeoning, piercing, or slashing attacks by 3. Semi-Canonical
Catfish mirelurks have never appeared in
Medium monstrosity (mirelurk) Actions
Armour Class 18 (natural armour) a Fallout game, but concept art of them
Hit Points 228 (24d8 + 120) Multiattack. The catfish mirelurk makes onne attack with appeared in The Art of Fallout 3. They are
Speed 30 ft., swim 50 ft. its barbells and four claw attacks. humanoid, like the Mirelurk King, with a
Claw. Melee weapon attack: +11 to hit, reach 5 ft., one thick muscular build. The game mechanics of
Str Dex Con Int Wis Cha target. Hit: 12 (1d10 + 6) slashing damage. the catfish mirelurk are purely speculative:
22 (+6) 14 (+2) 18 (+4) 9 (-1) 15 (+2) 10 (+0)
Paralysing Barbells. Melee weapon attack: +11 to hit, I designed the creature with its similarity
reach 5 ft., one target. Hit: 9 (1d4 + 6) piercing to the Mirelurk King in mind, treating it
damage. In addition, the target must make a DC 16
Damage Immunities Radiation
Constitution saving throw or become incapacitated. The as a variant. Although not as thick as most
Damage Resistances Cold, Electrical, Energy, Fire
Condition Immunities Radiation Sickness following round, an incapacitated target must repeat its mirelurks, it possesses armour plating (a
Senses darkvision 60 ft.; passive Perception 10 save, becoming stunned on a failure. The next round, the trait common to catfish). While poisonous
stunned target repeats its save, becoming paralysed for
Languages none
1 minute. While paralysed, the target may continue to barbells are not a genuine trait of catfish,
Challenge 13 (10,000 XP)
repeat its saving throw. The target ends all conditions it seemed obvious that this unique physical
Adaptive Amphibiousness. The mirelurk can breathe air,
on a success, and cannot be affected by the catfish characteristic of the creature should be the
mirelurk’s barbells again for 24 hours.
water, and other liquids. Each time a target already suffering the effects of a focal point of a new unique ability that would
Evasion. If the catfish mirelurk is subjected to an catfish mirelurk’s barbells is hit with another barbell justify the catfish mirelurk’s existence.
effect that allows it to make a Dexterity saving throw attack, they must save against the effect immediately The ability to paralyse foes makes the
to take only half damage, the mirelurk king instead worsening to the next stage, and the DC of the target’s
subsequent saving throws increases by a cumulative +1. catfish mirelurk dangerous alone, and opens
takes no damage if it succeeds on the saving throw,
and only half damage if it fails. up terrifying new strategies for groups of
Water Spout. Ranged weapon attack: +9 to hit, range
40/120 ft., one target. Hit: 22 (4d8 + 4) bludgeoning mirelurks attacking in concert.
Regeneration. The catfish mirelurk regains 15 hit
points at the start of any turn it begins with more damage.
than 0 hit points.

180 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Mirelurk Queen target. Hit: 30 (4d10 + 8) slashing damage.
Frightful Presence. Each creature of the mirelurk queen’s
Mirelurk Hatchling
Gargantuan monstrosity (mirelurk) choice that is within 60 feet of the mirelurk queen Tiny monstrosity (mirelurk)
Armour Class 18 (natural armour) and aware of it must succeed on a DC 21 Wisdom saving Armour Class 13 (natural armour)
Hit Points 315 (18d20 + 126) throw or become Frightened for 1 minute. A creature can Hit Points 9 (2d8 + 0)
Speed 50 ft. repeat the saving throw at the end of each of its turns, Speed 30 ft.
ending the effect on itself on a success. If a creature’s
Str Dex Con Int Wis Cha saving throw is successful or the effect ends for it, the Str Dex Con Int Wis Cha
creature is immune to the queen’s Frightful Presence for
24 (+7) 6 (-2) 24 (+7) 9 (-1) 15 (+2) 10 (+0) the next 24 hours. 6 (-2) 10 (+0) 11 (+0) 3 (-4) 10 (+0) 7 (-2)

Spew Hatchlings (recharge 5-6). The mirelurk queen ejects


Damage Resistances see carapace feature a stream of bile and eggs at a 10 ft. by 10 ft. area Damage Immunities Radiation
Damage Immunities Poison, Radiation within 120 feet. Each creature in the area must succeed Condition Immunities Radiation Sickness
Condition Immunities Poisoned, Radiation Sickness at a DC 21 Dexterity saving throw, taking 19 (3d12) acid Senses darkvision 60 ft.; passive Perception 10
Senses darkvision 120 ft.; passive Perception 10 damage on a failed save or half as much on a success. In Languages none
Languages none addition, 2d4 mirelurk hatchlings spawn from the eggs, Challenge 0 (0 XP)
Challenge 24 (62,000 XP) occupying available spaces in the target area first, with
any remaining hatchlings appearing in as close as they Adaptive Amphibiousness. The mirelurk can breathe air,
Adaptive Amphibiousness. The mirelurk can breathe air, can to the target areea. water, and other liquids.
water, and other liquids.
Legendary Actions Actions
Carapace. The mirelurk queen is almost entirely covered The mirelurk queen can take 3 legendary actions, choosing
with a thick shell, but its face is more exposed. The from the options below. Only one legendary action can be Claw. Melee weapon attack: +2 to hit, reach 5 ft., one
queen has resistance to all damage types, but is not used at a time, and only at the end of another creature’s target. Hit: 1 (1d4-2) slashing damage.
resistant to damage from area effects. A creature that turn. Spent legendary actions are regained at the start
attacks the mirelurk queen also ignores its resistance on of each turn.
a critical hit.
Attack. The mirelurk queen makes a claw attack.
Legendary Resistance (3/Day). If the mirelurk queen
fails a saving throw, it can choose to succeed Detect. The mirelurk queen makes a Wisdom (Perception)
instead. check.
Regeneration. The mirelurk queen regains 20 hit points Incite Action. Another mirelurk the mirelurk queen can
at the start of any turn it begins with more than 0 see with a lower CR than her immediately takes an Action
hit points. or moves up to their speed.
Siege Monster. The mirelurk queen deals double damage Charge (costs 2 actions). The mirelurk queen moves up to
to objects and structures. its speed then makes a melee attack.

Actions Smash (costs 2 action). The mirelurk queen makes an


attack. The target and each creature adjacent to it must
Multiattack. The mirelurk queen makes two claw attacks. succeed on a DC 21 Dexterity saving throw or be knocked
prone.
Claw. Melee weapon attack: +13 to hit, reach 5 ft., one

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 181
Nukalurk Queen Actions
Multiattack. The nukalurk queen makes two claw attacks.
Gargantuan monstrosity (mirelurk)
Armour Class 20 (natural armour, permanent sugar high) Claw. Melee weapon attack: +13 to hit, reach 5 ft., one
Hit Points 350 (20d20 + 140) target. Hit: 30 (4d10 + 8) slashing damage.
Speed 50 ft. Frightful Presence. Each creature of the nukalurk queen’s
choice that is within 60 feet of the nukalurk queen
Str Dex Con Int Wis Cha and aware of it must succeed on a DC 21 Wisdom saving
throw or become Frightened for 1 minute. A creature can
24 (+7) 6 (-2) 24 (+7) 9 (-1) 15 (+2) 10 (+0)
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature’s
Damage Resistances see carapace feature saving throw is successful or the effect ends for it, the
Damage Immunities Poison, Radiation creature is immune to the queen’s Frightful Presence for
Condition Immunities Poisoned, Radiation Sickness the next 24 hours.
Senses darkvision 120 ft.; passive Perception 10 Spew Hatchlings (recharge 5-6). The nukalurk queen ejects
Languages none a stream of bile and eggs at a 10 ft. by 10 ft. area
Challenge 25 (75,000 XP) within 120 feet. Each creature in the area must succeed
at a DC 21 Dexterity saving throw, taking 19 (3d12) acid
Adaptive Amphibiousness. The nukalurk can breathe air, damage on a failed save or half as much on a success. In
water, and other liquids. addition, 2d4 mirelurk hatchlings spawn from the eggs,
occupying available spaces in the target area first, with
Carapace. The nukalurk queen is almost entirely covered any remaining hatchlings appearing in as close as they
with a thick shell, but its face is more exposed. The can to the target area.
queen has resistance to all damage types, but is not
resistant to damage from area effects. A creature that Legendary Actions
attacks the nukalurk queen also ignores its resistance on
a critical hit. The nukalurk queen can take 3 legendary actions, choosing
from the options below. Only one legendary action can be
Legendary Resistance (3/Day). If the nukalurk queen used at a time, and only at the end of another creature’s
fails a saving throw, it can choose to succeed turn. Spent legendary actions are regained at the start
instead. of each turn.
Permanent Sugar High. The nukalurk queen is treated as Attack. The mirelurk queen makes a claw attack.
though it were permanently under the effects of Jet:
its AC is increased by +2 (already included), it has Detect. The mirelurk queen makes a Wisdom (Perception)
advantage on Dexterity saving throws, and it gains an check.
additional action on its turns which it can only use to Incite Action. Another mirelurk the mirelurk queen can
make a single claw attack, use an Object action, Dash, see with a lower CR than her immediately takes an Action
Disengage, or Hide. or moves up to their speed.
Quantum Glow. The nukalurk queen sheds bright light in a Charge (costs 2 actions). The mirelurk queen moves up to
20-foot radius and dim light for an additional 20 feet. its speed then makes a melee attack.
Regeneration. The nukalurk queen regains 20 hit points Smash (costs 2 action). The mirelurk queen makes an
at the start of any turn it begins with more than 0 attack. The target and each creature adjacent to it must
hit points. succeed on a DC 21 Dexterity saving throw or be knocked
Siege Monster. The nukalurk queen deals double damage prone.
to objects and structures.

182 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Night Stalkers
Night stalkers are one of the strange
experiments of mad Doctor Borous of the Big
MT. They are a genetic abomination of coyote
and rattlesnake DNA, with the former’s body
and the latter’s head and tail.
Night stalkers are nocturnal pack hunters.

STALKERS
Though they often give away their presence by
rattling and hissing in the presence of prey,
they are usually too close by that point for
any hope of escape.
Night stalker venom is very potent, but
conversely their blood can be used as an
NIGHT
ingredient to produce antivenom.
The most dangerous variety of Night stalker
was created in a later experiment at the X-13
Research Facility. as part of Project Blue
Blood these night stalkers were injected with
a cloaking serum that irrevocably altered the
already adaptable DNA of the species, giving
them biological optic camouflage abilities.
Night stalkers are known to hunt in the same
environments as cazadores, so wastelanders
that encounter one group should be
exceptionally wary that the others might also
be active in the area.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 183
Young Night Stalker Night Stalker Night Stalker Den Mother
Medium beast Medium beast Medium beast
Armour Class 14 Armour Class 14 Armour Class 14
Hit Points 33 (6d8 + 6) Hit Points 78 (12d8 + 24) Hit Points 112 (15d8 + 45)
Speed 40 ft. Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
13 (+1) 18 (+4) 12 (+1) 3 (-4) 12 (+1) 7 (-2) 13 (+1) 18 (+4) 14 (+2) 3 (-4) 12 (+1) 7 (-2) 13 (+1) 18 (+4) 16 (+3) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +4, Stealth +7 Skills Perception +6, Stealth +9 Skills Perception +7, Stealth +10
Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 120 ft., passive Perception 14 Senses darkvision 120 ft., passive Perception 16 Senses darkvision 120 ft., passive Perception 17
Languages none Languages none Languages none
Challenge 1/2 (100 XP) Challenge 3 (700 XP) Challenge 6 (2,300 XP)

Keen Senses. The night stalker has advantage on Wisdom Keen Senses. The night stalker has advantage on Wisdom Keen Senses. The night stalker has advantage on Wisdom
(Perception) checks. (Perception) checks. (Perception) checks.
Pack Tactics. The night stalker has advantage on attack Pack Tactics. The night stalker has advantage on attack Maternal Instincts. While there are any young night
rolls against a creature if at least one of the night rolls against a creature if at least one of the night stalkers left for the den mother to protect, and until it
stalker’s allies is within 5 feet of the creature and the stalker’s allies is within 5 feet of the creature and the fails its Constitution saving throw after all young night
ally isn’t incapacitated. ally isn’t incapacitated. stalkers have been killed, it has the following benefits:
~~Advantage on Strength checks and Strength saving
Actions Actions throws.
~~Advantage on saving throws against becoming
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one Bite. Melee weapon attack: +9 to hit, reach 5 ft., one Frightened.
target. Hit: 7 (1d6 + 4) piercing damage and 4 (1d8) target. Hit: 8 (1d8 + 4) piercing damage and 9 (2d8) ~~+2 to the damage of all attacks.
poison damage. If the target is a creature, it must poison damage. If the target is a creature, it must ~~Reistance to bludgeoning, piercing, and slashing
succeed on a DC 12 Strength saving throw or be knocked succeed on a DC 13 Strength saving throw or be knocked damage.
prone. prone.
If the den mother takes damage after all young night
stalkers have been killed, it makes a Constitution saving
throw. The DC equals 10 or half the damage to the den
mother, whichever number is higher. On a failed save the
den mother loses the benefits of Maternal Instinct and
uses its turns to attempt to flee, only attacking if it
is cornered.
X-13 Night Stalkers
The night stalker breed created in Project Pack Tactics. The night stalker has advantage on attack
rolls against a creature if at least one of the night
Blue Blood possess natural optic camouflage stalker’s allies is within 5 feet of the creature and the
abilities similar to the stealth field ally isn’t incapacitated.
generated by a Stealth Boy. An X-13 night Actions
stalker of any variety has access to the
following action: Bite. Melee weapon attack: +10 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage and 9 (2d8)
Optic Camouflage (1/short rest). The night stalker can poison damage. If the target is a creature, it must
turn invisible. The invisibility lasts for up to to a succeed on a DC 14 Strength saving throw or be knocked
minute, until the night stalker takes a hostile action, prone.
or until the night stalker ends it by choice.

184 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Raiders
Mutated beasts, feral ghouls, merciless super
mutants and the occasional rogue robot all
plague the settlements and travellers of the
post-apocalyptic world. Nevertheless it is all
too often members of their own kind who prove
to be the scourge of humanity.
Raider groups come in many sizes and can

RAIDERS vary wildly in philosophy. The one thing


that is true about all such gangs is their
willingness to prey upon others to survive.
Some raider groups are filled with natural
sociopaths, in their element. Others are
populated by unpredictable psycopaths. Some
raiders turned to their unwholesome lifestyle
out of desperation when their own attempts to
live decently were foiled time and again.
Most raider groups have some form of
hierarchy, though some are far more organised
than others. Typically a gang has a boss and a
handful of lieutenants. Below the regular gang
leaders are the scrubs, new recruits that have
yet to sufficiently prove their worth.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 185
Raider Raider Psycho Raider Survivalist
Medium humanoid (human or ghoul) Medium humanoid (human or ghoul) Medium humanoid (human or ghoul)
Armour Class 12 (light chest, 4 light limb) Armour Class 13 (light chest, 4 light limb) Armour Class 14 (light chest, 4 light limb)
Hit Points 9 (2d8) Hit Points 45 (6d8 + 18) Hit Points 16 (3d8 + 3)
Rad Resist 5 Rad Resist 8 Rad Resist 6
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
11 (+0) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 10 (+0) 16 (+3) 13 (+1) 16 (+3) 11 (+0) 10 (+0) 10 (+0) 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Senses passive Perception 10 Senses passive Perception 10 Skills Nature +4, Perception +5, Stealth +6, Survival +5
Languages American English Languages American English Senses passive Perception 15
Challenge 1/8 (25 XP) Challenge 1/2 (100 XP) Languages American English
Challenge 1/2 (100 XP)
Actions Aggressive. As a bonus action, the psycho can move up to
its speed toward a hostile creature that it can see. Keen Hearing and Sight. The survivalist has advantage on
Pipe Gun. Ranged weapon attack: +2 to hit, range 40/120 Wisdom (Perception) Checks that rely on hearing or sight.
Brave. The psycho has advantage on saving throws Nimble Escape. The goblin can take the Disengage or Hide
ft., one target. Hit: 5 (1d8 + 1) piercing damage. against being frightened. action as a bonus action on each of its turns.
Baseball Bat. Melee weapon attack: +2 to hit, reach 5
ft., one target. Hit: 3 (1d6) bludgeoning damage. Actions Actions
Pipe Gun. Ranged weapon attack: +3 to hit, range 40/120 Hunting Rifle. Ranged weapon attack: +4 to hit, range
ft., one target. Hit: 5 (1d8+1) piercing damage. 60/180 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Sledgehammer. Melee weapon attack: +5 to hit, reach 5 Combat Knife. Melee weapon attack: +4 to hit, reach 5
ft., one target. Hit: 8 (2d4+3) bludgeoning damage.
Raider Scum Baseball Grenade (recharge 5-6). The raider psycho
ft., one target. Hit: 5 (1d6 + 2) piercing damage.

throws a grenade at a point up to 60 feet away. Each


Medium humanoid (human or ghoul) creature within 10 feet of the target point must make a
Armour Class 13 (light chest, 4 light limb) DC 15 Dexterity saving throw, taking 14 (4d6) fire damage
Hit Points 38 (7d8 + 7) on a failed save, or half as much damage if successful.
Rad Resist 6
Speed 30 ft.

