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BESTIARY
Table of Contents
Table of Contents 1
Abilities 3
Variants 6
Sizes Chart 8
Resistances 8
Defcon Tiers 9
Animals 10
Brotherhood of Steel 66
Caesar Legion 74
Cryptids 85
Enclave 93
Insects 127
Institute 146
Mercenaries 153
Robots 174
Swampfolk 196
1
Tribals 199
Trog 202
Tunneler 206
Turrets 210
Wastelanders 217
Homebrew 236
2
Abilities
Abilities are similar to Perk and are typically given to high tier NPCs. Abilities do not stack on top
of each other. If an ability doesn’t state that the NPC gets the bonuses from the ability, they do
not. Do not Bonuses given to players. Animals cannot execute Special Moves. Apply AC based
on AG and Armor. As an optional rule, NPCs can have Melee Weapon/Small Gun Specialization.
Overseer’s you can add perks to NPCs to make encounters more interesting and apply
Additional Range from PE to Ranged Weapons. All abilities are gone when the creature dies.
The Skills presented for the entries in the Bestiary are its set skills which include bonuses and its
base. All other skills follow standard skill equations.
Ability Description
Bee Spawn Spawn 1d4 Bee Swarms once per turn for 2 AP.
Burrow 2 AP to go down. Cannot be hit while underneath the ground. 1 AP is one space. Cannot dash
nor sprint while underground. 2 AP to go back up. You cannot burrow through metal and
concrete floors.
Climber Can climb without movement being penalized and it costs 1 AP to climb 5 ft with no
S.P.E.C.I.A.L. check required. You may be able to scale off walls and ceilings but it depends on
the durability of the surface. For Robots, this allows them to climb.
Controller Point to a creature or robot within 30 ft and they must roll IN -2. This costs 2 AP per
individual. If they fail, they’re under your control for 1 minute. If you succeed you ignore the
effects of the ability for the entire day. Every round you may attempt to roll IN -1 to break
free of its control. In combat this costs 2 AP to break free from on your turn.
3
Ability Description
Flight Can fly around in the air. Ignore Difficult Terrain penalties for Rocky Terrain, Shallow Water,
Snow Fall, and Swamp Mud. You can apply the Run and Sprint movement to this ability.
Martial Artist Special Moves for Melee Weapons and Unarmed cost -1 AP.
Melee Buff +10 Melee Damage and AP -1 for Unarmed and Melee Weapon Attacks.
Mesmetron Once per round for 5 AP, attempt to pacify a creature for one turn. They must roll CH -2. If
Beam they succeed, they shrug off the effect. If they fail, they don’t feel like fighting anything till
their next turn. A lesser version of a Mesmetron.
Mirelurk Spawn Roll 1d6 every turn to try and spawn babies. On 5 - 6, spawn 1d4 Mirelurk Spawns.
Missed Me Any attacks that successfully hit can be ignored once per round. Doesn’t work on Critical
Successes.
Pounce Roll AG or ST. Enemy must roll ST to stop it or AG to dodge it. If they fail, they will be knocked
down prone. This costs 4 AP.
Quiver With At the cost of 2 AP, any opponents within sight must roll CH -2. Opponents that fail get a -50
Fear Hit Chance penalty to all attacks for 1d4 turns.
Radiation Bath Anyone within 50 ft takes 2d10+2 Radiation Damage. This occurs at the start of every round.
Radiation Gas Costs 5 AP. Deals 2d20+10 Poison Damage. Anyone caught in the gas must roll EN -2. If you
succeed you take half the Poison Damage. If you fail you take full damage. Anyone within 20
ft from the creature is affected by this.
Rebuke Every time you would be downed or killed, roll EN to stay at 1 HP. For every 10 damage from
the final damage result, subtract 1 from EN rolls. It stacks.
Redo Can reroll any attack roll once per combat encounter depending on the Defcon Tier.
Defcon Tier 5: 1 Redo
Defcon Tier 4: 2 Redo
Defcon Tier 3: 3 Redo
Defcon Tier 2: 4 Redo
Defcon Tier 1: 5 Redo
4
Ability Description
Repel Twice per round, when someone is going to attack with a Melee Weapon/Unarmed, Roll ST
vs. ST. Defender knocks the opponent back 15 ft and knocks them down. They take falling
damage and the beast takes no damage. This can be done for free.
Screw Luck Ignore all bonus damage from Critical Hits. This doesn’t apply to Critical Success and Body
Part bonus damage.
Self Destruct Once they drop to 0 HP, everyone within 15 ft must roll an AG -2. Those that pass take half a
6d6+30 Plasma Explosion. Those that fail to take full damage.
Self Repair Every turn, a robot heals for 1d10 of total hit points.
Smoke Screen Choose an area within 25 ft and place a smoke screen that’s 3 by 3. Anyone in the Smoke
Screen is blinded and you can’t see through the smoke.
Sonic Blast Can pass through creatures but not through solid structures. Roll EN -2. If you succeed you
take half damage rounded up. Throwing Skill is applied. It has a range of 50 ft. Every turn you
roll 1d10. On a 6 - 10, you’re able to use this ability again for the next round. It deals 2d10+5
True Damage for 4 AP. Sonic Blast can only be done up to two times a round.
Spore Gas Costs 4 AP. Deals 20 Gas Damage. Anyone not wearing a helmet that provides 100% Gas
Resistance while within the gas will take this damage. Anyone within 10 ft from the creature
is affected by this.
Stealth Boy Turn invisible for an hour once a day. Refer to Stealth Boy for more information.
Takedown Roll ST vs. ST. Similar creatures within 5 ft add a +1. If you fail you are knocked down. Does
not count as Unarmed Special Move. This costs +1 AP of the attack. Cannot be Targeted.
Deals no damage.
Wind Push For 3 AP, it flaps its wings and everyone within 25 ft must roll ST -2. If they fail they’re pushed
back to the edge of the Wing Push range. Those that pass don’t move unless they want to.
No one takes damage.
5
Variants
Aside from abilities, there are also variations of creatures that have altered stats. The notes
section will state if the creature has a variant or not.
Variant Description
Albino Their texture is a light pink all throughout the body. Double there hit points and they deal an
additional 10 Melee Damage.
Bloated Only ghouls can have this variant as they gain 100 HP, DT +5 and DR +30% to all Natural
Armor. They appear bloated and more menacing.
Bloodrage A black texture covering the body with glowing red eyes. Their max hp is doubled. Increase
DT +5 and DR +15%. Add two additional dice and a +5 to their attacks. Their Defcon Tier
increases by 2. They gain the Bonus Movement - Rank 3 ability. Replace Melee Boost with
Melee Buff.
Cybernetic Add any cybernetics you desire from the Cybernetics Section of the Dweller’s Guide.
Anything can have cybernetics.
Evolved Fatter and larger than their normal selves. They have triple the max HP and double the
damage after it’s rolled. They get a +2 to each S.P.E.C.I.A.L., to all armor, DT +5 and DR +20%.
Their Defcon Tier increases to 3.
Glowing The texture is black with green glowing veins that expand all around the body giving off
radiation. Every unarmed attack that hits deals 3d10+10 Radiation.
Golden Giving off a golden scale texture all around the body, the radiation has given them additional
radiation damage to deal, but not to the extent of Glowing. Every unarmed attack that hits
deals 1d10+5 Radiation.
Hairy A variant found in the former states of Illinois, Missouri, and Kansas. They’re notably
Deathclaw distinguished from other Deathclaws by having mammal-like primate body type, more
developed arms and long sharp claws, horns of several herbivore mammal types, and a
predatory maw. They’re covered with patches of fur and some are noted to be capable of
speech. These Deathclaws get the Climber ability and Max HP +50.
Hardened Hardened plating added to robots. DT +6 and DR +20% to all Armor Stats. Double Max HP. AC
+30.
Legendary Their HP is doubled and receives a +1 to all S.P.E.C.I.A.L. stats. DT +5 and DR +30% to all.
Damage Modifier increases by 0.2 for all attacks. When they’re at half their hit points, they
go back to full hp. They can only do this once a day. Anything can be Legendary.
Nuka They emit a light blue glow all around their body through cracks. Max HP +100
Scorched All who are Scorched are linked via a hive mind born of a fungal infection. They work as one.
They also work with Scorchbeasts. Their skin is pink and shredded with several sores and
small crystalline ultracite protrusions poking out. The ultracite gives off a weak radiation
signature that makes them easier to track. This also makes them weak to the depleted form
of the mineral. They take double damage from Ultracite Rounds.
6
Variant Description
Swamp A variant that exists in swamps. They ignore movement penalties that regard water, they’re
able to swim, and get a +25 Sneak when in the water.
7
Sizes Chart
Sizes refer towards the height, width, and depth of the character's personal space. Refer to the
chart below.