Str Dex Con Int Wis Cha


12 (+1) 13 (+1) 12 (+1) 11 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Languages American English
Challenge 1/4 (50 XP)

Actions
Pipe Gun. Ranged weapon attack: +3 to hit, range 40/120
ft., one target. Hit: 5 (1d8+1) piercing damage.
Baseball Bat. Melee weapon attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

186 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Art by rustysteel dbaa https://rustysteel.deviantart.com
187
Raider Scavver Raider Waster Raider Veteran
Medium humanoid (human or ghoul) Medium humanoid (human or ghoul) Medium humanoid (human or ghoul)
Armour Class 14 (light chest, 4 light limb) Armour Class 15 (medium chest, 4 medium limb) Armour Class 15 (medium chest, 4 medium limb)
Hit Points 78 (12d8 + 24) Hit Points 97 (15d8 + 30) Hit Points 120 (16d8 + 48)
Rad Resist 7 Rad Resist 9 Rad Resist 12
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
13 (+1) 15 (+2) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 14 (+2) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 12 (+1) 16 (+3) 17 (+3) 16 (+3) 13 (+1) 14 (+2) 13 (+1)

Senses passive Perception 10 Senses passive Perception 11 Skills Athletics +6, Perception +5, Survival +5
Languages American English Languages American English Senses passive Perception 15
Challenge 1 (200 XP) Challenge 3 (700 XP) Languages American English
Challenge 5 (1,800 XP)
Actions Actions
Brave. The veteran has advantage on saving throws
Combat Rifle. Ranged weapon attack: +4 to hit, range Automatic Combat Rifle. Ranged weapon attack: +5 to hit, against being frightened.
60/180 ft., one target. Hit: 11 (2d8+2) piercing damage, range 60/180 ft., one target or burst fire. Hit: 12 (2d8
burst fire 10. + 3) piercing damage. Actions
Baseball Bat. Melee weapon attack: +3 to hit, reach 5 Combat Knife. Melee weapon attack: +4 to hit, reach 5 Multiattack. The veteran makes three attacks.
ft., one target. Hit: 4 (1d6+1) bludgeoning damage. ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Automatic Recoil-Compensating Combat Rifle. Ranged
weapon attack: +7 to hit, range 90/210 ft., one target or
burst fire. Hit: 12 (2d8 + 3) piercing damage.
Lead Pipe. Melee weapon attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8
(1d10 + 3) bludgeoning damage if wielded in two hands.

188 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Raider Boss Elite Raider Boss
Medium humanoid (human or ghoul) Medium humanoid (human or ghoul)
Armour Class 18 (heavy chest, 4 heavy limb) Armour Class 14 (power) or 16 (medium chest, 4 medium limb)
Hit Points 136 (16d8+64) Power Armour 15/15/15/15/15/45 (raider)
Rad Resist 15 Hit Points 136 (16d8+64)
Speed 30 ft. Rad Resist 18
Speed 30 ft.
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha
16 (+3) 18 (+4) 18 (+4) 15 (+2) 14 (+2) 16 (+3)
16 (+3) 18 (+4) 18 (+4) 15 (+2) 14 (+2) 16 (+3)

Skills Athletics +6, Insight +5, Intimidation +6, Percep-


tion +5 Skills Athletics +6, Insight +5, Intimidation +6, Percep-
Senses passive Perception 15 tion +5
Languages American English Senses passive Perception 15
Challenge 7 (2,900 XP) Languages American English
Challenge 10 (5,900 XP)
Brave. The boss has advantage on saving throws against
being frightened. Brave. The boss has advantage on saving throws against
being frightened.
Actions
Actions
Incite Action. A member of the boss’s gang who can
hear them and has a lower CR than the boss immediately Incite Action. A member of the boss’s gang who can
takes an Action or moves up to their speed. hear them and has a lower CR than the boss immediately
takes an Action or moves up to their speed.
Multiattack. The boss makes four attacks.
Multiattack. The boss makes four attacks.
10mm Pistol. Ranged weapon attack: +7 to hit, range
40/120 ft., one target. Hit: 11 (2d6+4) piercing damage. 10mm Pistol. Ranged weapon attack: +7 to hit, range
40/120 ft., one target. Hit: 11 (2d8+4) piercing damage.
Automatic Recoil-Compensating Combat Rifle. Ranged
weapon attack: +8 to hit, range 90/210 ft., one target or Automatic Bayoneted Long Combat Shotgun. Ranged weapon
burst fire 10. Hit: 13 (2d8+4) piercing damage. attack: +7 to hit, range 50/110 ft., one target or burst
fire 8. Hit: 14 (4d4+4) piercing damage.
Combat Knife. Melee weapon attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6+4) piercing damage. Bayonet. Melee weapon attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d4+4) piercing damage.
Bonus Actions
Bonus Actions
Lead By Example. If the boss uses Incite Action, they
may make a single attack against one target. Lead By Example. If the boss uses Incite Action, they
may make a single attack against one target.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 189
Raider Overboss Multiattack. The boss makes four attacks.
10mm Pistol. Ranged weapon attack: +8 to hit, range
Medium humanoid (human or ghoul) 40/120 ft., one target. Hit: 11 (2d8+4) piercing damage.
Armour Class 14 (power) or 16 (medium chest, 4 medium limb)
Power Armour 15/15/15/15/15/45 (raider) Automatic Bayoneted Long Combat Shotgun. Ranged weapon
Hit Points 136 (16d8+64) attack: +8 to hit, range 50/110 ft., one target or burst
Rad Resist 21 fire 8. Hit: 14 (4d4+4) piercing damage.
Speed 30 ft. Bayonet. Melee weapon attack: +7 to hit, reach 5 ft.,
one target. Hit: 6 (1d4+4) piercing damage.
Str Dex Con Int Wis Cha
Bonus Actions
16 (+3) 18 (+4) 18 (+4) 17 (+3) 16 (+3) 18 (+4)
Lead By Example. If the boss uses Incite Action, they
may make a single attack against one target.
Skills Athletics +7, Insight +7, Intimidation +8, Percep-
tion +7
Senses passive Perception 17 Legendary Actions
Languages American English The overboss can take 3 legendary actions, choosing from
Challenge 13 (10,000 XP) the options below. Only one legendary action open can be
used at a time and only at the end of another creature’s
Brave. The boss has advantage on saving throws against turn. The overboss regains spent legendary actions at the
being frightened. start of its turn.

Actions Detect. The overboss makes a Wisdom (Perception) check.


Attack. The overboss makes a single attack with a loaded
Incite Action. A member of the boss’s gang who can weapon in hand.
hear them and has a lower CR than the boss immediately
takes an Action or moves up to their speed. Incite. The overboss uses its Incite Action.

190 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
The robotics industry was in full boom just
before the bombs fell, with manufactures
making money hand over fist selling their
creations to everyone from the US Army to
suburban homeowners. Thanks to their fusion
cores and ability to power down for extended

ROBOTS periods of time, many of those robots remain


active even now. Robot encounters can be
hazardous, as they are often programmed to
overcome intruders in the facilities where
they are stationed. Even seemingly benign
models might have instructions to eliminate
vermin and have developed enough faults in
their processing to recognise even a human as
something to be destroyed.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 191
Assaultrons Eyebots Mister Handies/Miss Nannies

Assaultron Eyebot Mister Handy/Miss Nanny


Medium robot Small robot Medium robot
Armour Class 18 (heavy chest, 4 heavy limb) Armour Class 13 Armour Class 14 (light body)
Hit Points 170 (20d8 + 80) Hit Points 7 (2d6) Hit Points 16 (3d8 + 3)
Speed 40 ft. Speed fly 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 18 (+4) 18 (+4) 13 (+1) 14 (+2) 12 (+1) 5 (-3) 16 (+3) 10 (+0) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1)

Skills Intimidation +5, Perception +6 Skills Perception +4 Skills Perception +3, Persuasion +3, Science +4
Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation
Sickness Sickness Sickness
Senses passive Perception 16 Senses passive Perception 14 Senses passive Perception 13
Languages American English Languages American English Languages American English
Challenge 8 (3,900 XP) Challenge 1/8 (25 XP) Challenge 1/8 (25 XP)

Machine. The assaultron is immune to poison, radiation Hover. The eyebot cannot fly more than 30 feet above Machine. The mister gutsy/miss nanny is immune to
and all forms of disease. It does not need to eat or ground level. poison, radiation and all forms of disease. It does not
sleep, but enters an inactive state for at least 4 need to eat or sleep, but enters an inactive state for
hours a day to conserve power. The assaultron cannot Machine. The eyebot is immune to poison, radiation and at least 4 hours a day to conserve power. The protectron
use stimpaks or other items intended for biological all forms of disease. It does not need to eat or sleep, cannot use stimpaks or other items intended for
creatures. but enters an inactive state for at least 4 hours a day
to conserve power. The protectron cannot use stimpaks or biological creatures.
Actions other items intended for biological creatures. Actions
Multiattack. The assaultron makes four attacks with its Actions Blowtorch. Melee weapon attack: +5 to hit, reach 5 ft.,
gripping claws. one target. Hit: 5 (1d4 + 3) fire damage.
Laser. Ranged weapon attack: +4 to hit, range 60/180
Head Laser (must be charged). Ranged weapon attack: +8 ft., one target. Hit: 5 (1d4 + 3) energy damage. Buzzsaw. Melee weapon attack: +5 to hit, reach 5 ft.,
to hit, range 80/240 ft., one target. Hit: 36 (5d12 + 4) one target. Hit: 5 (1d6 + 3) slashing damage.
energy damage.
Gripping Claw. Melee weapon attack: +8 to hit, reach 5
ft., one target. Hit: 8 (1d6+4) bludgeoning damage.
Bonus Actions
Charge Head Laser. The assaultron begins charging its
head laser, and fires it as an action on the following
round.
Suicide Blast. When the assaultron is reduced to 30 hit
points or fewer, it begins charging a deadly suicidal
explosion. At the end of its next turn the assaultron
explodes. If the assaultron isn’t reduced to 0 hit points
by the end of its next turn, all creatures within 30
feet of the assaultron must make a DC 16 Dexterity saving
throw, taking 39 (6d12) energy damage on a failed save,
or half as much damage on a success.

192 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Mister Gutsy Flamer Gutsy Lieutenant Gutsy
Medium robot Medium robot Medium robot
Armour Class 15 (light body, 4 light plate) Armour Class 15 (light body, 4 light plate) Armour Class 15 (light body, 4 light plate)
Hit Points 48 (9d8 + 9) Hit Points 48 (9d8 + 9) Hit Points 96 (18d8 + 18)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1)

Skills Intimidation +5, Perception +5 Skills Intimidation +5, Perception +5 Skills Intimidation +5, Perception +5
Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation
Sickness Sickness Sickness
Senses passive Perception 15 Senses passive Perception 15 Senses passive Perception 15
Languages American English Languages American English Languages American English
Challenge 3 (700 XP) Challenge 3 (700 XP) Challenge 5 (1,800 XP)

Machine. The mister gutsy is immune to poison, radiation Machine. The flamer gutsy is immune to poison, radiation Machine. The lieutenant gutsy is immune to poison,
and all forms of disease. It does not need to eat or and all forms of disease. It does not need to eat or radiation and all forms of disease. It does not need to
sleep, but enters an inactive state for at least 4 sleep, but enters an inactive state for at least 4 eat or sleep, but enters an inactive state for at least
hours a day to conserve power. The protectron cannot hours a day to conserve power. The protectron cannot 4 hours a day to conserve power. The protectron cannot
use stimpaks or other items intended for biological use stimpaks or other items intended for biological use stimpaks or other items intended for biological
creatures. creatures. creatures.
Actions Actions Actions
Multiattack. The mister gutsy makes two attacks. Multiattack. The flamer gutsy makes two attacks. Multiattack. The lieutenant gutsy makes three attacks.
10mm Machine Gun. Ranged weapon attack: +7 to hit, range Flamer. The flamer gutsy expels a 45-foot long and Laser. Ranged weapon attack: +7 to hit, range 60/180
60/180 ft., one target or burst fire. Hit: 12 (2d8 + 3) 5-foot wide line of fire. All creatures within the line ft., one target or burst fire. Hit: 12 (2d8 + 3) energy
piercing damage. must make a DC 12 Dexterity saving throw, taking 5 (2d4) damage.
fire damage on a failed saving throw or half that if
Bonus Actions successful. On a failed saving throw the target is also Bonus Actions
set alight, taking 2 (1d4) fire damage at the beginning
Aggressive. The mister gutsy can move up to its speed of each of its turns. A creature can end this ongoing Aggressive. The lieutenant gutsy can move up to its
toward a hostile creature that it can see. damage by using its action to make a DC 10 Dexterity speed toward a hostile creature that it can see.
saving throw to extinguish the flames.
Bonus Actions
Aggressive. The flamer gutsy can move up to its speed
toward a hostile creature that it can see.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 193
Protectrons

Colonel Gutsy Colonel Gutsy Protectron


Medium robot Medium robot Medium robot
Armour Class 15 (light body, 4 light plate) Armour Class 15 (light body, 4 light plate) Armour Class 15 (medium chest, 4 medium limb)
Hit Points 144 (27d8 + 27) Hit Points 192 (36d8 + 36) Hit Points 32 (5d8 + 10)
Speed 30 ft. Speed 30 ft. Speed 20 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Intimidation +5, Perception +5 Skills Intimidation +5, Perception +5 Skills Perception +3
Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation
Sickness Sickness Sickness
Senses passive Perception 15 Senses passive Perception 15 Senses passive Perception 13
Languages American English Languages American English Languages American English
Challenge 8 (3,900 XP) Challenge 11 (7,200 XP) Challenge 1/2 (100 XP)

Machine. The colonel gutsy is immune to poison, Machine. The colonel gutsy is immune to poison, Machine. The protectron is immune to poison, radiation
radiation and all forms of disease. It does not need to radiation and all forms of disease. It does not need to and all forms of disease. It does not need to eat or
eat or sleep, but enters an inactive state for at least eat or sleep, but enters an inactive state for at least sleep, but enters an inactive state for at least 4
4 hours a day to conserve power. The protectron cannot 4 hours a day to conserve power. The protectron cannot hours a day to conserve power. The protectron cannot
use stimpaks or other items intended for biological use stimpaks or other items intended for biological use stimpaks or other items intended for biological
creatures. creatures. creatures.
Actions Actions Actions
Multiattack. The colonel gutsy makes four attacks. Multiattack. The colonel gutsy makes four attacks. Multiattack. The protectron makes two attacks.
Laser. Ranged weapon attack: +7 to hit, range 60/180 Laser. Ranged weapon attack: +7 to hit, range 60/180 Laser. Ranged weapon attack: +4 to hit, range 60/180
ft., one target or burst fire. Hit: 16 (3d8 + 3) energy ft., one target or burst fire. Hit: 21 (4d8 + 3) energy ft., one target. Hit: 4 (1d4 + 2) energy damage.
damage. damage.
Bash. Melee weapon attack: +4 to hit, reach 5 ft., one
Bonus Actions Bonus Actions target. Hit: 5 (1d6 + 2) bludgeoning damage.

Aggressive. The colonel gutsy can move up to its speed Aggressive. The colonel gutsy can move up to its speed
toward a hostile creature that it can see. toward a hostile creature that it can see.