Medium 5 by 5 ft 1 by 1 -
Large 10 by 10 ft 2 by 2 -
Huge 15 by 15 ft 3 by 3 -
The range of an attack is not dependent on the size. The attack specifies the range of the body
part/weapon. Small creatures can share a space with one creature.
Resistances
Secondary Statistics like Poison Resistance, Radiation Resistance, etc. are still applied, but some
creatures, just like player characters, get a bonus to the statistic. These statistics are applied
before any equipment bonuses. This can be found in the notes section of NPCs. For factions
such as the Brotherhood of Steel which is composed of Humans, you apply the player character
Secondary Statistics of Humans. This can be applied to Wastelanders, Mercenaries, etc. You
may be able to apply the same with Ghouls, Synths, Eastern/Western Super Mutants. Robot
Secondary statistics and extra bilities are applied to the Institute, Turrets, and all the Robots in
the Bestiary.
8
Defcon Tiers
Trying to figure out what NPCs are best suited for certain levels can be difficult at times. In this
system we have Defcon Tiers. Defcon Tiers are a range of five levels that will determine the
difficulty of NPCs. The chart below defines the Defcon Tier to its corresponding level range.
This is assuming the character their equipment aligns with the level they’re at. This doesn’t
include exotic equipment. For Defcon Tier 1 it's assumed for a party of four. A basic party will
consist of a Normal Damage Character, Energy Damage Character, a Tank, and a Support.
Support appears broad but there are plenty of perks that allow the character to give buffs to
other allies.
Defcon Tier also relates to how much XP gained from killing a group of NPCs. Refer to the chart
below. Weapons and Armor that aren’t part of the Equipment section have a specific rarity for
the purposes of their Weapon Resistance and sale price.
If by some stroke of charm or luck you manage to recruit an NPC, they take the middle level of
that Defcon Tier as their starting level. A raider with a Defcon Tier 5, if recruited, will have a
starting level of 3 if they join the party as a companion. If the party’s level is above the
recommended Defcon Tier range, the NPC recruited will instead take the highest level possible
of the Defcon Tier they’re in. A level 10 party that recruits a Defcon Tier 5 Raider, will have a
Raider that’s level 5 as their new companion level. Their stats will always be their base and they
will level up with the party.
Starter companions however will be the same level as the player levels up with them, but they
still get the base stats. Tagged Skills for NPCs are chosen by the GM, unless the skills displayed
on the NPC page in the Bestiary is below or equal to 4 Skills. If it’s below four skills, the GM does
nothing. If the NPC has only three or fewer skills listed, the player may speak to the GM about a
4th, or 5th if it’s a Ghoul. If allowed, all you do is Tag the skill. No extra points are given. For
weapons, an NPC would usually have one - three weapons on them.
9
Animals
The native wildlife of the wastes that have been altered throughout the years of living in the open radiation.
Angler
Mutated fish with a fleshy bioluminescent growth that sits atop their heads to act as camouflage for predators to
disguise themselves as the surrounding lure weed to fool their prey.
ST PE EN CH IN AG LK
8 7 6 3 4 8 5
10
Bird
Any small bird that comes to mind.
ST PE EN CH IN AG LK
1 8 3 4 3 10 5
11
Bighorner
Mutated bighorn sheep that live in the high mountains.
ST PE EN CH IN AG LK
8 5 6 1 1 6 5
Hit Points 40 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 100
Detection 50 The rest of the Targeted Attacks follow
Sneak 25 the standard of an average human.
Survival 50
ER: +20%
Attacks Headbutt: S: 3 T: 4 Dmg: 2d6+4+MD Rng:
GR: 0%
5 ft
PR: 0%
Armor AC: +5 RR: Immune
N: 3/20
L: 1/10
12
Bloodworm Larva
A carnivorous worm that has adapted and grown to be a predator. However, it's only a baby in this stage.
ST PE EN CH IN AG LK
5 6 4 2 4 6 5
13
Bloodworm
A carnivorous worm that has adapted and grown to be a predator. They can be as big as humans.
ST PE EN CH IN AG LK
6 6 5 2 4 7 5
14
Bloodworm Queen
The queen of the Bloodworms. She protects her future babies with her life.
ST PE EN CH IN AG LK
8 6 6 2 5 9 5
15
Brahmin
A two headed scorched female cow commonly used by caravans and provides plenty of food. They can carry up to
500 lbs of items.
ST PE EN CH IN AG LK
6 3 5 1 1 5 5
Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 75
Detection 25 The rest of the Targeted Attacks follow
Sneak 25 the standard of an average human.
Survival 50
ER: +20%
Attacks Headbutt: S: 3 T: 4 Dmg: 2d4+4+MD Rng:
GR: 0%
5 ft
PR: 0%
Armor AC: +2 RR: Immune
N: 1/20
Abilities None
16
Brahmiluff
A two headed scorched male cow commonly used to breed more brahmin. They’re a bit more aggressive. They can
carry up to 700 lbs of items.
ST PE EN CH IN AG LK
7 4 6 1 1 4 5
Hit Points 40 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 75
Detection 25 The rest of the Targeted Attacks follow
Sneak 25 the standard of an average human.
Survival 50
Gore attack uses the horns.
Attacks Gore: S: 3 T: N/A Dmg: 2d8+6+MD Rng: 5
ft ER: +20%
Armor AC: +6 GR: 0%
N: 2/20 PR: 0%
RR: Immune
Abilities None
17
Cat
The little shits that’ll look you Straight in the eye and knock the vase down.
ST PE EN CH IN AG LK
3 7 5 5 6 10 5
Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 100 The rest of the Targeted Attacks follow
Survival 50 the standard of an average human.
Attacks Claw: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft ER: +20%
Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft
GR: 0%
Armor AC: +20 PR: 0%
RR: Immune
Abilities Bonus Movement - Rank 2
Detector
Pounce
Sixth Sense
18
Coyote
Similar to dogs, coyotes live in the wild and are not as tame. They could be confused as dogs from a glance.
ST PE EN CH IN AG LK
5 8 5 5 5 8 5
Hit Points 30 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 75 The rest of the Targeted Attacks follow
Survival 75 the standard of an average human.
Attacks Claw: S: 2 T: 3 Dmg: 1d8+4+MD Rng: 5 ft Variants: Scorched
Bite: S: 3 T: 4 Dmg: 2d6+4+MD Rng: 5 ft
ER: +20%
Armor AC: +7
N: 1/20 GR: 0%
L: 1/10 PR: 0%
F: 0/10 RR: Immune
19
Young Deathclaw
These immature Deathclaws are about the same size as a human and they’re easy pickings for the most
experienced wastelanders. However, they often travel with an adult.
ST PE EN CH IN AG LK
10 6 6 3 5 10 5
20
Deathclaw
The scariest and most intimidating creatures in the wasteland. With massive claws of death and a horn just as big,
they will destroy anything in their path. They can even flip cars.
ST PE EN CH IN AG LK
14 8 8 3 6 10 5
21
Deathclaw Matriarch
The spawners of Satan themselves. Deathclaw Matriarchs are very protective of their young and if even one gets
hurt, or worse, they’ll enter a rage against anything that isn’t a Deathclaw. They’re not as Strong as Alphas, but
they’re a lot faster.
ST PE EN CH IN AG LK
16 12 10 3 6 12 5
22
Alpha Deathclaw
The pack leader of a Deathclaw nest. Their horns are longer and curved. If you see one, it’s already too late.
ST PE EN CH IN AG LK
16 10 10 3 6 10 5
23
Dog
Man’s best friend that surprisingly didn’t mutate. They can be your companion but if you don’t take care of them
it’ll be your fault.
ST PE EN CH IN AG LK
5 8 5 5 5 8 5
Hit Points 30 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 75 The rest of the Targeted Attacks follow
Survival 75 the standard of an average human.
Attacks Claw: S: 2 T: 3 Dmg: 1d8+4+MD Rng: 5 ft Crippling the tail does nothing to the
Bite: S: 3 T: 4 Dmg: 2d6+8+MD Rng: 5 ft creature except anger it.
Armor AC: +7
Variants: Scorched
N: 1/20
L: 1/10
ER: +20%
F: 0/10
GR: 0%
Abilities Bonus Movement - Rank 2 PR: 0%
Detector RR: Immune
Pounce
Sixth Sense
Takedown
24
Fog Crawler
Shrimp-like abomination that exists to torment all of us.
ST PE EN CH IN AG LK
15 10 12 3 7 10 5
25
Fox
It’s a fox.
ST PE EN CH IN AG LK
4 7 5 5 6 10 5
Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 75 Crippling the tail does nothing to the
Survival 50 creature except anger it.
Attacks Claw: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft The rest of the Targeted Attacks follow
Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft the standard of an average human.
Armor AC: +20
ER: +20%
Abilities Bonus Movement - Rank 2 GR: 0%
PR: 0%
RR: Immune
26
Young Gecko
A reptilian creature that stands, often travels with a pack to search for prey. These types are not fully mature.
ST PE EN CH IN AG LK
5 6 4 1 4 7 5
27
Young Fire Gecko
A reptilian creature that stands, often travels with a pack to search for prey. These types are not fully mature with
a dark purple texture and spikes on their back.
ST PE EN CH IN AG LK
5 6 4 1 4 7 5
28
Young Green Gecko
A reptilian creature that stands, often travels with a pack to search for prey. These types are not fully mature with
a light green texture.
ST PE EN CH IN AG LK
5 6 4 1 4 7 5
29
Gecko
A reptilian creature that stands, often travels with a pack to search for prey. They’re fully mature.
ST PE EN CH IN AG LK
5 7 5 1 4 8 5
30
Fire Gecko
A reptilian creature that stands, often travels with a pack to search for prey. They’re fully mature with a dark
purple texture and spikes on their back.
ST PE EN CH IN AG LK
5 7 5 1 4 8 5
31
Green Gecko
A reptilian creature that stands, often travels with a pack to search for prey. They’re fully mature with a light green
texture.
ST PE EN CH IN AG LK
5 7 5 1 4 8 5
32
Hunter Gecko
A reptilian creature that stands, often travels with a pack to search for prey. They’re fully mature and because of
their experience makes them faster and stronger.
ST PE EN CH IN AG LK
6 7 5 2 4 9 5
33
Gojira
A massive Fire Gecko that wreaks havoc wherever it goes.
ST PE EN CH IN AG LK
15 10 15 3 5 10 10
Abilities AP Boost
Armor Breaker
Armor Penetration
Bonus Movement - Rank 3
Climber
Critical Immunity
Detector
Ironwall
Melee Buff
Pounce
Quiver With Fear
Repel
Rebuke
Sixth Sense
Swimmer
Takedown
Thick Skull
34
Gatorclaw
A water Deathclaw.
ST PE EN CH IN AG LK
12 10 8 3 6 10 5
35
Giant Rat
It wouldn’t be an apocalypse without giant rats lurking about. These little dimples love to eat garbage and human
flesh.
ST PE EN CH IN AG LK
5 6 1 1 5 7 5
Hit Points 10 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 50
Detection 25 The rest of the Targeted Attacks follow
Sneak 25 the standard of an average human.
Survival 50
Variants: Glowing and Scorched
Attacks Claw: S: 2 T: 3 Dmg: 1d4+3+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 1d4+4+MD Rng: 5 ft ER: +10%
If a Bite hits, the target rolls EN -1. If the
GR: 0%
target succeeds, they take half the Poison
Damage. If the target fails, they suffer 3 PR: 0%
Poison Damage Per Hour, roll EN -1 every RR: Immune
hour for the next two hours. If they
succeed the EN roll, the target doesn’t
take Poison Damage for the hour.
Armor AC +8
36
Young Gulper
The hatching mutated-salamander-like creature that can hang on trees to catch victims by surprise.
ST PE EN CH IN AG LK
6 6 5 2 3 8 5
37
Gulper
A mutated-salamander-like creature that can hang on trees to catch victims by surprise.
ST PE EN CH IN AG LK
8 8 6 3 3 10 5
38
Hermit Crab
A massive monstrosity that uses a trailer as its shell. You’d think the trailer would slow them down? You’re wrong.
ST PE EN CH IN AG LK
12 5 10 1 4 5 5
39
Baby Megasloth
That’s right. A giant mutated sloth with algae growing on its back. Although they’re typically docile, they’ll do
anything to protect their young.
ST PE EN CH IN AG LK
12 5 8 3 5 6 5
40
Megasloth
That’s right. A giant mutated sloth with algae growing on its back. Although they’re typically docile, they’ll do
anything to protect their young.
ST PE EN CH IN AG LK
12 5 8 3 5 8 5
41
Mirelurk Spawn
They may look cute to some (They’re not), but in swarms these little buggers will overrun you.
ST PE EN CH IN AG LK
2 4 1 1 3 5 5
42
Mirelurk
If giant crabs survive the apocalypse, everyone living on the coast will feast upon them. Mirelurks travel in packs
and have a hard shell on the back that makes them difficult to sneak attack from behind.
ST PE EN CH IN AG LK
8 5 7 2 4 6 5
43
Mirelurk Hunter
A variant of the mirelurks that originated as lobsters, they’re a bit stronger than the average Mirelurk and come
with an acid spit attack that makes everyone cry.
ST PE EN CH IN AG LK
8 6 8 2 4 8 5
44
Mirelurk King
The king lurks underneath the waters killing all in its path. They’re not as feared as Deathclaws, but their Sonic
Blast begs to differ. This can also be used for Lakelurks.
ST PE EN CH IN AG LK
12 8 7 3 5 12 5
45
Mirelurk Queen
A massive abomination that spawns babies and spits acid out at everyone. Every wastelander that sees this
creature better run or they’ll have to face the Queen and her horde.
ST PE EN CH IN AG LK
16 8 7 3 5 4 5
46
Mole Rat
The oddest creature that no one expected in the apocalypse. Mole rats travel in packs and are often led by a Brood
Mother. These little buggers burrow themselves into the ground and sprout out at times for an ambush.
ST PE EN CH IN AG LK
5 6 2 2 4 7 5
Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 60
Detection 50 The rest of the Targeted Attacks follow
Sneak 50 the standard of an average human.
Survival 50
Variants: Glowing
Attacks Claw: S: 2 T: 3 Dmg: 1d4+3+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 1d6+5+MD Rng: 5 ft ER: +10%
Armor AC +8 GR: 0%
PR: 0%
Abilities Bonus Movement - Rank 1 RR: Immune
Burrow
Pounce
Sixth Sense
47
Broodmother Mole Rat
The mothers of the Mole rat packs. These things are fatter and hit harder, but all in favor of the pack.
ST PE EN CH IN AG LK
6 7 4 1 5 8 5
Hit Points 60 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 100
Detection 50 The rest of the Targeted Attacks follow
Sneak 50 the standard of an average human.
Survival 75
Variants: Glowing
Attacks Claw: S: 2 T: 3 Dmg: 2d4+5+MD Rng: 5 ft
Bite: S: 3 T: 4 3d4+5+MD Rng: 5 ft ER: +20%
Armor AC +12 GR: 0%
PR: 0%
Abilities Bonus Movement - Rank 2 RR: Immune
Burrow
Pounce
Sixth Sense
48
Nightstalker
With the body of a coyote, the head of a snake, and the tail of a snake, these abominations travel as a pack.
ST PE EN CH IN AG LK
5 8 5 5 5 8 5
Hit Points 70 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 75 The rest of the Targeted Attacks follow
Survival 75 the standard of an average human.
Attacks Bite: S: 3 T: 4 Dmg: 2d6+8+MD Rng: 5 ft Crippling the tail does nothing to the
If a Bite hits, the target rolls EN -1. If the creature except anger it.
target succeeds, they take half the Poison
Damage. If the target fails, they suffer 20 Variants: Scorched
Poison Damage Per Hour, roll EN -1 every
hour for the next hour. If they succeed When skinning for meat assume its a
the EN roll, the target doesn’t take Poison Defcon 5.
Damage for the hour.
ER: +20%
Armor AC: +17
N: 1/20 GR: 0%
L: 1/10 PR: +20%
F: 0/10 RR: Immune
49
Opossum
The other nature’s ninja but with three heads.
ST PE EN CH IN AG LK
4 7 5 5 6 8 5
Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 75
Deception 100 The rest of the Targeted Attacks follow
Detection 75 the standard of an average human.
Sneak 75
Survival 50 They can use Deception to play dead.
Attacks Claw: S: 2 T: 3 Dmg: 1d4+MD Rng: 5 ft ER: 0%
Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft
GR: 0%
Armor AC: +12 PR: 0%
RR: Immune
Abilities Bonus Movement - Rank 2
Climber
50
Rad Chicken
It’s a chicken. That’s been radiated.
ST PE EN CH IN AG LK
2 5 3 5 2 6 5
51
Rad Rabbit
It’s a rabbit. That’s been radiated.
ST PE EN CH IN AG LK
2 7 3 5 5 10 5
Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 75 The rest of the Targeted Attacks follow
Survival 50 the standard of an average human.
Attacks Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft ER: 0%
Armor AC: +10 GR: 0%
PR: 0%
Abilities Bonus Movement - Rank 2 RR: Immune
52
Rad Squirrel
It’s a hairless squirrel that’s been radiated.
ST PE EN CH IN AG LK
2 7 3 5 5 10 5
Hit Points 20 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 75 tail also takes the leg penalty.
Detection 75
Sneak 100 The rest of the Targeted Attacks follow
Survival 50 the standard of an average human.