194 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Protectron Fire Brigadier Protectron Guardian Protectron Medic
Medium robot Medium robot Medium robot
Armour Class 15 (medium chest, 4 medium limb) Armour Class 18 (heavy chest, 4 heavy limb) Armour Class 15 (medium chest, 4 medium limb)
Hit Points 32 (5d8 + 10) Hit Points 130 (20d8 + 40) Hit Points 32 (5d8 + 10)
Speed 20 ft. Speed 20 ft. Speed 20 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3 Skills Perception +3 Skills Perception +3


Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation
Sickness Sickness Sickness
Senses passive Perception 13 Senses passive Perception 13 Senses passive Perception 13
Languages American English Languages American English Languages American English
Challenge 1 (200 XP) Challenge 6 (2,300 XP) Challenge 1 (200 XP)

Machine. The protectron is immune to poison, radiation Machine. The protectron is immune to poison, radiation Machine. The protectron is immune to poison, radiation
and all forms of disease. It does not need to eat or and all forms of disease. It does not need to eat or and all forms of disease. It does not need to eat or
sleep, but enters an inactive state for at least 4 sleep, but enters an inactive state for at least 4 sleep, but enters an inactive state for at least 4
hours a day to conserve power. The protectron cannot hours a day to conserve power. The protectron cannot hours a day to conserve power. The protectron cannot
use stimpaks or other items intended for biological use stimpaks or other items intended for biological use stimpaks or other items intended for biological
creatures. creatures. creatures.
Actions RadAway Injection. The protectron medic gives an
Actions adjacent allied creature an injection with the same
Multiattack. The protectron makes two bash attacks. effect as RadAway. It can use this ability up to three
Multiattack. The protectron makes four attacks. times, after which its interior reservoir of the chem
Bash. Melee weapon attack: +4 to hit, reach 5 ft., one Laser. Ranged weapon attack: +4 to hit, range 60/180 must be refilled.
target. Hit: 5 (1d6 + 2) bludgeoning damage. ft., one target. Hit: 12 (4d4 + 2) energy damage. Stimpak Injection. The protectron medic gives an
Cryogun. Ranged weapon attack: +4 to hit, range 40/120 Bash. Melee weapon attack: +4 to hit, reach 5 ft., one adjacent allied creature an injection with the same
ft., one target. Hit: 16 (4d6 + 2) cold damage. target. Hit: 5 (1d6 + 2) bludgeoning damage. effect as a stimpak. It can use this ability up to three
times, after which its interior reservoir of the chem
must be refilled.
Actions
Multiattack. The protectron makes two defibrilator
attacks.
Defibrilator. Melee weapon attack: +4 to hit, reach 5
ft., one target. Hit: 11 (2d8 + 2) electrical damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 195
Robobrains

Protectron Policeman Utility Protectron Robobrain


Medium robot Medium robot Large robot
Armour Class 18 (heavy chest, 4 heavy limb) Armour Class 18 (heavy chest, 4 heavy limb) Armour Class 16 (hvy body, 2 heavy plate, 2 medium plate)
Hit Points 65 (10d8 + 20) Hit Points 97 (15d8 + 30) Hit Points 142 (15d10 + 60)
Speed 20 ft. Speed 20 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 15 (+2) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 14 (+2)

Skills Perception +3 Skills Perception +3 Skills Deception +7, Insight +6, Intimidation +7, Percep-
Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation tion +6, Persuasion +7
Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation Damage Immunities Poison, Radiation
Sickness Sickness Condition Immunities Frightened, Poisoned, Radiation
Senses passive Perception 12 Senses passive Perception 13 Sickness
Languages American English Languages American English Senses passive Perception 15
Challenge 3 (700 XP) Challenge 4 (1,100 XP) Languages American English
Challenge 8 (3,900 XP)
Machine. The protectron is immune to poison, radiation Machine. The protectron is immune to poison, radiation
and all forms of disease. It does not need to eat or and all forms of disease. It does not need to eat or Cunning Attacks. The robobrain‘s weapon damage rolls
sleep, but enters an inactive state for at least 4 sleep, but enters an inactive state for at least 4 include its Intelligence bonus. Additionally, once per
hours a day to conserve power. The protectron cannot hours a day to conserve power. The protectron cannot round the robobrain can add its Intelligence bonus to an
use stimpaks or other items intended for biological use stimpaks or other items intended for biological attack roll when the attack would otherwise miss.
creatures. creatures.
Machine. The robobrain is immune to poison, radiation and
Actions Actions all forms of disease. It does not need to eat or sleep,
but enters an inactive state for at least 4 hours a day
Multiattack. The protectron makes two attacks. Multiattack. The protectron makes two attacks. to conserve power. The protectron cannot use stimpaks or
other items intended for biological creatures.
Stunning Bash. Melee weapon attack: +4 to hit, reach 5 Bash. Melee weapon attack: +4 to hit, reach 5 ft., one
ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and target. Hit: 5 (1d6 + 2) bludgeoning damage. Treads. The robobrain has advantage on Dexterity
9 (2d8) electrical damage, and the target must make a (Acrobatics) ability checks to retain footing on
DC 12 Constitution saving throw or become stunned. The Nailgun. Ranged weapon attack: +4 to hit, range 60/180 treacherous terrain, but has disadvantage on Strength
target can repeat its saving throw at the end of each of ft., one target. Hit: 18 (3d10 + 2) piercing damage. (Athletics) checks to climb.
its turns.
Actions
Multiattack. The robobrain makes four attacks.
Automatic Rifle. Ranged weapon attack: +7 to hit, range
70/210 ft., one target or burst fire. Hit: 15 (2d8 + 6)
piercing damage.
Claw. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) bludgeoning damage.

196 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Sentrybots

Sentrybot Distance From


NuCLEAR BLAST Damage by Area

Large robot damage


Centre
Armour Class 18 (heavy body, 4 heavy plate)
Hit Points 210 (20d10 + 100) Ground Zero 9d12 fire and 9d12 radiation
Speed 50 ft. 10 ft. 7d12 fire and 7d12 radiation
20 ft. 5d12 fire and 5d12 radiation
Str Dex Con Int Wis Cha
30 ft. 3d12 fire and 3d12 radiation
18 (+4) 14 (+2) 20 (+5) 10 (+0) 13 (+1) 12 (+1)
40 ft. 1d12 fire and 1d12 radiation
Skills Intimidation +8, Perception +8
Damage Immunities Poison, Radiation Actions
Condition Immunities Frightened, Poisoned, Radiation Multiattack. The sentrybot makes one attack with its
Sickness minigun and one attack with its missile launcher.
Senses passive Perception 18
Languages American English 5.56mm Minigun. The sentrybot can pepper a 10-foot cube
Challenge 15 (13,000 XP) area within 240 feet with shots. Each creature in the
targeted area must succeed on a DC 15 Dexterity saving
Machine. The sentrybot is immune to poison, radiation and throw (with advantage if they are more than 80 feet from
all forms of disease. It does not need to eat or sleep, the Sentrybot) or take 22 (8d4 + 2) piercing damage.
but enters an inactive state for at least 4 hours a day Missile Launcher. Ranged weapon attack: +7 to hit, range
to conserve power. The sentrybot cannot use stimpaks or 100/300 ft., special. Special: The sentrybot chooses any
other items intended for biological creatures. target within range and makes an attack roll against a
Nuclear Blast. When reduced to 0 hit points, the DC of 10, or 15 if the target is in long range. If the
sentrybot explodes with the force of a mini-nuke. The sentrybot fires at a target behind cover, apply the cover
explosion affects a 45-foot radius circle centered on the bonus that usually applies to a target’s AC to the DC.
sentrybot. All creatures within the affected area must If the attack roll is lower than the DC, the missile
make a DC 15 Dexterity saving throw. The damage dealt lands 5 feet away from the original target for every 1 by
to a creature depends on where it is relative to the which the sentrybot’s result fell short, in a randomly
explosion’s ground zero, as shown in the table below. On determined direction (assign compass directions to a d8).
a successful save, a creatures takes only half the listed All creatures within 15 feet of the point of impact
damage. must make a DC 15 Dexterity saving throw. On a failed
saving throw, a creature takes 35 (10d6) fire damage, or
half that on a success.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 197
Soldiers
The soldier statblocks presented here can machetes, throwing spears, and pipe guns or
represent members of any group of well- antiquated firearms. Substitute a Machete for
trained, disciplined soldiers. Such groups the soldier’s combat knife, give them three
include mercenary companies like Talon Company throwing spears (treat as a (1d6 piercing
and The Gunners, as well as the armed forces damage thrown weapon, range 20ft./60 ft.), and

SOLDIERS
of post-apocalyptic nations (such as the replace the 10mm pistol with a basic pipe gun.
New California Republic Army), or any other Equivalent to a Corporal or Sergeant
militant group (including the Minutemen). is the Prime Legionary, who has proven
Forces tied to political entities, like themselves and is granted better equipment:
the New California Republic Army, usually generally a hunting rifle, shotgun, double-
care about their soldiers, or at least their barreled shotgun, or combat shotgun, and
presentation. Where at all possible, soldiers only occasionally an assault rifle or combat
in an army go through basic training and rifle. You can substitute any of these weapons
are equipped with identical, regulation gear without any change to the Prime Legionary’s
of a fairly high standard. Typically, this threat (you may wish to give a Hunting Rifle
includes a set of medium armour. To represent the hardened modification to make up the
this, don’t use the Soldier Recruit or Soldier difference in its average damage). Prime
Conscript statblocks and treat the Soldier Legionary’s prefer primitive and historical
Private as the basic statblock.
Treatment of soldiers in a mercenary company
varies from company to company, and even
within the company itself. Some provide basic
training before throwing their recruits into
the grinder. Others expect their recruits
to know what they’re doing before signing
up, and don’t provide much training beyond
how to follow orders. Even the most generous
mercenary company tends not to waste valuable
gear on the raw recruits, reserving the best
equipment for those soldiers who’ve already
proved themselves.

Caesar’s Legion
Legionaries are equipped according to their
rank.
Many soldiers are born into the legion
(recruits) while others are conscripted from
among conquered tribes and slaves (conscripts),
but either way a new recruit is given very
poor equipment. Recruits are always at the
forefront of the legion’s fighting force, and
only the luckiest and most tenacious survive
this grueling rite of passage. They are given

198 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
slashing weapons. They may carry a sword rifle but deal equivalent damage with a create a Ranger as a unique NPC. However, you
if available, otherwise they still carry a single crank, costing the minuteman their free can save time if you start with a soldier
machete. object interaction for the turn but otherwise statblock of Lieutenant or higher rank and
Legionaries of increasing rank gain more having no impact. You can therefore substitute modify it (you may also wish to refer to the
favour from Caesar and an increasing share of the laser musket without any change to the Reconnaissance Units sidebar).
the spoils, so tend to have better equipment. soldier’s threat.
Due to the non-uniform approach to equipment
within the legion, a given soldier may wield
Talon Company
whatever weapons they take a fancy to. A
New California Republic Army
Talon Company Mercenaries are equally likely
change in equipment may necessitate a change The statblocks here are representative of to carry laser rifles or assault rifles.
in the soldier’s CR. a typical NCR soldier. However, specialised They may also carry combat shotguns. You
The table below demonstrates how ranks units may use alternative gear. First Recon can substitute the laser gun with stock
within Caesar’s Legion compare to other armed and Military Police are examples—see the modification or a combat shotgun without any
forces. You can refer to the table when modifications advised in the Reconnaissance change to the soldier’s threat. Talon Company
deciding which soldier statblock to use for a Units and Military Police sidebars. mercenaries also tend to carry batons instead
Legionary of a given rank. Note that the NCR army doesn’t have of combat knives. A baton can be substituted
conscripts, but you can use the Conscript for a soldier’s combat knife without any
RANK EQUIVALENCIES statblock to represent a recruit still going change to the soldier’s threat.
Soldier Legionary through basic training.
Conscript Recruit
Recruit — NCR Rangers
Private Legionary NCR Rangers are the elite of the elite, drawn
Corporal —
from all other branches of the NCR Army and
put through intense training from which 80%
Sergeant Prime Legionary
of candidates drop out. While rangers can be
Lieutenant Veteran Legionary deployed as devastatingly effective units,
Captain Legionary Decanus their standard duties involve patrolling
Colonel Centurion NCR territory alone and reporting their
Colonel — findings back to the Ranger station at which
Brigadier Legate
they are garrisoned. To survive on their
own a ranger needs extraordinary skill and
nerves of steel. Their training makes them
Gunners exceptional marksmen, deadly combatants and
masters of survival, reconnaissance, and
Gunner Mercenaries are more likely to carry infiltration. Each individual brings their own
laser rifles or plasma rifles than assault skills from their former unit and time before
rifles. You can substitute the laser gun or military service into the mix. One might be
plasma gun with a stock modification without a demolitions expert, while another may be
any change to the soldier’s threat. a skilled engineer. When they work alone
a rangers is given considerable leeway in
choosing their own equipment and setting their
Minutemen own operational parameters.
Minutemen prefer their iconic laser muskets. Since NCR Rangers are unique individuals, no
Laser muskets deal less damage than an assault statblocks are provided for them—the GM should

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 199
Conscript Private Corporal
Medium humanoid (human or ghoul) Medium humanoid (human or ghoul) Medium humanoid (human or ghoul)
Armour Class 12 (light chest, 4 light limb) Armour Class 16 (medium chest, 4 medium limb, helmet) Armour Class 16 (medium chest, 4 medium limb, helmet)
Hit Points 9 (2d8) Hit Points 26 (4d8 + 8) Hit Points 45 (7d8 + 14)
Rad Resist 5 Rad Resist 7 Rad Resist 8
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
11 (+0) 11 (+0) 10 (+0) 10 (+0) 11 (+1) 10 (+0) 12 (+1) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Senses passive Perception 10 Senses passive Perception 10 Senses passive Perception 11


Languages American English Languages American English Languages American English
Challenge 1/8 (25 XP) Challenge 1/2 (100 XP) Challenge 2 (450 XP)

Actions Coordinated Fire. Once per turn, the private has Coordinated Fire. Once per turn, the corporal has
advantage on a ranged weapon attack it makes if at least advantage on a ranged weapon attack it makes if at least
10mm Pistol. Ranged weapon attack: +2 to hit, range one of its allies has also made a ranged weapon attack one of its allies has also made a ranged weapon attack
50/150 ft., one target. Hit: 7 (2d6) piercing damage. against the same target since the private’s last turn. against the same target since the corporal’s last turn.
Combat Knife. Melee weapon attack: +2 to hit, reach 5 Actions Actions
ft., one target. Hit: 3 (1d6) piercing damage.
Assault Rifle. Ranged weapon attack: +4 to hit, range Multiattack. The corporal makes two attacks.
70/210 ft., one target. Hit: 11 (2d8+2) piercing damage.
Automatic Assault Rifle. Ranged weapon attack: +5 to
10mm Pistol. Ranged weapon attack: +4 to hit, range hit, range 70/210 ft., one target or burst fire. Hit: 12
50/150 ft., one target. Hit: 9 (2d6+2) piercing damage. (2d8+3) piercing damage.

Recruit Combat Knife. Melee weapon attack: +4 to hit, reach 5


ft., one target. Hit: 5 (1d6+2) piercing damage.
10mm Pistol. Ranged weapon attack: +5 to hit, range
50/150 ft., one target. Hit: 10 (2d6+3) piercing damage.
Medium humanoid (human or ghoul) Combat Knife. Melee weapon attack: +5 to hit, reach 5
Armour Class 13 (light chest, 4 light limb, helmet) ft., one target. Hit: 6 (1d6+3) piercing damage.
Hit Points 16 (3d8 + 3)
Rad Resist 6
Speed 30 ft.

Str Dex Con Int Wis Cha


11 (+0) 11 (+0) 12 (+1) 10 (+0) 11 (+1) 10 (+0)

Senses passive Perception 10


Languages American English
Challenge 1/4 (50 XP)

Actions
10mm Pistol. Ranged weapon attack: +2 to hit, range
50/150 ft., one target. Hit: 7 (2d6) piercing damage.
Combat Knife. Melee weapon attack: +2 to hit, reach 5
ft., one target. Hit: 3 (1d6) piercing damage.