Attacks Bite: S: 3 T: 4 Dmg: 1d4+MD Rng: 5 ft ER: 0%
Armor AC: +20 GR: 0%
PR: 0%
Abilities Bonus Movement - Rank 3 RR: Immune
Climber
53
Rad Turkey
Happy Turkey Day!
ST PE EN CH IN AG LK
3 5 5 3 2 7 5
54
Radstag
Still a great source of two-headed meat, but it’s very important to down them quickly, as you don’t want to be on
the business end of his antlers.
ST PE EN CH IN AG LK
5 10 4 1 1 10 5
55
Radstag Doe
The best source of two-headed meat in the wasteland, considering you don’t have to worry about it turning YOU
into dinner. However it’s important that you manage to land a good shot on the first try to down her before she
can escape.
ST PE EN CH IN AG LK
3 10 3 1 1 9 5
56
Radscorpion
A freak of nature that will instantly destroy you with its stinger. These things can burrow into the ground and
sprout out and strike like a ninja.
ST PE EN CH IN AG LK
6 5 6 3 6 8 5
57
Giant Radscorpion
A freak of nature that will instantly destroy you with its stinger. These things can burrow into the ground and
sprout out and strike like a ninja.
ST PE EN CH IN AG LK
8 6 8 3 6 8 5
58
Bark Radscorpion
A smaller variant of the traditional radscorpion found in the desert. They’re faster but weaker than standard.
ST PE EN CH IN AG LK
4 5 5 3 5 8 5
59
Bark Radscorpion Hunter
A smaller variant of the traditional radscorpion found in the desert. They’re faster and more experienced that their
younger versions.
ST PE EN CH IN AG LK
5 6 5 3 5 9 5
60
Rad Toad
A giant toad that’ll slap you with its tongue.
ST PE EN CH IN AG LK
2 5 4 1 4 8 5
61
Scorchbeast
If you ever fight this, you’re going to die.
ST PE EN CH IN AG LK
18 12 12 3 5 10 5
Hit Points 1,000 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Throwing 100
Unarmed 150 Crippling the tail does nothing to the
Sneak 25 creature except anger it.
Detection 75
The rest of the Targeted Attacks follow
Attacks Claw Stab: S: 3 T: 4 Dmg: 2d10+20+MD the standard of an average human.
Rng: 15 ft
Bite: S: 3 T: 4 Dmg: 2d6+10+MD ER: Immune
Rng: 5 ft
GR: 0%
Armor AC: +40 PR: +50%
N: 17/50 RR: Immune
L: 18/50
F: 15/50
P: 13/50
E: 14/50
62
Scorchbeast Queen
If you ever fight this, you really pissed off the GM and probably deserve it.
ST PE EN CH IN AG LK
20 12 15 3 5 10 5
Hit Points 3,000 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Throwing 100
Unarmed 175 Crippling the tail does nothing to the
Sneak 25 creature except anger it.
Detection 100
The rest of the Targeted Attacks follow
Attacks Claw Stab: S: 3 T: 4 Dmg: 3d10+20+MD the standard of an average human.
Rng: 15 ft
Bite: S: 3 T: 4 Dmg: 3d6+10+MD ER: Immune
Rng: 5 ft
GR: 0%
Armor AC: +70 PR: +50%
N: 18/60 RR: Immune
L: 19/60
F: 16/60
P: 14/60
E: 15/60
63
Wolf
Not as altered as other species, wolves typically roam in packs led by the Alpha. Rarely do you see them alone.
ST PE EN CH IN AG LK
7 7 5 2 5 8 6
Hit Points 50 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 100
Detection 100 The rest of the Targeted Attacks follow
Sneak 100 the standard of an average human.
Attacks Claw: S: 2 T: 3 Dmg: 1d8+4+MD Rng: 5 ft Variants: Glowing
Bite: S: 3 T: 4 Dmg: 2d6+4+MD Rng: 5 ft
If a bite is successful, they're able to hold ER: +20%
onto you. Roll ST vs. ST to get them off.
GR: 0%
Once you push them off, you take 5 True
Damage and start to bleed out. Roll a 1d4 PR: 0%
each turn till you're treated. RR: Immune
Abilities Detector
Melee Buff
Pounce
Sixth Sense
Takedown
64
Yao Guai
Not as terrifying as a Deathclaw, but just as terrifying. The Yaoguai is a large bear that has barely mutated but still
wanders the waste. Be wary of these beasts for once they get you, it can snap your neck in an instant.
ST PE EN CH IN AG LK
12 10 10 3 5 8 5
Hit Points 300 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 125
Detection 75 The rest of the Targeted Attacks follow
Sneak 75 the standard of an average human.
Survival 100
Variants: Albino and Glowing
Attacks Claw Swing: S: 4 T: N/A Dmg: 2d8+6+MD
Rng: 5 ft ER: +30
Bite: S: 3 T: 4 Dmg: 2d6+6+MD Rng: 5 ft
GR: 0%
If the bite is successful, they're able to
hold onto you. Roll ST vs. ST to get them PR: +20%
off. Once you push them off, you take 5 RR: Immune
True Damage and start to bleed out. Roll
a 1d4 each turn till you're treated.
65
Brotherhood of Steel
Although they’re well trained, the Brotherhood doesn’t have the numbers of N.C.R. possess. What they make up
for numbers they make up in skill. The Brotherhood is the most spread out faction and each chapter is led by an
Elder which forms a council led by the High Elder.
Brotherhood Initiate/Aspirant
The lowest and intensely trained individuals of the Brotherhood. Initiates become Aspirants when they
demonstrate their worth.
ST PE EN CH IN AG LK
6 6 5 5 5 6 5
Hit Points 90
66
Brotherhood Knight
The typical soldier on the field. Knight is a fully recognized member of the Brotherhood of Steel.
ST PE EN CH IN AG LK
7 7 6 5 6 7 5
67
Brotherhood Paladin
The true embodiment of the Brotherhood of Steel. They’re the most experienced soldiers that are equivalent to a
United States Colonel.
ST PE EN CH IN AG LK
8 8 7 6 7 8 6
68
Brotherhood Star Paladin
A rare rank among the Brotherhood that are equivalent to Brigadier General.
ST PE EN CH IN AG LK
9 9 8 6 8 9 6
69
Brotherhood Sentinel
The rank below Elder. Sentinel’s are equivalent to a General and they’re the scariest and most badass members of
the Brotherhood of Steel.
ST PE EN CH IN AG LK
10 10 9 7 9 10 7
70
Brotherhood Lancer
The pilots of the Brotherhood of Steel. They’re experts in Vehicles.
ST PE EN CH IN AG LK
6 7 5 6 8 7 5
Hit Points 80
Abilities Redo
71
Brotherhood Scribe
The best and brightest of the Brotherhood. Scribes dedicate their lives to the research of Pre-War and Post-War
technologies.
ST PE EN CH IN AG LK
5 6 5 5 8 6 5
Abilities None
72
Elder Arthur Maxson
The leader of the Eastern Brotherhood of Steel and the last descendent of Roger Maxson, the founder of the
Brotherhood of Steel.
ST PE EN CH IN AG LK
10 10 10 10 10 10 10
73
Caesar Legion
An autocratic, traditionalist, and imperialistic slaver society founded in 2247 by Edward Sallow who calls himself
Caesar. Caesar based his society off of the Roman Empire and successfully united multiple tribes under his banner.
Legionnaire Recruit
The lowest rank of the Legion trained in close combat with only one goal in mind, to prove their worth.
ST PE EN CH IN AG LK
6 5 4 5 5 6 5
Hit Points 40
Melee Weapons 75
Small Guns 75
Throwing 75
Unarmed 75
74
Prime Legionnaire
Humans with a Renegade Alignment
The standard Legionnaire of the Legion armed with the weapon and armor parts of their fallen foes.
ST PE EN CH IN AG LK
6 6 5 4 5 7 5
Hit Points 45
75
Decanus Legionnaire
The standard Legionnaire of the Legion armed with the weapon and armor parts of their fallen foes.
ST PE EN CH IN AG LK
7 6 5 5 5 8 5
Hit Points 52
76
Frumentarii
The scouts, assassins, and infiltrators of the Legion. They are everywhere and you better pray they haven’t
infiltrated into a position of high authority.
ST PE EN CH IN AG LK
7 6 5 5 5 9 5
Hit Points 50
Abilities Detector
Martial Artist
Melee Buff
Quick Reload
Redo
77
Centurion
The highest ranking officers in the Legion and work as the main commanders of the army.
ST PE EN CH IN AG LK
9 6 6 6 7 9 5
78
Praetorian
The elite guard of Caesar himself. They’re well respected and feared for their exceptional skill. They’re masters of
hand-to-hand combat.
ST PE EN CH IN AG LK
10 7 7 6 7 10 5
79
Legate Lanius
It does not matter, victory shall be ours, it shall be swift, and it will be honest, purchased with blood.
ST PE EN CH IN AG LK
10 7 10 6 8 10 7
80
Legion Hound
Large dogs raised in Denver by the Legion to serve for hunting and killing.
ST PE EN CH IN AG LK
7 8 4 4 5 7 5
Hit Points 40 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 100
Detection 100 The rest of the Targeted Attacks follow
Sneak 75 the standard of an average human.
Weapons Bite: S: 3 T: 4 Dmg: 1d8+2+MD Rng: 5 ft ER: +20%
Claw: S: 2 T: 3 Dmg: 1d6+2+MD Rng: 5 ft
GR: 0%
Armor AC +18 PR: 0%
N: 2/30 RR: Immune
L: 1/20
81
Church of the Children of Atom
The holy religion of the great Atom. His children spread his glow. They originated in Megaton and have spread all
over the East Coast.
Child of Atom
The new members of the Church. Armed with Gamma Guns, they spread the good word one radiation at a time.
ST PE EN CH IN AG LK
5 5 8 6 5 6 6
Hit Points 70
Energy Weapons 75
Small Guns 100
Unarmed 50
Detection 50
Sneak 50
82
Child of Atom Preacher
The leaders of the church that carry the good barrel of Atom’s glow.
ST PE EN CH IN AG LK
5 6 8 8 6 6 8
Hit Points 90
83
Child of Atom Enforcers
The enforcers that protect the glow from nonbelievers.
ST PE EN CH IN AG LK
6 6 9 7 6 8 8
84
Cryptids
A variation to animals that are related to local folklore and a questionable existence.
Abominations
The experiments of the Zetans. Kill on sight.
ST PE EN CH IN AG LK
7 5 7 3 3 7 5
85
Alien
It’s the Zetans! They’re everywhere!
ST PE EN CH IN AG LK
10 10 10 10 10 10 10
86
Flatwoods Monster
A rare creature that is said to manipulate the minds of many.
ST PE EN CH IN AG LK
6 10 10 5 10 10 5
87
Grafton Monster
A massive abomination made of flesh by West Tek in Huntersville. If you see the massive wall of flesh, run.
ST PE EN CH IN AG LK
12 5 8 3 3 8 5
88
Mothman
The Mothman sees all and knows all. It watches silently in the distance waiting to strike.
ST PE EN CH IN AG LK
8 10 8 3 3 10 5
89
Sheepsquatch
A mythical creature stalking the hills and mountains of Appalachia. Be wary of its massive horns.
ST PE EN CH IN AG LK
14 8 12 3 6 10 5
90
Wendigo
A cannibal mythical monster that lurks in the wild. A nightmare incarnate.
ST PE EN CH IN AG LK
8 8 7 1 5 10 5
Abilities AP Boost
Bonus Movement - Rank 3
Detector
Melee Buff
Sixth Sense
Thick Skull
91
Wendigo Colossus
MUAHAHAHAHAHAHAHA!!!
ST PE EN CH IN AG LK
15 10 12 1 5 10 6
92
Enclave
Remnants of the United States government, (And possibly Vault-Tec Industries) the Enclave is a shadow
organization that aims to pursue a dream of a new America in the destroyed world.
Enclave Private/Specialist/Corporal
The lowest rank in the United States Military. Their training is more intense because of their low numbers, but
their experience on the field dwindles. (Can be renamed as Enclave Recruits if you’re not going by ranks).
ST PE EN CH IN AG LK
6 6 5 5 6 6 5
Hit Points 80
Abilities Redo
93
Enclave Sergeant/Master Sergeant/Warrant Officer
An experienced Enclave soldier that’s devoted his life to the military for a few years. (Can be renamed as Enclave
Soldiers if you’re not going by ranks).
ST PE EN CH IN AG LK
7 7 5 5 6 7 5
Big Guns 75
Energy Weapons 125
Melee Weapons 100
Throwing 100
Unarmed 100
Detection 75
Sneak 75
94
Enclave Lieutenant/Major
These men and women have seen the worst of the world and vow to rebuild no matter the cost. They lead with
pride and America is always on the mind.
ST PE EN CH IN AG LK
8 8 5 6 7 8 6
95
Enclave Captain/Colonel/General
The true leaders of the Enclave, aside from the president. These gentlemen are fierce and hardened veterans that
would rather die than let mutants roam the good ol’ red, white, and blue. (Can be used as Enclave Veteran X-01/X-
02 Soldier).
ST PE EN CH IN AG LK
9 9 5 6 8 9 6
96
Enclave Hellfire Soldier
The elite of the elite of the Enclave are given this epic power armor. They’re members of Sigma Squad.
ST PE EN CH IN AG LK
10 10 5 7 9 10 7
97
Enclave Pilot
The pilots of the Enclave. They’re experts in Vehicles.
ST PE EN CH IN AG LK
6 7 5 6 8 7 5
Hit Points 80
Abilities Redo
98
Enclave Scientist
The brightest of the Enclave that enjoy experimenting for the sake of America.
ST PE EN CH IN AG LK
5 6 5 5 9 6 5
Abilities None
99
Frank Horrigan
You've gotten a lot farther than you should have, but then you haven't met Frank Horrigan either. Your ride's over,
mutie. Time to die.
ST PE EN CH IN AG LK
15 15 15 10 10 10 10
100
Feral Ghouls
The unwanted zombies of the wasteland that exist only to kill. They’re mindless creatures that for some strange
reason avoid sane Ghouls and Super Mutants. If you’re anything else you’ll be attacked by them and most likely in
hordes. If you want them to be a threat for higher levels, multiply their Hit Points by a quarter per each Defcon
Tier.
Feral Ghoul
Humanoid creatures that used to be humans. They’ve taken up too much rads and have turned into feral creatures
that roam the wastes. These are the most common.
ST PE EN CH IN AG LK
7 5 5 1 1 7 5
Armor AC +13
Abilities Takedown
101
Glowing One
Humanoid creatures that used to be humans. They’ve taken up too much more rads than they should and are the
living embodiment of radiation. Glowing Ones emit a strange heat and don’t travel alone.
ST PE EN CH IN AG LK
7 5 3 1 1 7 5
Armor AC +13
102
Feral Ghoul Reaver
Humanoid creatures that used to be humans. Far more durable and “lucky” enough to have been turned into
zombies with armor on them. They’re a lot tougher but it only gets worse from here.
ST PE EN CH IN AG LK
8 6 6 1 1 8 5
103
Withered Feral Ghoul
Humanoid creatures that used to be humans. The most dangerous and formiddle ghouls hiding away in the darkest
depths. One strike has the potential to bring you down.
ST PE EN CH IN AG LK
9 6 7 1 1 9 5
Armor AC +21
N: 4/40
L: 4/40
F: 4/40
P: 4/40
E: 4/40
104
Gangrenous/Rotting Feral Ghoul
Humanoid creatures that used to be humans. Although rarer than the Withered Feral Ghoul, the Gangrenous is
stronger and more durable. Rotting Feral Ghouls are more bloated but have double the Hit Points.
ST PE EN CH IN AG LK
9 6 8 1 1 9 5
Armor AC +31
N: 8/50
L: 8/50
F: 4/40
P: 4/40
E: 8/50
105
Forced Evolutionary Virus
A result of experimentation with the Forced Evolutionary Virus. These experiments were a ploy to counter the New
Plague but the result wasn’t what they ended, yet they continued. All F.E.V. creatures are immune to radiation.
ST PE EN CH IN AG LK
10 6 7 3 3 7 5
106
Eastern Super Mutant Brute
A cut above the average Super Mutant. A Brute is more vicious and brutal with better equipment.
ST PE EN CH IN AG LK
11 6 8 3 3 7 5
107
Eastern Super Mutant Master
These masters lead their own gang of Super Mutants and take no prisoners. They’re often more ruthless and a bit
more intelligent than their lesser brethren.
ST PE EN CH IN AG LK
12 7 9 3 4 8 5
108
Repel
ST PE EN CH IN AG LK
13 8 10 3 5 9 6
109
Redo
Repel
Takedown
ST PE EN CH IN AG LK
13 9 11 3 5 10 6
110
Melee Buff
Rebuke
Redo
Repel
Takedown
ST PE EN CH IN AG LK
17 5 12 3 1 7 7
111
Mutant Hound
These dogs have undergone a major mutation from FEV. Super Mutants keep them as pets and they’re great for
tracking those pesky humans.
ST PE EN CH IN AG LK
9 8 8 2 5 8 5
Hit Points 60 It’s four limbs all take the leg penalty
when attempting a Targeted Attack. The
Unarmed 100 tail also takes the leg penalty.
Detection 100
Sneak 75 The rest of the Targeted Attacks follow
the standard of an average human.