200 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Sergeant
Reconaissance Units Medium humanoid (human or ghoul)
Military Police
Armour Class 16 (medium chest, 4 medium limb, helmet)
Soldiers from the rank of Private and up may Hit Points 65 (10d8 + 20) Military police are soldiers that keep order
serve (or formerly have served) as members of Rad Resist 9 in settlements under NCR Army control, or,
a reconnaissance unit, such as the NCR Army’s Speed 30 ft. with agreement from the local authority,
First Reconnaissance Battalion. To represent a anywhere NCR soldiers spend their leave.
Str Dex Con Int Wis Cha
recon officer make the indicated changes. They may also act as the guards of VIPs or
13 (+1) 16 (+3) 15 (+2) 10 (+0) 12 (+1) 10 (+0) important buildings like embassies. They
are found in such locations as the New Vegas
Recon Private Senses passive Perception 11 Strip, Camp Forlorn Hope, and in the presence
Languages American English
Armour Class 15 (medium chest, 4 medium limb) Challenge 3 (700 XP) of the President.
Skills Athletics +3, Perception +2, Stealth +4, Survival
In the course of their normal peacekeeping
+2 Coordinated Fire. Once per turn, the sergeant has duties, military police are typically equipped
advantage on a ranged weapon attack it makes if at least only with a nonlethal electrified baton. They
one of its allies has also made a ranged weapon attack
Keen Hearing and Sight. The private has advantage on against the same target since the sergeant’s last turn. are as skilled as any soldier with other
Wisdom (Perception) checks that rely on hearing or sight. weapons, which they may carry while protecting
Actions Actions important persons or when defending their
Multiattack. The sergeant makes three attacks. assigned station during hostile action. The
Replace the Assault Rifle with the following action:
Automatic Assault Rifle. Ranged weapon attack: +5 to statblock modifications below assume the MP is
Scoped Hunting Rifle. Ranged weapon attack: +6 to hit, hit, range 70/210 ft., one target or burst fire. Hit: 12 encountered during their peacekeeping duties.
range 160/240 ft., one target. Hit: 10 (2d6+3) piercing (2d8+3) piercing damage.
damage. Critical Hit: 13 (3d6+3) piercing damage. To represent a MP officer make the indicated
10mm Pistol. Ranged weapon attack: +5 to hit, range changes.
50/150 ft., one target. Hit: 10 (2d6+3) piercing damage.
Recon Corporal Combat Knife. Melee weapon attack: +5 to hit, reach 5
Armour Class 15 (medium chest, 4 medium limb) ft., one target. Hit: 6 (1d6+3) piercing damage. MP Corporal
Replace the corporal’s actions with the
Skills Athletics +3, Perception +3, Stealth +5, Survival
+3 following actions:

Keen Hearing and Sight. The corporal has advantage on


Wisdom (Perception) checks that rely on hearing or sight.
Recon Sergeant Multiattack. The MP corporal makes three attacks.
Armour Class 15 (medium chest, 4 medium limb) Electrified Baton. Melee weapon attack: +5 to hit, reach
Actions 5 ft., one target. Hit: 6 (1d6+4) bludgeoning damage and
Skills Athletics +3, Perception +3, Stealth +5, Survival 2 (1d4) electrical damage.
Replace the Automatic Assault Rifle with the following +3
action:
Scoped Hardened Hunting Rifle. Ranged weapon attack: +6 Keen Hearing and Sight. The sergeant has advantage on MP Sergeant
to hit, range 160/240 ft., one target. Hit: 12 (2d6+5) Wisdom (Perception) checks that rely on hearing or sight. Replace the sergeant’s actions with the
piercing damage. Critical Hit: 16 (3d6+6) piercing
damage. Actions following actions:
Replace the Automatic Assault Rifle with the following
action: Multiattack. The MP corporal makes five attacks.
Scoped Hardened Hunting Rifle. Ranged weapon attack: +6 Electrified Baton. Melee weapon attack: +5 to hit, reach
to hit, range 160/240 ft., one target. Hit: 12 (2d6+5) 5 ft., one target. Hit: 6 (1d6+4) bludgeoning damage and
piercing damage. Critical Hit: 16 (3d6+6) piercing 2 (1d4) electrical damage.
damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 201
Lieutenant Captain Recon Lieutenant
Armour Class 15 (medium chest, 4 medium limb)
Medium humanoid (human or ghoul) Medium humanoid (human or ghoul) Rad Resist 11
Armour Class 19 (heavy chest, 4 heavy limb, helmet) Armour Class 19 (heavy chest, 4 heavy limb, helmet)
Hit Points 90 (12d8 + 36) Hit Points 120 (16d8 + 48) Skills Athletics +5, Perception +5, Stealth +6, Survival
Rad Resist 12 Rad Resist 14 +5
Speed 30 ft. Speed 30 ft.
Keen Hearing and Sight. The lieutenant has advantage on
Wisdom (Perception) checks that rely on hearing or sight.
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 14 (+2) 14 (+2) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 16 (+3) Actions
Replace the Automatic Recoil-Compensating Assault Rifle
Senses passive Perception 12 Senses passive Perception 13 with the following action:
Languages American English Languages American English
Challenge 5 (1,800 XP) Challenge 7 (2,900 XP) Scoped Hardened Hunting Rifle. Ranged weapon attack: +6
to hit, range 160/240 ft., one target. Hit: 12 (2d6+5)
piercing damage. Critical Hit: 16 (3d6+6) piercing
Coordinated Fire. Once per turn, the lieutenant has Coordinated Fire. Once per turn, the captain has damage.
advantage on a ranged weapon attack it makes if at least advantage on a ranged weapon attack it makes if at least
one of its allies has also made a ranged weapon attack one of its allies has also made a ranged weapon attack
against the same target since the lieutenant’s last turn. against the same target since the captain’s last turn. Recon Captain
Actions Actions Armour Class 15 (medium chest, 4 medium limb)
Rad Resist 13
Incite Action. A lower ranking ally of the lieutenant Incite Action. A lower ranking ally of the captain Skills Athletics +5, Perception +6, Stealth +7, Survival
who can hear them and has a lower CR than the lieutenant who can hear them and has a lower CR than the captain +6
immediately takes an Action or moves up to their speed. immediately takes an Action or moves up to their speed.
Multiattack. The lieutenant makes three attacks. Multiattack. The captain makes four attacks. Keen Hearing and Sight. The captain has advantage on
Wisdom (Perception) checks that rely on hearing or sight.
Automatic Recoil-Compensating Assault Rifle. Ranged Automatic Recoil-Compensating Assault Rifle. Ranged
weapon attack: +7 to hit, range 70/210 ft., one target or weapon attack: +8 to hit, range 70/210 ft., one target or Actions
burst fire. Hit: 12 (2d8+3) piercing damage. burst fire. Hit: 13 (2d8+4) piercing damage.
Replace the Automatic Recoil-Compensating Assault Rifle
Comfort Gripped 10mm Pistol. Ranged weapon attack: +7 Comfort Gripped Automatic 10mm Pistol. Ranged weapon with the following action:
to hit, range 50/150 ft., one target. Hit: 10 (2d6+3) attack: +8 to hit, range 50/150 ft., one target or burst
piercing damage. fire. Hit: 11 (2d6+4) piercing damage. Scoped Hardened Hunting Rifle. Ranged weapon attack: +7
to hit, range 160/240 ft., one target. Hit: 12 (2d6+5)
Combat Knife. Melee weapon attack: +6 to hit, reach 5 Serrated Combat Knife. Melee weapon attack: +7 to hit, piercing damage. Critical Hit: 16 (3d6+6) piercing
ft., one target. Hit: 6 (1d6+3) piercing damage. reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, damage.
and the target must succeed at a DC 12 Constitution
saving throw or take 1d4 piercing damage at the beginning
of each of their turns. The target can repeat their
saving throw at the end of every turn.

202 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Major Colonel Brigadier
Medium humanoid (human or ghoul) Medium humanoid (human or ghoul) Medium humanoid (human or ghoul)
Armour Class 19 (heavy chest, 4 heavy limb, helmet) Armour Class 19 (heavy chest, 4 heavy limb, helmet) Armour Class 19 (heavy chest, 4 heavy limb, helmet)
Hit Points 142 (19d8 + 57) Hit Points 172 (23d8 + 69) Hit Points 210 (28d8 + 84)
Rad Resist 16 Rad Resist 18 Rad Resist 20
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 16 (+3) 14 (+2) 18 (+4) 16 (+3) 11 (+0) 18 (+4) 16 (+3) 14 (+2) 18 (+4) 16 (+3) 11 (+0) 18 (+4) 16 (+3)

Senses passive Perception 13 Senses passive Perception 14 Senses passive Perception 14


Languages American English Languages American English Languages American English
Challenge 9 (5,000 XP) Challenge 11 (7,200 XP) Challenge 13 (10,000 XP)

Coordinated Fire. Once per turn, the major has advantage Coordinated Fire. Once per turn, the colonel has Coordinated Fire. Once per turn, the brigadier has
on a ranged weapon attack it makes if at least one of its advantage on a ranged weapon attack it makes if at least advantage on a ranged weapon attack it makes if at least
allies has also made a ranged weapon attack against the one of its allies has also made a ranged weapon attack one of its allies has also made a ranged weapon attack
same target since the major’s last turn. against the same target since the colonel’s last turn. against the same target since the brigadier’s last turn.
Actions Actions Actions
Incite Action. A lower ranking ally of the major who can Incite Action. A lower ranking ally of the colonel Incite Action. A lower ranking ally of the brigadier
hear them and has a lower CR than the major immediately who can hear them and has a lower CR than the colonel who can hear them and has a lower CR than the brigadier
takes an Action or moves up to their speed. immediately takes an Action or moves up to their speed. immediately takes an Action or moves up to their speed.
Multiattack. The major makes five attacks. Multiattack. The colonel makes six attacks. Multiattack. The brigadier makes six attacks.
Automatic Recoil-Compensating Assault Rifle. Ranged Automatic Recoil-Compensating Assault Rifle. Ranged Automatic Recoil-Compensating Assault Rifle. Ranged
weapon attack: +9 to hit, range 70/210 ft., one target or weapon attack: +10 to hit, range 70/210 ft., one target weapon attack: +11 to hit, range 70/210 ft., one target
burst fire. Hit: 13 (2d8+4) piercing damage. or burst fire. Hit: 13 (2d8+4) piercing damage. or burst fire. Hit: 13 (2d8+4) piercing damage.
Comfort Gripped Automatic 10mm Pistol. Ranged weapon Comfort Gripped Automatic 10mm Pistol. Ranged weapon Comfort Gripped Automatic 10mm Pistol. Ranged weapon
attack: +9 to hit, range 50/150 ft., one target or burst attack: +10 to hit, range 50/150 ft., one target or burst attack: +11 to hit, range 50/150 ft., one target or burst
fire. Hit: 11 (2d6+4) piercing damage. fire. Hit: 11 (2d6+4) piercing damage. fire. Hit: 11 (2d6+4) piercing damage.
Serrated Combat Knife. Melee weapon attack: +8 to hit, Serrated Combat Knife. Melee weapon attack: +9 to hit, Serrated Combat Knife. Melee weapon attack: +10 to hit,
reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage,
and the target must succeed at a DC 12 Constitution and the target must succeed at a DC 12 Constitution and the target must succeed at a DC 12 Constitution
saving throw or take 1d4 piercing damage at the beginning saving throw or take 1d4 piercing damage at the beginning saving throw or take 1d4 piercing damage at the beginning
of each of their turns. The target can repeat their of each of their turns. The target can repeat their of each of their turns. The target can repeat their
saving throw at the end of every turn. saving throw at the end of every turn. saving throw at the end of every turn.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 203
Recon Major
Armour Class 15 (medium chest, 4 medium limb)
Recon Brigadier
Armour Class 15 (medium chest, 4 medium limb)
Power-Armoured Soldiers
Rad Resist 15 Rad Resist 18 Elite soldiers may be equipped with power
Skills Athletics +6, Perception +7, Stealth +8, Survival Skills Athletics +8, Perception +9, Stealth +10, Survival armour. Typically this is a privilege
+7 +9 reserved for officers of Lieutenant or higher
rank. An armed force might include an elite
Keen Hearing and Sight. The major has advantage on Keen Hearing and Sight. The brigadier has advantage on
Wisdom (Perception) checks that rely on hearing or sight. Wisdom (Perception) checks that rely on hearing or sight. unit comprised of power-armoured wearing
shocktroops, but to qualify for such a unit
Actions Actions a soldier would have to be exceptional—to
Replace the Automatic Recoil-Compensating Assault Rifle Replace the Automatic Recoil-Compensating Assault Rifle represent such elites you can use the stats
with the following action: with the following action: of a ranked officer and simply remove their
Scoped Hardened Hunting Rifle. Ranged weapon attack: +8 Scoped Hardened Hunting Rifle. Ranged weapon attack: Incite Action feature. Make the indicated
to hit, range 160/240 ft., one target. Hit: 12 (2d6+5) +10 to hit, range 160/240 ft., one target. Hit: 12 changes to a Lieutenant or better to equip
piercing damage. Critical Hit: 16 (3d6+6) piercing (2d6+5) piercing damage. Critical Hit: 16 (3d6+6)
damage. them with a suit of T51b power armour.
piercing damage.

Recon Colonel Power-Armoured Lieutenant


Armour Class 15 (medium chest, 4 medium limb) Armour Class 15 (medium chest, 4 medium limb)
Rad Resist 17 Power Armour 25/25/25/25/25/75 (T51b)
Rad Resist 17
Skills Athletics +7, Perception +8, Stealth +9, Survival
+8 Challenge 10 (5,900 XP)

Keen Hearing and Sight. The colonel has advantage on


Wisdom (Perception) checks that rely on hearing or sight. Power-Armoured Captain
Armour Class 15 (medium chest, 4 medium limb)
Actions Power Armour 25/25/25/25/25/75 (T51b)
Rad Resist 19
Replace the Automatic Recoil-Compensating Assault Rifle
with the following action: Challenge 12 (8,400 XP)

Scoped Hardened Hunting Rifle. Ranged weapon attack: +9


to hit, range 160/240 ft., one target. Hit: 12 (2d6+5)
piercing damage. Critical Hit: 16 (3d6+6) piercing
Power-Armoured Major
Armour Class 15 (medium chest, 4 medium limb)
damage. Power Armour 25/25/25/25/25/75 (T51b)
Rad Resist 21
Challenge 16 (15,000 XP)

Power-Armoured Colonel or Brigadier


Armour Class 15 (medium chest, 4 medium limb)
Power Armour 25/25/25/25/25/75 (T51b)
Rad Resist 23
Challenge 16 (15,000 XP)

204 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Super mutants are an artifical evolution of the year 2155.
humanity created by exposure to the Forced There was a chance that Grey’s process would
Evolutionary Virus. Although super mutants damage the subject’s intelligence, so Mariposa
might seem on the surface to be all one race, super mutants could be somewhat stupid. Most,
the truth is that multiple separate cases of however, retained whatever intelligence they
human experimentation involving FEV exposure had had as a human. In general Mariposa super
have occurred following the Great War. mutants are the smartest of the varieties,
Given the existing evidence that FEV access and show a range of intellect similar to
and experimentation was not restricted to humanity. Of the Mariposa Mutants, those that
a single geographical location, and the had the brightest minds and showed no defects

MUTANTS
established in-setting reality that human were made into leaders and given the best
experimentation is unfortunately common equipment, including access to Stealth Boys.
following and even before society’s collapse, Long term use of these devices caused severe
it is possible that other super mutant strains side effects, changing the pigmentation of
might exist in previously unexplored parts of their skin to a pale blue. These super mutants
SUPER
America or beyond. Equally, the existing kinds are known as nightkin. Over time, prolonged
may have migrated to other areas. Whether new
kinds of super mutant exist, and whethey are
similar to one of the known varieties or bear
significant differences, is all in the GM’s
hands.
Super mutants of all known varieties are
sterile (East Coast super mutants even lack
the necessary organs). However, Vault 87
super mutants were able to reproduce until
2277 due to their access to the laboratories
and dwindling FEV supplies with Vault 87. In
theory it is possible to reproduce any type
of super mutant with access to appropriate
facilities, FEV, and the scientific data
behind the original experiment. In practice,
most super mutants in the wasteland are
decades or even centuries old.

Mariposa Super Mutants and Nightkin


Richard Grey, the man who would rename himself
the Master, was the first human to exposed to
the FEV virus, though his mutation was very
different to the super mutants that would
follow—differences that would result from
his own experimentation. Grey perfected his
Mariposa super mutants and began producing
them en masse from kidnapped human subjects in

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 205
exposure the stealth field generated by their the Institute’s subjects were released back
Stealth Boys also caused psychological damage, into the Commonwealth wastes after it was
leading to nightkin becoming aggressive and felt there was nothing to learn from them,
paranoid. as evidenced by the fact a horde of super
Institute Super Mutants
~~Institute super mutants are used as the
Grey would also create a mutant monster mutants attacked Diamond City in 2180. As the
defaults in the statblocks that follow,
out of mixed human and animal DNA known as a Institute continued to adjust their process,
except in the following cases:
Centaur. the mutants created grew more intelligent than
~~Nightkin
those from Vault 87, though not as intelligent
as the Mariposa super mutants created by the
Vault 87 super mutants
Master. The Institute continued to abandoned Mariposa Super Mutant Changes
In the East Coast’s Capital Wasteland, a their subjects to the wastes, where they ~~Occasionally Mariposa super mutants
different breed of super mutants appeared gathered into tribes that could easily rival lack intelligence, but most of the time
from 2078. They were created using a modified the toughest raider gangs. Since super mutants you should increase the Intelligence
FEV strain as part of Vault 87’s Evolutionary are hard to kill and do not appear to die of score of the statblock to at least 10.
Experimentation Program, an experiment that old age, this has lead to a growing scourge. With the exception of the Behemoth,
began a year before following the nuclear It is possible that the process of replacing The more powerful the statblock, the
finale of the Great War. At some point the Commonwealth citizens with synths may have more likely the mutant has a higher
experiment went horribly wrong, and the super begun as a means to quietly acquire human Intelligence score (since it represents
mutants themselves took control of Vault 87. subjects for FEV and other experiments. an elite or leader).
Despite their lack of intelligence, they Although the first Generation 3 Synth was ~~The super mutants created by the Master
understood enough about how they themselves discovered in 2229, it is unknown how long the do not continue to grow. Either do not
were created to forcibly put captured humans Institute had been creating them. use statblocks for varieties of Huge or
through the process and grow their numbers, The Institute did not create their own type greater size, or adjust them accordingly.
becoming a dangerous threat to the Capital of centaur. They did however experiment on ~~Some of a Huge creature’s damage
Wasteland. dogs, resulting in the mutant hound. dice may be triple that of a Medium
The Vault 87 program also included creature, while a Gargantuan creature
experimentation on animals, and eventually might have quadrupled them. Adjust the
mixed human and animal DNA, resulting in the statblock to account for the fact the
capcidental creation of centaurs on the East Mariposa super mutant is large, and
Coast as well. should only double the dice of such
attacks.
~~Change the creature’s Hit Dice to d10
Institute Super Mutants if they are larger.
In the year 2178, the Institute began
experimenting with FEV in their secret base Vault 87 Super Mutant Changes
within the Commonwealth. It is possible that Decrease Intelligence scores by 2.
these experiments used data recovered from
Vault 87 or derived from experimentation on
Vault 87 super mutants, though it is also
possible that the Institute’s own FEV formula
and methods resembled the Vault 87 process by
capcidence. Whatever the case, super mutants
created by the Institute are quite similar
to their Vault 87 brethren. It appears that

206 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Nightkin

Nightkin Nightkin Sneak Nightkin Skulker


Large humanoid (super mutant) Large humanoid (super mutant) Large humanoid (super mutant)
Armour Class 14 (4 light limb) Armour Class 15 (light chest, 4 light limb) Armour Class 16 (light chest, 4 light limb)
Hit Points 83 (9d10 + 36) Hit Points 104 (11d10 + 44) Hit Points 171 (18d10 + 72)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
18 (+4) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0) 18 (+4) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0) 18 (+4) 18 (+4) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Skills Stealth +5 Skills Stealth +6 Skills Stealth +7


Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Senses passive Perception 10 Senses passive Perception 10 Senses passive Perception 10
Languages American English Languages American English Languages American English
Challenge 2 (450 XP) Challenge 3 (700 XP) Challenge 7 (2,900 XP)

Brave. The super mutant has advantage on saving throws Brave. The super mutant has advantage on saving throws Brave. The super mutant has advantage on saving throws
against being frightened. against being frightened. against being frightened.
Eroded Sanity. The nightkin has disadvantage on all Eroded Sanity. The nightkin has disadvantage on all Eroded Sanity. The nightkin has disadvantage on all
Wisdom and Charisma ability checks. It can attempt a DC Wisdom and Charisma ability checks. It can attempt a DC Wisdom and Charisma ability checks. It can attempt a DC
15 Wisdom saving throw at the beginning of each short 15 Wisdom saving throw at the beginning of each short 15 Wisdom saving throw at the beginning of each short
rest, suppressing its madness until the next short or rest, suppressing its madness until the next short or rest, suppressing its madness until the next short or
long rest on a success. long rest on a success. long rest on a success.
Mutant Physiology. The super mutant is immune to disease Mutant Physiology. The super mutant is immune to disease Mutant Physiology. The super mutant is immune to disease
and does not age. and does not age. and does not age.
Actions Actions Actions
Bolt-Action Pipe Gun. Ranged weapon attack: +5 to hit, Combat Shotgun. Ranged weapon attack: +6 to hit, range Multiattack. The nightkin makes three attacks.
range 40/120 ft., one target. Hit: 7 (1d10+3) piercing 30/90 ft., one target. Hit: 13 (4d4+3) piercing damage.
damage. Automatic Combat Shotgun. Ranged weapon attack: +7 to
Sledgehammer. Melee weapon attack: +6 to hit, reach 5 hit, range 30/90 ft., one target or burst fire. Hit: 14
Sledgehammer. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage. (4d4+4) piercing damage.
ft., one target. Hit: 14 (4d4+4) bludgeoning damage.
Stealth Device (1/short rest). The nightkin can turn Sledgehammer. Melee weapon attack: +7 to hit, reach 5
Stealth Device (1/short rest). The nightkin can turn invisible. The invisibility lasts for up to to a minute, ft., one target. Hit: 14 (4d4+4) bludgeoning damage.
invisible. The invisibility lasts for up to to a minute, until the nightkin takes a hostile action, or until the
until the nightkin takes a hostile action, or until the nightkin ends it by choice. Stealth Device (1/short rest). The nightkin can turn
nightkin ends it by choice. invisible. The invisibility lasts for up to to a minute,
until the nightkin takes a hostile action, or until the
nightkin ends it by choice.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 207
Super Mutants

Nightkin Scoundrel Super Mutant Super Mutant Skirmisher


Large humanoid (super mutant) Large humanoid (super mutant) Large humanoid (super mutant)
Armour Class 16 (light chest, 4 light limb) Armour Class 13 (4 light limb) Armour Class 15 (medium chest, 4 medium limb)
Hit Points 209 (22d10 + 88) Hit Points 83 (9d10 + 36) Hit Points 104 (11d10 + 44)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
18 (+4) 18 (+4) 18 (+4) 8 (-1) 10 (+0) 10 (+0) 18 (+4) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 10 (+0) 18 (+4) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Skills Stealth +8 Damage Immunities Radiation Damage Immunities Radiation


Damage Immunities Radiation Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
Condition Immunities Radiation Sickness Senses passive Perception 10 Senses passive Perception 10
Senses passive Perception 10 Languages American English Languages American English
Languages American English Challenge 2 (450 XP) Challenge 3 (700 XP)
Challenge 12 (8,400 XP)
Brave. The super mutant has advantage on saving throws Brave. The Super Mutant has advantage on saving throws
Brave. The super mutant has advantage on saving throws against being frightened. against being frightened.
against being frightened.
Mutant Physiology. The super mutant is immune to disease Mutant Physiology. The Super Mutant is immune to disease
Eroded Sanity. The nightkin has disadvantage on all and does not age. and does not age.
Wisdom and Charisma ability checks. It can attempt a DC
15 Wisdom saving throw at the beginning of each short Actions Actions
rest, suppressing its madness until the next short or
long rest on a success. Bolt-Action Pipe Gun. Ranged weapon attack: +4 to hit, Combat Rifle. Ranged weapon attack: +6 to hit, range
range 40/120 ft., one target. Hit: 7 (1d10+2) piercing 60/180 ft., one target. Hit: 12 (2d8+3) piercing damage.
Mutant Physiology. The super mutant is immune to disease damage.
and does not age. Sledgehammer. Melee weapon attack: +7 to hit, reach 5
Sledgehammer. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.
Actions ft., one target. Hit: 14 (4d4+4) bludgeoning damage.
Multiattack. The nightkin makes three attacks.
Automatic Combat Shotgun. Ranged weapon attack: +8 to
hit, range 30/90 ft., one target or burst fire. Hit: 14
(4d4+4) piercing damage.
Super Sledge. Melee weapon attack: +8 to hit, reach 5
ft., one target. Hit: 24 (8d4+4) bludgeoning damage.
Stealth Device (1/short rest). The nightkin can turn
invisible. The invisibility lasts for up to to a minute,
until the nightkin takes a hostile action, or until the
nightkin ends it by choice.

208 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Super Mutant Brute Super Mutant Enforcer Super Mutant Suicider
Large humanoid (super mutant) Large humanoid (super mutant) Large humanoid (super mutant)
Armour Class 15 (medium chest, 4 medium limb) Armour Class 16 (heavy chest, 4 medium limb) Armour Class 12
Hit Points 133 (14d10 + 56) Hit Points 171 (18d10 + 72) Hit Points 83 (9d10 + 36)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
18 (+4) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0) 18 (+4) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0) 18 (+4) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness Condition Immunities Frightened, Radiation Sickness
Senses passive Perception 10 Senses passive Perception 10 Senses passive Perception 10
Languages American English Languages American English Languages American English
Challenge 5 (1,800 XP) Challenge 7 (2,900 XP) Challenge 10 (5,900 XP)

Brave. The super mutant has advantage on saving throws Brave. The super mutant has advantage on saving throws Critical Vulnerability. If a hostile creature scores
against being frightened. against being frightened. a critical hit against the super mutant suicider with
a piercing ranged weapon, they can opt to blow up its
Mutant Physiology. The super mutant is immune to disease Mutant Physiology. The super mutant is immune to disease mininuke with the same consequences as the super mutant
and does not age. and does not age. Suicider’s Nucler Suicide ability.
Actions Actions Mutant Physiology. The super mutant is immune to disease
and does not age.
Multiattack. The super mutant makes two attacks. Multiattack. The super mutant makes three attacks.
Actions
Automatic Combat Rifle. Ranged weapon attack: +6 to Automatic Combat Rifle. Ranged weapon attack: +7 to
hit, range 60/180 ft., one target or burst fire. Hit: 12 hit, range 60/180 ft., one target or burst fire. Hit: 12 Nuclear Suicide. As soon as the super mutant is within
(2d8+3) piercing damage. (2d8+3) piercing damage. 20 feet or less of at least one hostile creature it
Sledgehammer. Melee weapon attack: +7 to hit, reach 5 Sledgehammer. Melee weapon attack: +8 to hit, reach 5 detonates the mini-nuke it carries. The explosion affects
ft., one target. Hit: 14 (4d4+4) bludgeoning damage. ft., one target. Hit: 14 (4d4+4) bludgeoning damage. a 45-foot radius circle centered on the super mutant
suicider. All creatures within the affected area must
make a DC 15 Dexterity saving throw. The damage dealt
to a creature depends on where it is relative to the
explosion’s ground zero, as shown in the table below. On
a successful save, a creatures takes only half the listed
damage. The super mutant suicider is incinerated in the
explosion.
NuCLEAR BLAST Damage by Area
Distance From
damage
Centre
Ground Zero 9d12 fire and 9d12 radiation
10 ft. 7d12 fire and 7d12 radiation
20 ft. 5d12 fire and 5d12 radiation
30 ft. 3d12 fire and 3d12 radiation
40 ft. 1d12 fire and 1d12 radiation

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 209
The Nuclear Option Super Mutant Butcher Super Mutant Master
Mini nukes are incredibly powerful and should
Large humanoid (super mutant) Huge humanoid (super mutant)
always be added to the game only after careful Armour Class 20 (heavy chest, 4 heavy limb, helmet) Armour Class 20 (heavy chest, 4 heavy limb, helmet)
consideration. In the case of the super mutant Hit Points 209 (22d10 + 88) Hit Points 275 (22d12 + 132)
suicider, it is included for completion but Speed 30 ft. Speed 40 ft.
they come with a massive caveat: they are
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
difficult to use in a balanced way, and you
should approach them with extreme caution. 18 (+4) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0) 22 (+6) 16 (+3) 22 (+6) 8 (-1) 10 (+0) 10 (+0)

A suicider’s ability to deal such incredible


damage massively skews its CR. While it is a Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Radiation Sickness Condition Immunities Radiation Sickness
CR 10 creature on paper, the reality is its Senses passive Perception 10 Senses passive Perception 10
statistics are otherwise equivalent to a CR 2 Languages American English Languages American English
super mutant. Challenge 12 (8,400 XP) Challenge 13 (10,000 XP)
At the lower party levels they’re most
dangerous, a suicider can quite conceivably Brave. The super mutant has advantage on saving throws Undaunted. The super mutant is immune to being
against being frightened. frightened by any creature smaller than itself,
kill multiple party members, if not create and has advantage on saving throws against being
a total party kill situation. They are more Mutant Physiology. The super mutant is immune to disease frightened.
and does not age.
safely used against higher level characters Mutant Physiology. The super mutant is immune to disease
who can take them out before they get close Actions and does not age.
enough to be a threat. However, they work best Multiattack. The super mutant makes three attacks. Actions
in this way if you use a milestone levelling
.308 Automatic Combat Rifle. Ranged weapon attack: +7 Multiattack. The super mutant makes three attacks with
system. They are not recommended for this use to hit, range 60/180 ft., one target or burst fire. Hit: its oversized club.
if if you use the XP leveling system as their 13 (2d10+3) piercing damage.
CR would result in a much higher CR award 5.56mm Minigun. The super mutant can pepper a 10-foot
Super Sledge. Melee weapon attack: +8 to hit, reach 5 cube area within 240 feet with shots. Each creature
than would actually be justified. The suicider ft., one target. Hit: 24 (8d4+4) bludgeoning damage. in the targeted area must succeed on a DC 15 Dexterity
would, in effect, simply be a massive dump of saving throw (with advantage if they are more than 80
free, unearned XP. feet from the super mutant) or take 23 (8d4 + 3) piercing
damage.
Add suciders to your encounters sparingly
and only with careful forethought, if at all. Oversized Club. Melee weapon attack: +11 to hit, reach 5
ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

210 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Super Mutant Primus Super Mutant Behemoth Actions
Multiattack. The super mutant makes four attacks with
Huge humanoid (super mutant) Gargantuan humanoid (super mutant) its massive club.
Armour Class 20 (heavy chest, 4 heavy limb, helmet) Armour Class 15 (natural armour)
Hit Points 324 (24d12 + 168) Hit Points 400 (20d20 + 180) Massive Club. Melee weapon attack: +14 to hit, reach 10
Speed 40 ft. Speed 60 ft. ft., one target. Hit: 27 (4d8+9) bludgeoning damage.
Hurl Rock. Ranged weapon attack: +14 to hit, range
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning
24 (+7) 16 (+3) 24 (+7) 8 (-1) 10 (+0) 10 (+0)
damage.
28 (+9) 10 (+0) 28 (+9) 8 (-1) 10 (+0) 10 (+0)
Legendary Actions
Damage Immunities Radiation Damage Immunities Radiation The behemoth can take 3 legendary actions, choosing from
Condition Immunities Radiation Sickness Condition Immunities Frightened, Radiation Sickness the options below. Only one legendary action can be used
Senses passive Perception 10 Senses passive Perception 10 at a time, and only at the end of another creature’s
Languages American English Languages American English turn. Spent legendary actions are regained at the start
Challenge 15 (13,000 XP) Challenge 22 (41,000 XP) of each turn.
Club. The behemoth makes a massive club attack.
Undaunted. The super mutant is immune to being Legendary Resistance (3/Day). If the behemoth fails a
frightened by any creature smaller than itself, saving throw, it can choose to succeed instead. Detect. The behemoth makes a Wisdom (Perception) check.
and has advantage on saving throws against being Smash (costs 2 actions). The behemoth makes a massive
frightened. Mutant Physiology. The super mutant is immune to disease
and does not age. club attack. The target and each creature adjacent to
Mutant Physiology. The super mutant is immune to disease it must succeed on a DC 22 Dexterity saving throw or be
and does not age. Siege Monster. The behemoth deals double damage to knocked prone.
objects and structures.
Swipe (costs 3 actions). The behemoth swings its
Actions club across a 20 ft. by 10 ft. line within its reach.
Each creature within the line must succeed on a DC 22
Multiattack. The super mutant makes four attacks with Dexterity saving throw, taking 18 (2d8+9) bludgeoning
its oversized club. damage on a failed save.
5.56mm Minigun. The super mutant can pepper a 10-foot
cube area within 240 feet with shots. Each creature
in the targeted area must succeed on a DC 15 Dexterity
saving throw (with advantage if they are more than 80
feet from the super mutant) or take 23 (8d4 + 3) piercing
damage.
Spiked Oversized Club. Melee weapon attack: +11 to hit,
reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning
damage plus 2 (1d4) piercing damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 211
Synths
The creations of the mysterious Institute,
Gen-1 and Gen-2 synths are essentially
advanced robots with a humanoid form. They
are used as the Institute’s footsoldiers and
enforcers.