Attacks Claw: S: 2 T: 3 Dmg: 1d8+8+MD Rng: 5 ft
Bite: S: 3 T: 4 Dmg: 2d6+8+MD Rng: 5 ft Variants: Glowing
If a bite is successful, they're able to hold
onto you. Roll ST vs. ST to get them off. ER: +20%
Once you push them off, you take 5 True
GR: 0%
Damage and start to bleed out. Roll a 1d4
each turn till you're treated. PR: +30%
RR: Immune
Armor AC: +17
N: 4/30
L: 3/20
F: 3/20
P: 2/10
E: 3/20
Abilities Detector
Melee Buff
Pounce
Sixth Sense
Takedown
112
New California Floaters
Abnormal abominations that hover through the air by storing noxious gases in their flotation bladders. These
variants reside in the New California region.
ST PE EN CH IN AG LK
6 6 7 2 4 12 6
113
Floaters Gnasher
Abnormal abominations that hover through the air by storing noxious gases in their flotation bladders. Gnashers
primarily deal acid to their prey.
ST PE EN CH IN AG LK
6 6 7 2 4 12 6
114
Floaters Flamer
Abnormal abominations that hover through the air by storing noxious gases in their flotation bladders. Flamers
primarily deal fire damage to their prey.
ST PE EN CH IN AG LK
6 6 7 2 4 12 6
115
Floaters Freezer
Abnormal abominations that hover through the air by storing noxious gases in their flotation bladders. Flamers
primarily deal fire damage to their prey.
ST PE EN CH IN AG LK
6 6 7 2 4 12 6
116
Centaur
A complete mess of FEV experimentation by tossing in a mix of humans, dogs, cats, and other animals. An
abomination of what an FEV chimera would be. Beware of the tentacles.
ST PE EN CH IN AG LK
5 8 6 1 4 6 7
Hit Points 60 It’s six limbs all take the leg penalty when
attempting a Targeted Attack.
Throwing 75
Unarmed 100 The rest of the Targeted Attacks follow
Detection 75 the standard of an average human.
Sneak 25
Each tentacle takes the neck penalty.
Attacks Tentacle Slap: S: 2 T: 3 Dmg: 2d6+3+MD They have up to three tentacles.
Rng: 5 ft
Radiation Spit: S: 3 T: N/A Dmg: N/A Rng: Some may have several heads. GMs
30 ft should specify any altered versions of
Apply the Throwing skill to Radiation Spit. Centaurs.
If Radiation spit hits, it deals 100 rads to
the target. Variants: Evolved
Armor AC: +19
ER: +20%
N: 3/20
L: 1/10 GR: 0%
F: 2/10 PR: 0%
P: 1/10 RR: Immune
E: 2/20
Abilities Detector
Melee Buff
117
Wanamingo
A strange mutant animal that lives mostly underground. Although some confuse them as aliens, they’re actually
created as F.E.V. weapons similar to Deathclaws.
ST PE EN CH IN AG LK
7 8 6 1 4 7 7
Hit Points 100 It’s two arm tentacles take arm penalties
when attempting a Targeted Attack.
Unarmed 125
Detection 75 The rest of the Targeted Attacks follow
Sneak 75 the standard of an average human.
Attacks Tentacle Slap: S: 2 T: 3 Dmg: 3d6+5+MD ER: +20%
Rng: 5 ft
GR: 0%
Bite: S: 3 T: 4 Dmg: 6d4+10+MD Rng: 5 ft
PR: 0%
Armor AC: +23 RR: Immune
N: 6/40
L: 7/30
F: 2/10
P: 5/30
E: 5/30
118
Queen Wanamingo
The Queen of the Wanamingo that resides deep in the underground.
ST PE EN CH IN AG LK
9 10 8 1 5 8 7
Hit Points 300 It’s two arm tentacles take arm penalties
when attempting a Targeted Attack.
Unarmed 150
Detection 100 The rest of the Targeted Attacks follow
Sneak 75 the standard of an average human.
Attacks Tentacle Slap: S: 2 T: 3 Dmg: 6d6+5+MD ER: +40%
Rng: 5 ft
GR: 0%
Bite: S: 3 T: 4 Dmg: 10d4+20+MD Rng: 5 ft
PR: 0%
Armor AC: +32 RR: Immune
N: 10/50
L: 11/40
F: 3/20
P: 10/40
E: 10/50
119
Spore Carrier
Although not created through F.E.V., these creatures were developed before the Great War in the Big MT Research
Facility X-22 Botanical Garden to colonize the bodies of common pests.
ST PE EN CH IN AG LK
7 5 5 1 1 7 5
Abilities Pounce
Sixth Sense
Spore Gas
Takedown
120
Snallygaster
A unique creature that looks like a mutated dragon. Typically you’ll find them in groups of 2 - 4.
ST PE EN CH IN AG LK
6 8 6 1 4 10 7
Hit Points 200 It’s six limbs all take the arm penalty
when attempting a Targeted Attack.
Throwing 100
Unarmed 125 The rest of the Targeted Attacks follow
Detection 75 the standard of an average human.
Attacks Bite: S: 3 T: 4 Dmg: 4d6+10+MD Rng: 10 ft Variants: Glowing and Scorched
Claw: S: 2 T: 3 Dmg: 2d8+5+MD Rng: 5 ft
Toxic Spit: S: 3 T: N/A Dmg: 2d10+10 ER: +30%
Rng: 30 ft
GR: 0%
Acid Spit deals True Damage and uses the
Throwing Skill. PR: +50%
RR: Immune
Armor AC: +30
121
Western Super Mutant
Remnants of the Master’s Army, the Western Super Mutant retain their sanity and memories from their past.
Although they're not as strong as their eastern counterparts, their years of experience have made them formidable
opponents in the wasteland. They mostly tend to themselves.
ST PE EN CH IN AG LK
10 8 8 5 7 7 5
122
Nightkin
A unique version of the Western Super Mutant who had too push exposure to Stealth Boys. Overuse of the Stealth
Boys caused their skin to turn blue and for their personalities to change. They prefer to not be seen and are
obsessed with Stealth Boys. Finding a tamed Nightkin is nearly impossible.
ST PE EN CH IN AG LK
10 9 8 3 7 7 5
123
Ghost People
The Ghost People are mutated humans that worked as the construction workers of the Sierra Madre. The mutation
was caused by the corrosive rust-like toxins unique to the Sierra Madre called the “Cloud.” They only lurk in the
remains of the Sierra Madre but run away at the sight of holograms.
Ghost Harvester
The most common type of the Ghost People. The Ghost Harvester is small and wears a hood, waiting to ambush its
prey.
ST PE EN CH IN AG LK
6 6 6 1 5 8 5
124
Ghost Trapper
Ghost Trappers are larger than Harvesters and lack a hood. Often if a bear trap is found, Trappers aren’t too far.
ST PE EN CH IN AG LK
7 7 7 1 6 9 5
125
Ghost Seeker
A rare variant of the Ghost People. They carry Gas Bombs with them to throw at the enemy then leap from the
shadows with their Knife Spears.
ST PE EN CH IN AG LK
8 7 8 1 7 10 5
126
Insects
The native creepy crawlers of the wastes that we all wish were dead but they come back to haunt us. It’s a
reminder that roaches can survive nukes and mutate.
Bloatfly
Giant mutated flies that spew out a strange disgusting ooze. They were originally the tabanus horse fly.
ST PE EN CH IN AG LK
1 7 1 1 3 8 5
Variants: Glowing
ER: 0%
GR: 0%
PR: 0%
RR: Immune
127
Bloodbug
Giant mutated mosquitoes that hunger for blood.
ST PE EN CH IN AG LK
1 6 1 1 3 6 5
ER: 0%
GR: 0%
PR: 0%
RR: Immune
128
Tick
A ginormous tick that’ll run up and bite yeah.
ST PE EN CH IN AG LK
1 7 1 1 3 8 5
Variants: Glowing
ER: 0%
GR: 0%
PR: 0%
RR: Immune
129
Cave Cricket
A giant cricket that needs to die.
ST PE EN CH IN AG LK
5 10 5 1 3 10 5
ER: +10%
GR: 0%
PR: 0%
RR: Immune
130
Cave Cricket Hunter
Sturdier than their predecessors. You’ll need more than fire power to kill this cricket.
ST PE EN CH IN AG LK
6 10 6 1 3 10 5
ER: +20%
GR: 0%
PR: 0%
RR: Immune
131
Cave Cricket Slasher
Run. Just run.
ST PE EN CH IN AG LK
6 10 6 1 3 10 5
ER: +30%
GR: 0%
PR: 0%
RR: Immune
132
Young Cazador
Young satanic tarantula hawk spider wasps that need to die.
ST PE EN CH IN AG LK
4 7 4 1 3 8 5
133
Cazador
Satanic tarantula hawk spider wasps that need to die.
ST PE EN CH IN AG LK
5 8 5 1 3 10 5
134
Giant Cazador
Kill it with a mini nuke!
ST PE EN CH IN AG LK
7 10 6 1 4 12 5
135
Waspra
Rise beautiful Waspra! Rise!