Gen-3 Synths
The latest generation of synths takes the
concept far further. Gen-3s are biological

SYNTHS in nature, effectively artificially created


humans under the Institute’s control. Many
Gen-3 synths have no idea they even are
synths, and go about their lives in blissful
ignorance until triggered. The people of the
Commonwealth live in fear of their loved ones
being kidnapped and replaced with an identical
clone.
With the exception of the Courser (see
below), no statblocks are provided for
Gen-3 synths. As they are identical to
humans for all intents and purposes,
it is possible to use other statblocks
representing groups such as raiders,
soldiers, Brotherhood of Steel, or
Enclave. Active synths often infilitrate
such organisations to spy for the
Inititute. Inactive synths, or those
who have had their minds wiped by the
Railroad, join such organisations while
believing their lives are their own.

Coursers
Coursers are Gen-3 synths who receive
special training and equipment, making
each one a highly effective, lethal special
agent. Coursers take on the tasks Gen-1
and Gen-2 hit squads are incapable of
achieving on their own, such as high profile
assassinations. They can also be found in
charge of large groups of lesser synths.

212 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Synth Synth Strider Synth Leader
Medium robot (synth Gen-1) Medium robot (synth Gen-1) Medium robot (synth Gen-2)
Armour Class 13 (natural armour) Armour Class 14 (natural armour) Armour Class 15 (natural armour)
Hit Points 26 (4d8 + 8) Hit Points 52 (8d8 + 16) Hit Points 71 (11d8 + 22)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 15 (+2) 14 (+2) 8 (-1) 13 (+1) 11 (+0) 15 (+2) 16 (+3) 15 (+2) 8 (-1) 13 (+1) 11 (+0) 15 (+2) 16 (+3) 15 (+2) 8 (-1) 13 (+1) 11 (+0)

Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation
Sickness Sickness Sickness
Senses passive Perception 11 Senses passive Perception 11 Senses passive Perception 11
Languages American English Languages American English Languages American English
Challenge 1/2 (100 XP) Challenge 1 (200 XP) Challenge 3 (700 XP)

Machine. The synth is immune to poison, radiation and Machine. The synth is immune to poison, radiation and Machine. The synth is immune to poison, radiation and
all forms of disease. It does not need to eat or sleep, all forms of disease. It does not need to eat or sleep, all forms of disease. It does not need to eat or sleep,
but enters an inactive state for at least 4 hours a day but enters an inactive state for at least 4 hours a day but enters an inactive state for at least 4 hours a day
to conserve power. The synth cannot use stimpaks or other to conserve power. The synth cannot use stimpaks or other to conserve power. The synth cannot use stimpaks or other
items intended for biological creatures. items intended for biological creatures. items intended for biological creatures.
Actions Actions Actions
Institute Laser. Ranged weapon attack: +4 to hit, range Multiattack. The synth strider makes two attacks. Multiattack. The synth leader makes two attacks.
60/180 ft., one target. Hit: 9 (2d6+2) energy damage.
Institute Laser. Ranged weapon attack: +5 to hit, range Boosted Stocked Institute Laser. Ranged weapon attack:
Electrified Baton. Melee weapon attack: +4 to hit, reach 60/180 ft., one target. Hit: 10 (2d6+3) energy damage. +6 to hit, range 90/210 ft., one target. Hit: 11 (2d8+3)
5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, energy damage.
plus 2 (1d4) electrical damage. Electrified Baton. Melee weapon attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, Electrified Stun Baton. Melee weapon attack: +6 to
plus 2 (1d4) electrical damage. hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning
damage, plus 2 (1d4) electrical damage, and the target
must make a DC 12 Constitution saving throw or be
restrained until the end of their next turn.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 213
Synth Patroller Synth Seeker Synth Trooper
Medium robot (synth Gen-1) Medium robot (synth Gen-1) Medium robot (synth Gen-1)
Armour Class 15 (natural armour) Armour Class 15 (natural armour) Armour Class 16 (natural armour)
Hit Points 90 (12d8 + 36) Hit Points 105 (14d8 + 42) Hit Points 144 (17d8 + 68)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
16 (+3) 18 (+4) 16 (+3) 8 (-1) 13 (+1) 11 (+0) 17 (+3) 18 (+4) 17 (+3) 8 (-1) 15 (+2) 11 (+0) 18 (+4) 20 (+5) 18 (+4) 8 (-1) 15 (+2) 11 (+0)

Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation
Sickness Sickness Sickness
Senses passive Perception 11 Senses passive Perception 12 Senses passive Perception 12
Languages American English Languages American English Languages American English
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP) Challenge 6 (2,300 XP)

Machine. The synth is immune to poison, radiation and Machine. The synth is immune to poison, radiation and Machine. The synth is immune to poison, radiation and
all forms of disease. It does not need to eat or sleep, all forms of disease. It does not need to eat or sleep, all forms of disease. It does not need to eat or sleep,
but enters an inactive state for at least 4 hours a day but enters an inactive state for at least 4 hours a day but enters an inactive state for at least 4 hours a day
to conserve power. The synth cannot use stimpaks or other to conserve power. The synth cannot use stimpaks or other to conserve power. The synth cannot use stimpaks or other
items intended for biological creatures. items intended for biological creatures. items intended for biological creatures.
Actions Actions Actions
Multiattack. The synth patroller makes two attacks. Multiattack. The synth seeker makes three attacks. Multiattack. The synth trooper makes three attacks.
Automatic Boosted Institute Laser. Ranged weapon Automatic Boosted Institute Laser. Ranged weapon Automatic Beta-Wave Boosted Institute Laser. Ranged
attack: +7 to hit, range 60/180 ft., one target or burst attack: +8 to hit, range 60/180 ft., one target or burst weapon attack: +9 to hit, range 60/180 ft., one target or
fire. Hit: 13 (2d8+4) energy damage. fire. Hit: 13 (2d8+4) energy damage. burst fire. Hit: 9 (1d8+5) energy damage, plus 4 (1d8)
fire damage, and the target must make a DC 12 Dexterity
Electrified Baton. Melee weapon attack: +7 to hit, reach Electrified Baton. Melee weapon attack: +8 to hit, reach saving throw or be set on fire. When the weapon is used
5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage, 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage, in burst fire, the target makes only one saving throw
plus 2 (1d4) electrical damage. plus 2 (1d4) electrical damage. against the burst fire DC 15, suffering both effects on
a failure. While ablaze, the target takes 1d4 fire damage
at the beginning of each of its turns. A creature can end
this damage by using its action to make a DC 10 Dexterity
saving throw to extinguish the flames.
Electrified Baton. Melee weapon attack: +9 to hit, reach
5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage,
plus 2 (1d4) electrical damage.
Bonus Actions
Aggressive. The synth trooper can move up to its speed
toward a hostile creature that it can see.

214 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Synth Assaulter Synth Stormer Synth Eradicator
Medium robot (synth Gen-1) Medium robot (synth Gen-1) Medium robot (synth Gen-2)
Armour Class 18 (natural armour) Armour Class 18 (natural armour) Armour Class 18 (natural armour)
Hit Points 161 (19d8 + 76) Hit Points 199 (21d8 + 105) Hit Points 252 (24d8 + 144)
Speed 30 ft. Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
19 (+4) 20 (+5) 19 (+4) 8 (-1) 15 (+2) 11 (+0) 20 (+5) 22 (+6) 20 (+5) 8 (-1) 15 (+2) 11 (+0) 22 (+6) 24 (+7) 22 (+6) 8 (-1) 15 (+2) 11 (+0)

Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation Condition Immunities Frightened, Poisoned, Radiation
Sickness Sickness Sickness
Senses passive Perception 12 Senses passive Perception 12 Senses passive Perception 12
Languages American English Languages American English Languages American English
Challenge 9 (5,000 XP) Challenge 11 (7,200 XP) Challenge 14 (11,500 XP)

Machine. The synth is immune to poison, radiation and Machine. The synth is immune to poison, radiation and Machine. The synth is immune to poison, radiation and
all forms of disease. It does not need to eat or sleep, all forms of disease. It does not need to eat or sleep, all forms of disease. It does not need to eat or sleep,
but enters an inactive state for at least 4 hours a day but enters an inactive state for at least 4 hours a day but enters an inactive state for at least 4 hours a day
to conserve power. The synth cannot use stimpaks or other to conserve power. The synth cannot use stimpaks or other to conserve power. The synth cannot use stimpaks or other
items intended for biological creatures. items intended for biological creatures. items intended for biological creatures.
Actions Actions Actions
Multiattack. The synth assaulter makes four attacks. Multiattack. The synth stormer makes four attacks. Multiattack. The synth eradicator makes five attacks.
Automatic Beta-Wave Boosted Stocked Institute Laser. Automatic Beta-Wave Boosted Stocked Institute Laser. Automatic Beta-Wave Boosted Stocked Institute Laser.
Ranged weapon attack: +10 to hit, range 90/210 ft., one Ranged weapon attack: +11 to hit, range 90/210 ft., one Ranged weapon attack: +12 to hit, range 90/210 ft., one
target or burst fire. Hit: 9 (1d8+5) energy damage, target or burst fire. Hit: 10 (1d8+6) energy damage, target or burst fire. Hit: 11 (1d8+7) energy damage,
plus 4 (1d8) fire damage, and the target must make a DC plus 4 (1d8) fire damage, and the target must make a DC plus 4 (1d8) fire damage, and the target must make a DC
12 Dexterity saving throw or be set on fire. When the 12 Dexterity saving throw or be set on fire. When the 12 Dexterity saving throw or be set on fire. When the
weapon is used in burst fire, the target makes only one weapon is used in burst fire, the target makes only one weapon is used in burst fire, the target makes only one
saving throw against the burst fire DC 15, suffering both saving throw against the burst fire DC 15, suffering saving throw against the burst fire DC 15, suffering
effects on a failure. While ablaze, the target takes 1d4 both effects on a failure. While ablaze, the target takes both effects on a failure. While ablaze, the target takes
fire damage at the beginning of each of its turns. A 1d4 fire damage at the beginning of each of its turns. A 1d4 fire damage at the beginning of each of its turns. A
creature can end this damage by using its action to make creature can end this damage by using its action to make creature can end this damage by using its action to make
a DC 10 Dexterity saving throw to extinguish the flames. a DC 10 Dexterity saving throw to extinguish the flames. a DC 10 Dexterity saving throw to extinguish the flames.
Electrified Baton. Melee weapon attack: +10 to hit, Electrified Baton. Melee weapon attack: +11 to hit, Electrified Baton. Melee weapon attack: +12 to hit,
reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning reach 5 ft., one target. Hit: 9 (1d6+6) bludgeoning reach 5 ft., one target. Hit: 10 (1d6+6) bludgeoning
damage, plus 2 (1d4) electrical damage. damage, plus 2 (1d4) electrical damage. damage, plus 2 (1d4) electrical damage.
Bonus Actions Bonus Actions Bonus Actions
Aggressive. The synth assaulter can move up to its Aggressive. The synth stormer can move up to its speed Aggressive. The synth eradicator can move up to its
speed toward a hostile creature that it can see. toward a hostile creature that it can see. speed toward a hostile creature that it can see.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 215
Courser Actions
Multiattack. The courser makes three attacks. If the
Medium humanoid (synth Gen-3) courser makes ranged weapon attack rolls against two or
Armour Class 16 (light armour) more targets during the same turn and hits at least two
Hit Points 306 (36d8 + 144) targets, it can deal an additional 2 (1d4) damage to one
Speed 40 ft. of those targets.
Flurry of Blows. The courser makes three attacks with
Str Dex Con Int Wis Cha its stun baton. After each attack, the courser can
18 (+4) 20 (+5) 18 (+4) 20 (+5) 18 (+4) 15 (+2) immediately make a martial arts attack against the same
target.
Saving Throws Wis +10 Automatic Boosted Scoped Stocked Institute Laser.
Skills Athletics +10, Acrobatics +11, Hacking +11, Ranged weapon attack: +11 to hit, range 180/210 ft., one
Intimidation +8, Investigation +11, Perception +10, target or burst fire. Hit: 14 (2d8+5) energy damage.
Science +11, Stealth +11, Survival +10, Thieves’ Tools Critical Hit: 32 (5d8+10) energy damage.
+11 Electrified Stun Baton. Melee weapon attack: +11 to
Senses passive Perception 20 hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning
Languages American English damage, plus 2 (1d4) electrical damage, and the target
Challenge 20 (25,000 XP) must make a DC 12 Constitution saving throw or be
restrained until the end of their next turn.
Evasion. f the courser is subjected to an effect that Martial Arts. Melee weapon attack: +11 to hit, reach 5
allows it to make a Dexterity saving throw to take only ft., one target. Hit: 7 (1d4+5) bludgeoning damage.
half damage, the courser instead takes no damage if it
succeeds on the saving throw, and only half damage if it Legendary Actions
fails.
The course can take 3 legendary actions, choosing from
Leading Fire. When the courser misses a creature with a the options below. Only one legendary action can be used
ranged weapon attack roll by 5 or less, they may move at a time, and only at the end of another creature’s
the target to a free space within 5 feet of the target’s turn. Spent legendary actions are regained at the start
current location. of each turn.
Lethal. When the courser scores a critical hit, it Attack. The courser makes an attack.
doubles its ability bonus to the damage roll (already
included). Furthermore, any time the courser attacks a Detect. The courser makes a Wisdom (Perception) check.
living creature and rolls the maximum possible result on Throw. The courser makes a martial arts attack. On a hit,
at least one of the attack’s damage dice, that creature the target must also succeed at a DC 19 Dexterity saving
takes an additional 4 (1d8) damage. throw or be knocked prone in any space of the courser’s
Legendary Resistance (3/Day). If the courser fails a choice within its reach. If there is already a creature
saving throw, it can choose to succeed instead. in the chosen space, it must move to make room and if it
can’t move, the courser can’t choose that space.
Night Vision Scope. The courser gains darkvision out to
210 feet while carrying their institute laser in their Charge. The courser moves its speed then makes a melee
hands. Due to the limited field of vision and the scope’s attack.
magnification, the courser cannot use this darkvision to Fade. The courser moves up to half its speed then makes
help them explore; it is of benefit only during combat a Dexterity (Stealth) check if it is out of sight of all
and for sighting distant objects and creatures while in hostile creatures by the end of the movement.
the dark.

216 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Templates
The following templates can be applied to all increase by +2. Its saving throws, skill
the creatures presented here to alter their bonuses, any any other features that include

TEmplates
abilities, making new variants. You can apply these ability scores all increase accordingly.
just one template to the base creature, or even Alpha. The alpha creature has advantage on
multiple if you wish to make a particularly saving throws against becoming Frightened.
powerful variant. Hunter’s Howl. The alpha creature gains the
After applying the changes from any template Hunter’s Howl reaction. When a hostile creature
you add to the base creature, use the guidelines moves, Dashes, or Disengages, the alpha may use
in the Dungeon Master’s Guide to recalculate the its Pack Leader’s Howl as long as it hasn’t been
creature’s challenge rating. used since the beginning of their most recent
turn. Any member of the pack that moves must
move toward the triggering creature.
Albino Pack Leader’s Howl. The alpha creature gains
In the world of Fallout, albinism is not just the Pack Leader’s Howl action. All members of
a rare condition, but seems to correspond to the alpha’s pack within 60 feet that can hear
creatures of greater cunning, puissance, and it lose the Frightened condition if they have
physical might. it and can move half their speed. Opportunity
Any beast or monstrosity can be an albino. An attacks made against them during this movement
albino creature has all the statistics of the are made with disadvantage. The Pack Leader
base creature except as noted below. cannot use this action if it is itself
Proficiency Bonus. The albino creature’s Frightened.
proficiency score increases by +2. Its saving
throw bonuses, skill bonuses, attack bonuses, Cunning
and any other features that include the
creature’s proficiency bonus all increase A cunning creature is far more intelligent and
accordingly. observant than others of its kind.
Blessing of Albinism (3 per short rest). Any creature can be cunning. A cunning
After rolling an attack roll, saving throw, or creature has all the statistics of the base
ability check, the albino creature can choose to creature except as noted below.
reroll, taking the best of the two results. Ability Scores. The albino creature’s
Intelligence and Wisdom both increase by +4.
Its saving throw bonuses, skill bonuses, and
Alpha any other features that include the creature’s
An alpha is a creature that leads a pack of Intelligence or Wisdom all increase accordingly.
similar creatures. Machiavellian Insight. After making an
Any creature can be an alpha, but this attack, ability check, or saving throw that
template is most often seen in canines and other fails the cunning creature can roll 1d6 and
pack hunters of the beast type. When making add it to their result. It can use this ability
other kinds of alpha, reskin Pack Leader’s a number of times per short rest equal to its
Howl and Hunter’s Howl appropriately. An alpha Intelligence or its Wisdom bonus (whichever is
creature has all the statistics of the base highest).
creature except as noted below. Find Weak Spots. The cunning creature adds
Ability Scores. The alpha’s Strength, its Intelligence bonus to the damage rolls of
Dexterity, Constitution, Wisdom, and Charisma its attacks.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 217
Hulking Legendary on a Dexterity saving throw (DC based on the
legendary creature’s Strength) or be knocked
A hulking creature is particularly large and The powerful creatures that roam the prone.
physically powerful than others of its kind. wastelands grow ever more dangerous with time Frighten Foe (costs 2 actions). One creature
Any creature can be hulking. A hulking and experience. the legendary creature can see within 30 feet
creature has all the statistics of the base Any creature can become legendary. A must make a Wisdom saving throw (DC based on
creature except as noted below. legendary creature has all the statistics of the legendary creature’s Charisma or Strength)
Ability Scores. The hulking creature’s the base creature except as noted below. or become frightened until the end of the
Strength and Constitution both increase by Legendary Resistance (1, 2, or 3 per day). legendary creature’s next turn.
+4. Its hit points, saving throw bonuses, If the legendary creature fails a saving Frightful Gaze (costs 2 actions). One
skill bonuses, attack bonuses, and any other throw, it can choose to succeed instead. creature the legendary creature can see within
features that include the creature’s Strength Legendary Actions. The legendary creature 10 feet must make a Wisdom saving throw (DC
or Constitution all increase accordingly. possesses three or four legendary action based on the legendary creature’s Charisma
Brute. The hulking creature’s melee attacks options which it can select from the Legendary or Strength) or become frightened for 1
deal one additional die of damage. If the base Actions list below or from the legendary minute. The frightened target can repeat the
creature already has this or an equivalent actions of other legendary creatures. During a saving throw at the end of each of its turns,
ability, the hulking creature applies its combat round it can take 3 legendary actions, ending the effect on itself on a success.
benefit twice. choosing from the options available to it. If a target’s saving throw is successful or
Intimidating. The hulking creature is Only one legendary action option can be used the effect ends for it, it is immune to the
proficient in the Intimidation skill, and it at a time and only at the end of another legendary creature’s frightful Gaze ability
may use the better of its Strength or Charisma creature’s turn. The creature regains its for the next 24 hours.
for all Intimidation checks. If it is already spent legendary actions at the start of its Incite Action. An ally of the legendary
proficient in Intimidation, it doubles its turn. creature it can see with a lower CR than the
proficiency bonus to the skill. legendary creature itself immediately takes an
Powerful Build. The hulking creature has Legendary Actions Action or moves up to their speed.
advantage on Strength (Athletics) checks. Attack. The legendary creature makes an Kick up Dust (costs 2 actions). Each
attack. creature within 10 feet of the legendary
Glowing Charge (costs 2 actions). The legendary creature, including around a corner, must
creature moves up to its speed then makes a succeed on a Constitution saving throw (DC
A glowing creature is so radioactive that it melee attack. based on the legendary creature’s Dexterity
gives off an unhealthy green glow. Chomp (costs 2 actions, must have the or Strength) or be blinded until the end of
Any creature that is already immune to Swallow feature). The legendary creature makes the legendary creature’s next turn. A creature
radiation damage and the radiation poisoning one bite attack or uses its Swallow feature. that succeeds on the saving throw is immune
condition can be glowing. A glowing creature Detect. The legendary creature makes a to this effect until the end of the legendary
has all the statistics of the base creature Wisdom (Perception) check. creature’s next turn.
except as noted below. Fling (large/huge/gargantuan). One creature Life Drain (costs 2 actions). The legendary
Radioactive Attacks. The creature’s unarmed of at least one size smaller than the creature makes an attack and regains hit
or natural attacks deal an additional 9 (2d8) legendary creature that it has grappled is points equal to the damage the target takes.
radiation damage. thrown up to 10 feet (large), 30 feet (huge), Reposition. The legendary creature
Radioactive Aura. A creature that begins its or 60 feet (gargantuan) and is knocked prone. disengages half its normal movement speed.
turn within 10 feet of the glowing creature If a thrown target strikes a solid surface, it Recovery. The legendary creature regains an
takes 6 (1d12) radiation damage. takes 3 (1d6) bludgeoning damage for every 10 equivalent number of hit points to the total
Radioactive Glow. The glowing creature sheds feet it was thrown. If the target is thrown at damage it deals with its legendary attack
bright light in a 20-foot radius and dim light another creature, that creature must succeed option. It may only use this legendary action
for an additional 20 feet. once per combat round.

218 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Smackdown. An adjacent creature of the Lobotomite or immune to radiation can be nuklear. A
legendary creature’s choice must make a nuklear creature has all the statistics of the
Dexterity saving throw (DC based on the A lobotomite is a surgically altered human base creature except as noted below.
legendary creature’s Strength) or be knocked experimented upon by the research team at Big Damage Immunities. The nuklear creature
prone. MT. Their brains have been removed by an Auto- has evolved to survive incredibly toxic
Smash (costs 2 actions, large/huge/ Doc and stored separately to their body, but substances, and gains immunity to Poison
gargantuan only). The legendary creature a fault in the Auto-Doc’s programming has led damage.
makes an attack. The target and each creature to their lobotomisation. They are left with Condition Immunities. The nuklear creature
adjacent to it must succeed on a Dexterity their baser instincts, such as aggressiveness has immunity to the Poisoned condition.
saving throw (DC based on the legendary and lust, and retain knowledge of simpler Permanent Sugar High. The nuklear creature
creature’s Strength) or be knocked prone. physical tasks that don’t require a great deal is treated as though it were permanently under
Stomp (costs 2 actions, large/huge/ of patience. Examples include opening doors, the effects of Jet: its AC is increased by +2,
gargantuan only). The legendary creature walking, fighting hand-to-hand, or loading it has advantage on Dexterity saving throws,
stomps the ground hard. Each creature within and firing firearms. They are not capable and it gains an action on its turns which it
10 feet of the legendary creature must succeed of speech other than grunts, roars, and the can only use to make a single attack, use an
on a Dexterity saving throw (DC based on the occasional monsyllabic utterance. Object action, Dash, Disengage, or Hide.
legendary creature’s Strength) or be knocked Any human can be a lobotomite. A lobotomite Quantum Glow. The nuklear creature sheds
prone. The legendary creature can then move has all the statistics of the base creature bright light in a 20-foot radius and dim light
up to half its speed and either make a melee except as noted below. for an additional 20 feet.
attack or attempt to grapple one creature. Ability Scores. The lobotomite’s
Swat Away (costs 3 actions, large/huge/ Intelligence decreases to 4, and its Wisdom is
gargantuan only). The legendary creature makes reduced by -4. Its saving throw bonuses, skill Rabid
a melee attack. If the attack hits, the target bonuses, and any other features that include
A rabid creature is a carrier of the rabies
must succeed on a Strength saving throw (DC the creature’s Intelligence of Wisdom all
disease, and it is generally hostile to the
based on the legendary creature’s Strength) or decrease accordingly.
point of madness.
be pushed 19 ft. (large), 15 ft. (huge), or 20 Aggressive. As a bonus action, the
Any living creature that is a mammal and is
ft. (gargantuan) in a straight line away from lobotomite can move up to its speed toward a
not immune to disease can be rabid. A rabid
the legendary creature. If the saving throw hostile creature that it can see.
creature has all the statistics of the base
fails by 5 or more, the target falls prone. Unarmoured. Lobotomites wear patient gowns
creature except as noted below.
Swipe (costs 3 actions, huge/gargantuan or jumpsuits, The lobotomite loses whatever
Aggressive. As a bonus action, the rabid
only). The legendary creature makes an attack armour or power armour the base creature
creature can move up to its speed toward a
that targets a 10 ft. by 10 ft. (huge) or 20 possesses and its statistics are adjusted
hostile creature that it can see.
ft. by 10 ft. (gargantuan) line within its accordingly.
Rabies Carrier. The rabid creature’s bite
reach. Each creature within the line must Even if a lobotomite remembers how to
attacks, or any other attacks they posses
succeed on a Dexterity saving throw (DC based don armour they lack the patience to do so.
that involve the transfer of fluid from the
on the legendary creature’s Strength), taking However, the lobotomite can enter a power
attacker’s body to the target’s, can cause the
damage equal to the creature’s normal melee armour frame if it finds one.
disease to be transmitted to the target. The
attack on a failed save. target must make a DC 13 Constitution saving
Wing Attack (costs 2 actions, large/huge/ Nuklear throw or be infected with rabies.
gargantuan only). The legendary creature beats A human that is rabid suffers the effects of
its wings. Each creature within 10 feet of it A nuklear creature has been exposed to large the rabies disease in addition to the changes
must succeed on a Dexterity saving throw (DC quantities of Nuka Cola Quantum over a long imposed by this template.
based on the legendary creature’s Strength) or period of time, and has taken on the drink’s
be knocked prone. The legendary creature can signature blue glow.
then fly up to half its speed. Any living creature that is either resistant
Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 219
Resilient available, it uses its weakest.
Nimble Escape. The swift creature can
A resilient creature has greater endurance disengage as a bonus action.
compared to others of its kind.
Any creature can be resilient. A resilient
creature has all the statistics of the base
creature except as noted below.
Ability Scores. The resilient creature’s
Constitution increases by +4. Its hit points,
saving throw bonuses, skill bonuses, attack
bonuses, and any other features that include
the creature’s Constitution all increase
accordingly.
Enduring. The hulking creature has advantage
on Constitution ability checks.
Tough. The resilient creature reduces the
damage of ballistic, piercing, or slashing
attacks by 3.

Swift
A swift creature is faster and more agile than
others of its kind.
Any creature can be swift. A swift creature
has all the statistics of the base creature
except as noted below.
Ability Scores. The swift creature’s
Dexterity increases by +4. Its armour class,
Dexterity saving throw bonus, skill bonuses,
attack bonuses, and any other features that
include the creature’s Dexterity all increase
accordingly.
Speed. The swift creature’s movement modes
all increase by 10 ft. (medium or smaller),
20 ft. (large), 30 ft. (huge), or 40 ft.
(gargantuan).
Agile Attacks. The swift creature treats
its natural attacks as finesse weapons (if it
doesn’t already).
Graceful. The swift creature has advantage
on Dexterity (Acrobatics) checks.
Multiattack. The swift creature gains the
multiattack action or adds one additional
attack to its existing multiattack action.
If the creature has multiple attack actions

220 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Tunnelers
Tunnelers are reptilian humanoids. As far

TUNNELERS
as the residents of the Mojave and the
New California Republic know, the species
originates from within the Divide. There is
no evidence to suggest they were created
before the Great War as deathclaws were, so
the likelihood is that they either mutated or
were created after the nukes, conceivably as
part of an FEV experiment. Nothing else is
known about their provenance, but what matters
more than their past is their future—they are
rapidly spreading out of the Divide and are
considered a substantial threat by those who
are aware of their existence. Tunnelers burrow
fast, as the name implies, and they reproduce
quickly. With few natural predators to prevent
their underground expansion, Tunnelers could
one day spread not just throughout the
Mojave but conceivably the entire continent.
Furthermore, Tunnelers hunt in large packs
that are quite capable of overwhelming even
powerful enemies such as deathclaws. Indeed
the largest among them, known as Tunneler
Queens, are every bit a deathclaw’s match.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 221
Tunneler Venomous Tunneler Hulking Tunneler
Medium monstrosity (tunneler) Medium monstrosity (tunneler) Large monstrosity (tunneler)
Armour Class 13 Armour Class 15 Armour Class 15 (natural armour)
Hit Points 66 (12d8 + 12) Hit Points 66 (12d8 + 12) Hit Points 136 (16d10 + 48)
Speed 30 ft., burrow 20 ft., climb 20 ft. Speed 30 ft., burrow 20 ft., climb 20 ft. Speed 40 ft., burrow 30 ft., climb 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 16 (+3) 12 (+1) 7 (-2) 12 (+1) 10 (+0) 14 (+2) 20 (+5) 12 (+1) 7 (-2) 12 (+1) 10 (+0) 18 (+4) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +5 Skills Perception +3, Stealth +7 Skills Perception +3, Stealth +4
Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., tremorsense 60 ft., passive Senses darkvision 60 ft., tremorsense 60 ft., passive Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 13 Perception 13 Perception 13
Languages None Languages None Languages None
Challenge 1 (200 XP) Challenge 3 (700 XP) Challenge 5 (1,800 XP)

Tunnel. The tunneler can burrow through solid rock at Tunnel. The tunneler can burrow through solid rock at Tunnel. The tunneler can burrow through solid rock at
half its burrowing speed and leaves a 5 foot-wide, half its burrowing speed and leaves a 5 foot-wide, half its burrowing speed and leaves a 5 foot-wide,
5-foot-high tunnel in its wake. 5-foot-high tunnel in its wake. 8-foot-high tunnel in its wake.
Actions Tunneler Venom. The first time the tunneler hits a Actions
creature on any turn, that creature must make a DC
Multiattack. The tunneler makes two attacks with its Constitution saving throw or take an additional 6 (1d12) Multiattack. The tunneler makes two attacks with its
claws and one with its bite. poison damage. claws and one with its bite.
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one Actions Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d8+3) piercing damage. target. Hit: 13 (2d8+4) piercing damage.
Multiattack. The venomous tunneler makes two attacks
Claws. Melee weapon attack: +5 to hit, reach 5 ft., one with its claws and one with its bite. Claws. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d6+3) slashing damage. target. Hit: 11 (2d6+4) slashing damage.
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8+4) piercing damage.
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6+4) slashing damage.

222 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Tunneler Queen claws and one with its bite.
Bite. Melee weapon attack: +10 to hit, reach 5 ft., one
Huge monstrosity (tunneler) target. Hit: 14 (2d8+5) piercing damage.
Armour Class 17 (natural armour)
Hit Points 230 (20d12 + 100) Claws. Melee weapon attack: +10 to hit, reach 5 ft., one
Speed 50 ft., burrow 40 ft., climb 40 ft. target. Hit: 12 (2d6+5) slashing damage.
Frightful Presence. Each creature of the tunneler Queen’s
Str Dex Con Int Wis Cha choice that is within 60 feet of the tunneler Queen
and aware of it must succeed on a DC 16 Wisdom saving
20 (+5) 12 (+1) 20 (+5) 7 (-2) 15 (+2) 10 (+0) throw or become Frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
Skills Perception +6, Stealth +5 ending the effect on itself on a success. If a creature’s
Damage Immunities Poison, Radiation saving throw is successful or the effect ends for it,
Condition Immunities Poisoned, Radiation Sickness the creature is immune to the tunneler Queen’s Frightful
Senses darkvision 60 ft., tremorsense 60 ft., passive Presence for the next 24 hours.
Perception 16 Legendary Actions
Languages None
The tunneler queen can take 3 legendary actions, choosing
Challenge 13 (10,000 XP) from the options below. Only one legendary action can be
used at a time, and only at the end of another creature’s
Legendary Resistance (2/Day). If the tunneler queen fails turn. Spent legendary actions are regained at the start
a saving throw, it can choose to succeed instead. of each turn.
Tunnel. The tunneler can burrow through solid rock at Attack. The tunneler queen makes an attack.
half its burrowing speed and leaves a 10 foot-wide, 10-
foot-high tunnel in its wake. Detect. The tunneler queen makes a Wisdom (Perception)
check.
Actions Reposition. The tunneler queen disengages half its normal
Multiattack. The tunneler makes two attacks with its movement speed.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 223
Wanamingos
The wanamingo is an utterly alien-looking the speices is extinct. Note that this is

WANAMINGOS
mutant creature that lives underground. They canonical fact, as the wanamingos supposely
are often falsely to be of extraterrestrial had a countdown clock built into their genetic
origin, and often simply called “aliens”. In makeup that would kill any left alive by
truth they were created with FEV as a weapon 2247. However, there’s nothing to prevent you
and subsequently escaped into the wasted after from using wanamingos in your game even if
the Great War. it is set after this period! For instance,
Wanamingos cannot reproduce without a Queen, the subjects of a secondary lab could be
and it is believed that the last known nest released, or the research could be reproduced
was destroyed by the Chosen One in 2242. A by a wasteland faction, possibly without the
lack of wanamingo activity since 2247 suggests genetic clock.