ST PE EN CH IN AG LK
9 10 10 1 4 12 5
136
Giant Ant
After years of being burned and beaten, the giant ants come back for revenge in packs.
ST PE EN CH IN AG LK
3 6 2 1 3 7 5
Variants: Glowing
ER: +10%
GR: 0%
PR: 0%
RR: Immune
137
Giant Soldier Ant
The grand army of the ants that will fight to protect their colony and their queen.
ST PE EN CH IN AG LK
4 6 2 1 3 7 5
Variants: Glowing
ER: +10%
GR: 0%
PR: 0%
RR: Immune
138
Giant Fire Ant
They harnessed the power of the sun and breathed fire.
ST PE EN CH IN AG LK
4 6 2 1 3 7 5
139
Giant Ant Queen
The queen of the ants will spit at the non believers.
ST PE EN CH IN AG LK
4 6 2 1 3 7 5
140
Flying Ant Swarm
A swarm of flying ants. Not as big as the average wall crawler.
ST PE EN CH IN AG LK
1 6 1 1 3 10 5
Abilities Flight
141
Honey Beast
A mutated bee that sends out its bee army to their victims.
ST PE EN CH IN AG LK
8 6 8 1 3 7 5
142
Bee Swarm
A literal swarm of bees.
ST PE EN CH IN AG LK
1 6 1 1 3 10 5
Abilities Flight
143
Giant Mantis
It’s a giant mantis. What else do you expect?
ST PE EN CH IN AG LK
1 7 2 1 3 10 5
ER: 0%
GR: 0%
PR: 0%
RR: Immune
144
Radroach
Kill it with fire.
ST PE EN CH IN AG LK
1 4 1 1 3 5 10
145
Institute
The remnants of the Cambridge University in Boston, the Institute established themselves deep underneath the
earth and have built a utopia for themselves where they experiment peacefully away from the dangers of the
world.
ST PE EN CH IN AG LK
5 7 5 1 7 7 5
Armor -
146
Second Generation Synth
They appear human-like in design but have plating across the body that still make them look robotic.
ST PE EN CH IN AG LK
6 8 6 2 7 8 5
147
Third Generation Synth
The pride and joy of the Institute. Generation 3 Synths are human-like down to the cellular level, but they can’t
reproduce and not gain weight.
ST PE EN CH IN AG LK
6 8 6 5 7 9 5
148
Synth Courser
These elite agents are Generation 3 Synths that are designed to be the elite that retrieve lost synths. If a Courser is
after you, expect to be in the fight of your life.
ST PE EN CH IN AG LK
7 9 7 5 8 10 5
Abilities AP Boost
Bonus Movement - Rank 3
Detector
Earlier Sequence
Melee Buff
Quick Reload
Redo
149
Marked Men
Hardened ghouls with a fiery red color that used to be in the N.C.R. and Caesar’s Legion. The two factions banded
together and have resorted to cannibalism in order to survive.
ST PE EN CH IN AG LK
6 7 6 4 5 8 6
150
Marked Men Marauder
Marauders appear to be former N.C.R. Rangers carrying powerful heavy weapons.
ST PE EN CH IN AG LK
8 8 8 4 5 8 6
151
Marked Men Ravager
Ravagers appear to be former Legionnaires that specialize in melee weapons.
ST PE EN CH IN AG LK
8 6 10 4 5 10 6
152
Mercenaries
Mercenaries can vary in skill and equipment. They often drift from place to place taking on any job they can.
Young Mercenary
New to the life of mercenary work. Young Mercenaries travel often with groups, mostly friends, just trying to make
a name for themselves. Their training is above the average civilian.
ST PE EN CH IN AG LK
5 7 6 5 5 7 5
Energy Weapons 80
Melee Weapons 75
Small Guns 80
Throwing 75
Unarmed 75
Detection 50
Sneak 50
Abilities None
153
Mercenary
This life isn’t for the weak. You’ve killed, guarded, bribed, etc. Mercenaries work hard for their caps and they’ll do
whatever it takes to get the job done.
ST PE EN CH IN AG LK
6 7 6 5 6 7 5
Energy Weapons 90
Melee Weapons 90
Small Guns 100
Throwing 75
Unarmed 90
Detection 75
Sneak 75
154
Veteran Mercenary
Known throughout the wastes, Veteran Mercenaries often lead a company and are often wanted.
ST PE EN CH IN AG LK
7 8 7 6 6 8 5
155
Elite Mercenary
These elites are legends known throughout the wastes that either travel alone, or lead their own mercenary
company.
ST PE EN CH IN AG LK
8 8 8 6 6 9 5
156
Mole Miners
A remnant of Appalachia’s past. Mole Miners are former humans that were heavily mutated by unknown means
and reside in many caves and mines. Especially in the Ash Heap/ Some Mole Miners are docile and are willing to
trade.
Mole Miner
The simplest Mole Miner armed with a shotgun and hopes of surviving.
ST PE EN CH IN AG LK
7 6 8 3 5 8 6
157
Mole Miner Digger/Rockbreaker
The more experienced Mole Miner that also packs a punch.
ST PE EN CH IN AG LK
7 6 9 4 6 9 6
158
Mole Miner Foreman/Supervisor
Are often seen as second-in-command of Mole Miners.
ST PE EN CH IN AG LK
8 6 10 4 6 9 6
159
New California Republic
Started off in the west coast in California, the New California Republic is built upon the teachings and knowledge of
the old world. They focus on expanding their reach as much as possible but still have gangs and criminals that still
lurk and have small territory within their borders.
ST PE EN CH IN AG LK
6 5 5 5 5 6 5
Hit Points 40
Melee Weapons 50
Small Guns 75
Throwing 50
Unarmed 50
Detection 50
Sneak 50
Abilities None
160
N.C.R. Private/Specialist/Corporal
A bit above the average recruit. Privates, Specialists, and Corporals are always on the field doing the dirty work.
ST PE EN CH IN AG LK
6 6 5 5 5 7 5
Hit Points 50
Melee Weapons 50
Small Guns 100
Throwing 75
Unarmed 50
Detection 50
Sneak 75
Abilities None
161
N.C.R. Sergeant/Master Sergeant/Sergeant Major
A well respected officer that can lead their own squad.
ST PE EN CH IN AG LK
6 6 5 5 6 8 5
Hit Points 60
Melee Weapons 50
Small Guns 100
Throwing 100
Unarmed 50
Detection 75
Sneak 75
Abilities Redo
162
N.C.R. Lieutenant
Can either be first or second lieutenant. They often stand by their Captain and don’t often see action anymore, but
haven’t forgotten it either.
ST PE EN CH IN AG LK
6 7 5 6 7 9 5
Hit Points 70
Melee Weapons 75
Small Guns 125
Throwing 100
Unarmed 75
Detection 75
Sneak 75
163
N.C.R. Major/Captain/Colonel/General
From Major and up, most officers either lead from a base or work in an office. Their years of experience in the field
has never left them and they’re always ready for battle.
ST PE EN CH IN AG LK
7 7 6 6 7 10 5
164
N.C.R. Military Police
The military police corps that watch over the troops and keep them in line. They’re often found in safe territory
and try to maintain order.
ST PE EN CH IN AG LK
7 7 6 6 7 8 5
Hit Points 70
165
N.C.R. Heavy Trooper
In order to compensate for the lack of Power Armor, the N.C.R. created the Salvaged Power Armor in order to
combat the Brotherhood more effectively.
ST PE EN CH IN AG LK
9 7 8 5 7 8 5
166
N.C.R. Guard Dog
Trained for military operations for the N.C.R..
ST PE EN CH IN AG LK
6 8 4 4 4 7 5
Hit Points 50 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 100
Detection 100 The rest of the Targeted Attacks follow
Sneak 100 the standard of an average human.
Weapons Bite: S: 3 T: 4 Dmg: 1d8+2+MD Rng: 5 ft
Claw: S: 2 T: 3 Dmg: 1d6+2+MD Rng: 5 ft
Armor AC +13
Leather Armor
167
N.C.R. Ranger
Humans with a Virtuous/Samaritan Alignment
From Major and up, most officers either lead from a base or work in an office. Their years of experience in the field
has never left them and they’re always ready for battle.
ST PE EN CH IN AG LK
7 9 7 6 7 9 6
168
N.C.R. Veteran Ranger
From Major and up, most officers either lead from a base or work in an office. Their years of experience in the field
has never left them and they’re always ready for battle.
ST PE EN CH IN AG LK
8 9 7 6 7 10 7
169
People’s Republic of China
A pre-war communist state in eastern Asia. China played a big role in the Resource Wars and competed with the
United States for the last remaining resources on Earth. They waged an eleven year long war to conquer Alaska.
China ceased to exist in 2077 once the Great War began. There is no information that can be found to verify the
situation of China.
Chinese Soldier
The common soldier of the Chinese army.