Wanamingo Wanamingo Queen


Medium aberration Medium aberration
Armour Class 15 (natural armour) Armour Class 15 (natural armour)
Hit Points 85 (10d8 + 40) Hit Points 142 (15d8 + 75)
Speed 40 ft. Speed 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
18 (+4) 15 (+3) 18 (+4) 7 (-2) 14 (+2) 10 (+0) 20 (+5) 15 (+3) 20 (+5) 7 (-2) 14 (+2) 10 (+0)

Damage Resistances Bludgeoning, Cold, Energy, Electrical, Damage Resistances Bludgeoning, Cold, Energy, Electrical,
Piercing, Poison, Slashing Piercing, Poison, Slashing
Damage Immunities Radiation Damage Immunities Radiation
Condition Immunities Charmed, Frightened, Poisoned, Condition Immunities Charmed, Frightened, Poisoned,
Radiation Sickness Radiation Sickness
Senses blindsight 120 ft., passive Perception 12 Senses blindsight 120 ft., passive Perception 12
Languages none Languages none
Challenge 5 (1,000 XP) Challenge 9 (5,000 XP)

Pack Tactics. The wanamingo has advantage on an Pack Tactics. The wanamingo has advantage on an
attack roll against a creature if at least one of the attack roll against a creature if at least one of the
wanamingo’s allies is within 5 feet of the creature and wanamingo’s allies is within 5 feet of the creature and
the ally isn’t incapacitated. the ally isn’t incapacitated.
Actions Actions
Multiattack. The wanamingo makes one attack with its Multiattack. The wanamingo queen makes one attack with
bite, and two with its tentacles. its bite, and two with its tentacles.
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one Bite. Melee weapon attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (2d6+4) piercing damage. target. Hit: 18 (3d8+5) piercing damage.
Tentacle. Melee weapon attack: +7 to hit, reach 5 ft., Tentacle. Melee weapon attack: +9 to hit, reach 5 ft.,
one target. Hit: 6 (1d4+4) bludgeoning damage and 5 (2d4) one target. Hit: 9 (2d4+4) bludgeoning damage and 9 (2d8)
radiation damage. radiation damage.

224 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Thanks to radioactive mutation and a distinct
decrease in natural predators, a number of
invertebrate species have evolved into far
deadlier threats than the worms of the pre-
nuclear world.

WORMS

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 225
Bloodworms

Bloodworm Larva Venomous Bloodworm Larva Glowing Bloodworm Larva


Small beast Small beast Small beast
Armour Class 12 (natural armour) Armour Class 14 (natural armour) Armour Class 14 (natural armour)
Hit Points 16 (3d6 + 6) Hit Points 52 (8d6 + 24) Hit Points 84 (13d6 + 52)
Speed 30 ft., burrow 30 ft. Speed 30 ft., burrow 30 ft. Speed 30 ft., burrow 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 10 (+0) 14 (+2) 2 (-4) 8 (-1) 6 (-2) 12 (+1) 10 (+0) 16 (+3) 2 (-4) 8 (-1) 6 (-2) 12 (+1) 10 (+0) 18 (+4) 2 (-4) 8 (-1) 6 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Condition Immunities Radiation Sickness Damage Resistances Poison Condition Immunities Radiation Sickness
Senses tremorsense 120 ft., passive Perception 9 Condition Immunities Poisoned, Radiation Sickness Senses tremorsense 120 ft., passive Perception 9
Languages none Senses tremorsense 120 ft., passive Perception 9 Languages none
Challenge 1/8 (25 XP) Languages none Challenge 2 (450 XP)
Challenge 1 (200 XP)
Ambush Predator. If the bloodworm larva hits with an Ambush Predator. If the bloodworm larva hits with an
attack after moving using its burrow speed, it can Ambush Predator. If the bloodworm larva hits with an attack after moving using its burrow speed, it can
disengage as a bonus action. attack after moving using its burrow speed, it can disengage as a bonus action.
disengage as a bonus action.
Dust Cloud. When a bloodworm moves on the surface it Dust Cloud. When a bloodworm moves on the surface it
throws up a dust cloud that makes it harder to target, Dust Cloud. When a bloodworm moves on the surface it throws up a dust cloud that makes it harder to target,
increasing its AC by 2 against ranged attacks. throws up a dust cloud that makes it harder to target, increasing its AC by 2 against ranged attacks.
increasing its AC by 2 against ranged attacks.
Corpse Cocoon. The bloodworm larva can hide in the Corpse Cocoon. The bloodworm larva can hide in the
corpse of a living creature at least one size larger than Corpse Cocoon. The bloodworm larva can hide in the corpse of a living creature at least one size larger than
itself. Up to four larvae can occupy a large creature, corpse of a living creature at least one size larger than itself. Up to four larvae can occupy a large creature,
eight a huge creature, or sixteen a gargantuan creature. itself. Up to four larvae can occupy a large creature, eight a huge creature, or sixteen a gargantuan creature.
Wisdom (Perception) checks to notice the presence of the eight a huge creature, or sixteen a gargantuan creature. Wisdom (Perception) checks to notice the presence of the
larvae in their hiding place are made with disadvantage. Wisdom (Perception) checks to notice the presence of the larvae in their hiding place are made with disadvantage.
larvae in their hiding place are made with disadvantage.
Actions Actions
Actions
Bite. Melee weapon attack: +3 to hit, reach 5 ft., one Bite. Melee weapon attack: +4 to hit, reach 5 ft.,
target. Hit: 4 (1d8) piercing damage. Bite. Melee weapon attack: +4 to hit, reach 5 ft., one one target. Hit: 5 (1d8+1) piercing damage and 8 (2d8)
target. Hit: 5 (1d8+1) piercing damage and 5 (2d4) poison radiation damage.
damage.

226 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
Bloodworm Venomous Bloodworm Glowing Bloodworm
Medium beast Medium beast Medium beast
Armour Class 15 (natural armour) Armour Class 15 (natural armour) Armour Class 15 (natural armour)
Hit Points 75 (10d8 + 30) Hit Points 127 (15d8 + 60) Hit Points 190 (20d8 + 100)
Speed 40 ft., burrow 40 ft. Speed 40 ft., burrow 40 ft. Speed 40 ft., burrow 40 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 10 (+0) 16 (+3) 2 (-4) 8 (-1) 6 (-2) 16 (+3) 10 (+0) 18 (+4) 2 (-4) 8 (-1) 6 (-2) 16 (+3) 10 (+0) 20 (+5) 2 (-4) 8 (-1) 6 (-2)

Damage Immunities Radiation Damage Immunities Radiation Damage Immunities Radiation


Condition Immunities Radiation Sickness Damage Resistances Poison Condition Immunities Radiation Sickness
Senses tremorsense 120 ft., passive Perception 9 Condition Immunities Poisoned, Radiation Sickness Senses tremorsense 120 ft., passive Perception 9
Languages none Senses tremorsense 120 ft., passive Perception 9 Languages none
Challenge 2 (450 XP) Languages none Challenge 6 (2,300 XP)
Challenge 5 (1,800 XP)
Ambush Predator. If the bloodworm hits with an attack Ambush Predator. If the bloodworm hits with an attack
after moving using its burrow speed, it can disengage as Ambush Predator. If the bloodworm hits with an attack after moving using its burrow speed, it can disengage as
a bonus action. after moving using its burrow speed, it can disengage as a bonus action.
a bonus action.
Dust Cloud. When a bloodworm moves on the surface it Dust Cloud. When a bloodworm moves on the surface it
throws up a dust cloud that makes it harder to target, Dust Cloud. When a bloodworm moves on the surface it throws up a dust cloud that makes it harder to target,
increasing its AC by 2 against ranged attacks. throws up a dust cloud that makes it harder to target, increasing its AC by 2 against ranged attacks.
increasing its AC by 2 against ranged attacks.
Actions Actions
Actions
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one Bite. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d8+2) piercing damage. Bite. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage amd 13 (3d8)
target. Hit: 12 (2d8+3) piercing damage and 9 (2d8) radiation damage.
poison damage.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 227
Sand Sharks
Sand sharks are fearsome predators sometimes their namesake.
encountered in sandy deserts or coastlines. Sand sharks hunt solely by vibration. A sand
Bloodworm Queen They attack suddenly from below.
Sand sharks are huge, and are able to
shark’s “fins” are actually its parapodia. The
heavily muscular limbs help propel it through
Large beast swallow a grown adult whole. Despite their the loose earth. They also provide it sensory
Armour Class 16 (natural armour) name, they are actually a type of worm. Their information.
Hit Points 210 (20d10 + 100)
Speed 50 ft., burrow 50 ft. bullet-shaped heads, toothy maws, and angular They can be foiled by finding solid ground
“fins” at regular intervals on their body give out of their reach.
Str Dex Con Int Wis Cha them a passing similarity of appearance to
18 (+4) 10 (+0) 20 (+5) 2 (-4) 8 (-1) 6 (-2)

Damage Immunities Radiation


Condition Immunities Radiation Sickness
Sand Shark Swallow. The sand shark makes one bite attack against a
Medium or smaller target it is grappling. If the attack
Senses tremorsense 120 ft., passive Perception 9 hits, the target is also swallowed, and the grapple ends.
Huge beast While swallowed, the target is blinded and restrained, it
Languages none Armour Class 17 (natural armour)
Challenge 9 (5,000 XP) has total cover against attacks and other effects outside
Hit Points 103 (9d12 + 45) the sand shark, and it takes 21 (6d6) acid damage at the
Speed burrow 40 ft. start of each of the sand shark’s turns. A sand shark can
Ambush Predator. If the bloodworm hits with an attack
after moving using its burrow speed, it can disengage as have only one creature swallowed at a time.
a bonus action. Str Dex Con Int Wis Cha If the sand shark takes 30 damage or more on a single
turn from the swallowed creature, the sand shark must
21 (+5) 11 (+0) 21 (+5) 2 (-4) 10 (+0) 5 (-3)
Dust Cloud. When a bloodworm moves on the surface it succeed on a DC 14 Constitution saving throw at the end
throws up a dust cloud that makes it harder to target, of that turn or regurgitate the creature, which falls
increasing its AC by 2 against ranged attacks. Saving Throws Strength +8, Constitution +8 prone in a space within 10 feet of the sand shark. If
Skills Perception +6 the sand shark dies, a swallowed creature is no longer
Actions Damage Immunities Radiation restrained by it and can escape from the corpse by using
Condition Immunities Radiation Sickness 15 feet of movement, exiting prone.
Bite. Melee weapon attack: +10 to hit, reach 5 ft., one Senses blindsight 30 ft., tremorsense 240 ft., passive
target. Hit: 30 (4d12+4) piercing damage. Perception 16 Legendary Actions
Languages none
Challenge 13 (10,000 XP) The sand shark can take 3 legendary actions, choosing
from the options below. Only one legendary action can be
used at a time, and only at the end of another creature’s
Blood Frenzy. The sand shark has advantage on melee turn. Spent legendary actions are regained at the start
attack rolls against any creature that doesn’t have all of each turn.
its hit points.
Semi-Canonical Sandlocked. The sand shark’s burrow speed applies only
Attack. The sand shark makes an attack.
Sand Sharks were considered for inclusion when travelling through loose sand or gravel. When Detect. The sand shark makes a Wisdom (Perception) check.
in Fallout 2 but were ultimately cut. No necessary it can travel through harder soil, but not
Kick up Dust (costs 2 actions). Each creature within
information about what these creatures might rock, at a burrow speed of only 10 feet.
10 feet of the sand shark, including around a corner,
have been like is available—the statblock and Actions must succeed on a DC 16 Constitution saving throw or be
Knowledge here are purely speculative. blinded until the end of the sand shark’s next turn. A
Bite. Melee weapon attack: +8 to hit, reach 5 ft., one creature that succeeds on the saving throw is immune to
target. Hit: 31 (4d12+5) piercing damage and the target this effect until the end of the sand shark’s next turn.
is grappled (escape DC 16). Until this grapple ends, Recovery. The sand shark gains 31 (4d12 + 5) hit points.
the target is restrained, and the sand shark can’t bite It may only use this legendary action once per combat
another target. round.

228 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks
effects, logos, symbols, or graphic designs; and the COPYRIGHT NOTICE portion of this License to

Open Game License


any other trademark or registered trademark clearly include the exact text of the COPYRIGHT NOTICE of
identified as Product identity by the owner of the any Open Game Content You are copying, modifying
Product Identity, and which specifically excludes or distributing, and You must add the title, the
VERSION 1.0a the Open Game Content; (f) “Trademark” means the
logos, names, mark, sign, motto, designs that are
copyright date, and the copyright holder’s name
to the COPYRIGHT NOTICE of any original Open Game
The following text is the property of Wizards of used by a Contributor to identify itself or its Content you Distribute.
the Coast, Inc. and is Copyright 2000 Wizards of products or the associated products contributed
the Coast, Inc (“Wizards”). All Rights Reserved. to the Open Game License by the Contributor (g) 7. Use of Product Identity: You agree not to Use
“Use”, “Used” or “Using” means to use, Distribute, any Product Identity, including as an indication as
1. Definitions: (a)”Contributors” means the copy, edit, format, modify, translate and otherwise to compatibility, except as expressly licensed in
copyright and/or trademark owners who have create Derivative Material of Open Game Content. another, independent Agreement with the owner of
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Material” means copyrighted material including print or photocopy this document for personal use not to indicate compatibility or co-adaptability
derivative works and translations (including into only. System Reference Document 5.1 2 or “Your” with any Trademark or Registered Trademark in
other computer languages), potation, modification, means the licensee in terms of this agreement. conjunction with a work containing Open Game
correction, addition, extension, upgrade, Content except as expressly licensed in another,
improvement, compilation, abridgment or other 2. The License: This License applies to any Open independent Agreement with the owner of such
form in which an existing work may be recast, Game Content that contains a notice indicating that Trademark or Registered Trademark. The use of any
transformed or adapted; (c) “Distribute” means to the Open Game Content may only be Used under and in Product Identity in Open Game Content does not
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(d)”Open Game Content” means the game mechanic may be added to or subtracted from this License used in Open Game Content shall retain all rights,
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and routines to the extent such content does not terms or conditions may be applied to any Open Game
embody the Product Identity and is an enhancement Content distributed using this License. 8. Identification: If you distribute Open Game
over the prior art and any additional content Content You must clearly indicate which portions
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License, including translations and derivative of this License.
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6. Notice of License Copyright: You must update permission from the Contributor to do so.

Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks 229
12. Inability to Comply: If it is impossible
for You to comply with any of the terms of this
License with respect to some or all of the Open
Game Content due to statute, judicial order, or
governmental regulation then You may not Use any
Open Game Material so affected.

13. Termination: This License will terminate


automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days
of becoming aware of the breach. All sublicenses
shall survive the termination of this License.

14. Reformation: If any provision of this License


is held to be unenforceable, such provision shall
be reformed only to the extent necessary to make it
enforceable.

15. COPYRIGHT NOTICE


Open Game License v 1.0a Copyright 2000, Wizards of
the Coast, LLC.

System Reference Document 5.1 Copyright 2016,


Wizards of the Coast, Inc.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
R. Cordell, Chris Sims, and Steve Townshend, based
on original material by E. Gary Gygax and Dave
Arneson.

END OF LICENSE

230 Fifth-Edition Fallout • Non-setting content © RDD Wilkin • This is a fan creation: Fallout is the IP of Bethesda Softworks

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