ST PE EN CH IN AG LK
6 6 5 5 5 6 5
Hit Points 70
Abilities Redo
170
Chinese Heavy Soldier
These soldiers are armed with powerful ranged weapons with one goal in mind. To destroy democracy.
ST PE EN CH IN AG LK
7 6 7 5 5 8 5
171
Crimson Dragoon
The elite members of the Chinese Army. These special operations agents played a major role in defending CHinese
territory during the Battle of Anchorage. Some say they began their military training at birth.
ST PE EN CH IN AG LK
7 6 7 5 5 10 5
172
Chimera
A Chinese mining rig modified with a mounted laser cannon acting like a Chinese tank.
ST PE EN CH IN AG LK
10 6 10 5 7 5 5
Variants: Hardened
173
Robots
The mechanical menaces of the wasteland that can be found everywhere. Be warned that finding robots in a pre-
war military bunker may try to kill you. Brought to you by RobCo and General Atomics. Robots are immune to Gas,
Poison, and Radiation. To make custom robots refer to Character Creation and Robot Upgrades. Laser Shot attacks
have infinite ammo and go off the power source of the Robot.
Eyebot
A hovering robot used for reconnaissance and propaganda. It speaks in morse code and it comes with a simple
laser shot.
ST PE EN CH IN AG LK
2 6 2 5 7 11 5
174
Liberator
A small pre-war drone used by the People’s Liberation Army.
ST PE EN CH IN AG LK
4 6 3 5 7 8 5
175
Mr. Handy/Ms. Nanny
A utility robot designed for general-chore automatons, they’re capable of defending themselves and their owners.
But are far less combat efficient than the military variant Mister Gutsy.
ST PE EN CH IN AG LK
4 6 5 5 7 7 5
176
Protectron
A robot designed for protection and manual labor. Variant versions were made for construction, law enforcement,
fire fighting, etc.
ST PE EN CH IN AG LK
5 6 5 5 7 5 5
177
Security Robot
A powerful guard robot that travels in a pack. It was most likely designed before the Great War. It hovers over the
ground and it was utilized by the Calculator.
ST PE EN CH IN AG LK
5 6 5 5 7 7 5
178
Scurry Robot
A small crab-like utility robot in the Midwest that burrows into the dirt and pops out on unsuspecting
wastelanders.
ST PE EN CH IN AG LK
5 6 3 5 7 10 5
179
Think Tank
A unique brain bot created by the Big MT to preserve the six Big MT executives. Klein, Mobius, Dala, 0, 8, and
Borous. You’ll never find a robot like this outside of the Big MT.
ST PE EN CH IN AG LK
3 6 5 5 10 5 5
180
Duraframe Eyebot
ED-E My Love.
ST PE EN CH IN AG LK
4 6 5 5 7 9 5
181
Hover Robot
A unique hover robot that guards and patrols the Midwest. They’re very similar to Eyebots except far more heavily
armored.
ST PE EN CH IN AG LK
4 6 7 5 7 10 5
182
Mr. Gutsy
Get in line cadet! You’re in the army! A variant of the Mr. Handy designed for military use.
ST PE EN CH IN AG LK
4 6 7 5 7 8 5
183
Securitron MK I
A private security robot created and mass produced by House Industries with help from RobCo Industries.
Amazingly they can go up and down stairs.
ST PE EN CH IN AG LK
7 6 7 5 7 8 5
184
Spider Drone
Made by the Chinese, Spider Drones are walking landmines.
ST PE EN CH IN AG LK
1 6 1 5 5 8 5
185
Support Drone
An advanced alien robot yet simple in design.
ST PE EN CH IN AG LK
7 6 5 5 7 8 5
186
Assaultron
A robot designed for the front-line of war, the Assaultron is fast and deadly at close range with a devastating laser
that can be fired at a distance. Some variants, like the Dominator, implement stealth technology.
ST PE EN CH IN AG LK
6 6 6 5 7 10 5
187
C-27 Series Humanoid Robot
A unique robot created by Acme Corporation before the Great War. These robots served as the main work force
for the Calculator.
ST PE EN CH IN AG LK
8 6 8 5 7 7 5
188
Guardian Drone
An advanced alien robot armed with a drone cannon. They’ll defend the mothership at any cost.
ST PE EN CH IN AG LK
6 6 8 5 7 6 5
189
Humanoid Brain Robot
A unique robot created by the Calculator that consists of a large humanoid robotic suit housing a human brain
connected to a robotic program.
ST PE EN CH IN AG LK
10 6 10 5 7 8 5
190
Robobrain
A robot designed for both the military and civilian sector. Official records show that only chimpanzee brains were
used but at least some human brains were taken from the bodies of executed criminals and placed into
Robobrains.
ST PE EN CH IN AG LK
6 6 6 5 7 6 5
191
Robo-Scorpion
A special security robot created by the Big MT Research Company. They were created by Dr. Mobius and his team
in the X-42 Robo-Warfare Facility in the Big MT. They’re powered by fission batteries.
ST PE EN CH IN AG LK
7 6 8 5 7 10 5
192
Securitron MK II
Once the platinum chip was inserted, Securitrons had full capabilities to all their functions. They’re much more
fearsome and even have their own auto repair system. Amazingly they can go up and down stairs.
ST PE EN CH IN AG LK
7 6 7 5 7 8 5
193
Sentry Bot
A robot designed for security before the Great War and they participated in the heaviest of firefights during the
war. Although they have trouble fitting through a door, these mechanical beasts have powerful weapons at their
disposal. They’re powered by a fusion core and if they're ever killed, make sure you’re not close to them.
ST PE EN CH IN AG LK
10 6 10 5 7 6 5
194
Y-17 Trauma Override Harness
A walking corpse, animated by a robotic harness. Without a designated home base, the suit will wander on its own.
The suit learns how the wearer used to move. This is practically a walking coffin with a gun.These can only be
found in the Big MT.
ST PE EN CH IN AG LK
6 6 8 5 7 8 5
195
Swampfolk
The products of radiation and incest, Swampfolk reside in Point Lookout. They all act and sound like stereotypical
hicks. It’s speculated that the New Plague has affected the population.
Brawler
Brawlers are large humanoid creatures that love to fight up and personal but don’t mind hunting with a rifle or
two.
ST PE EN CH IN AG LK
8 6 8 4 4 8 5
Armor Clothes
AC: +22
N: 4/20
L: 4/20
F: 4/20
P: 4/20
E: 4/20
Immune to Radiation
196
Bruiser
Bruisers are stronger than any of the other Swampfolk around. They typically wear a bloody “Bill’s” mechanic
outfit.
ST PE EN CH IN AG LK
10 6 8 4 3 7 5
Armor Clothes
AC: +28
N: 6/30
L: 6/30
F: 6/30
P: 6/30
E: 6/30
Immune to Radiation
197
Scrapper
The smallest and weakest of the swampfolk. They’re skinny and with distended bellies and only wear pants. They
appear to have the least amount of mutation/disfiguration, excluding their body structure.
ST PE EN CH IN AG LK
6 6 8 4 3 9 5
Hit Points 90
Armor Clothes
AC: +21
N: 4/10
L: 4/10
F: 4/10
P: 4/10
E: 4/10
Immune to Radiation
198
Tribals
Spread out across the wasteland there are those that know nothing of the world before and have managed to
survive with the bare essentials. Although be warned, some did learn a thing or two about warfare. These are only
a base and their weaponry may change depending on the tribe's origin.
Tribal
A simple tribal that knows how to hunt.
ST PE EN CH IN AG LK
6 5 7 5 5 7 5
Archery 75
Melee Weapons 75
Unarmed 75
Detection 50
Sneak 50
Survival 75
Armor Clothes
Tribal Armor
Abilities None
199
Tribal Scout
A tribal that focuses on scouting for enemies and animals.
ST PE EN CH IN AG LK
6 9 7 5 5 9 5
Archery 75
Melee Weapons 75
Unarmed 75
Detection 100
Sneak 100
Survival 100
Armor Clothes
Tribal Armor
Abilities None
200
Tribal Warrior
The strongest of the tribe destined to protect the tribe till the bitter end.
ST PE EN CH IN AG LK
7 6 7 5 6 8 5
Archery 100
Melee Weapons 100
Unarmed 100
Detection 75
Sneak 75
Survival 75
Armor Clothes
Tribal Armor
Abilities None
201
Trog
Originating from an infection called Troglodyte Degeneration Contagion, 25% of the population of the Pitt have
turned into what many called the Trog. The disease has caused them to turn hairless, naked, and primate-like with
long gangly arms and legs. Their skin appears raw and wrinkled with a scrunched face with their teeth constantly
bared. They walk on all fours with four fingers and four toes. Their feet appear to be turning into hands. They
retain some intelligence and can even communicate with each other. They work like a pack of wolves and slowly
circle their prey.
Trog Fledgling
The weakest and smallest of the trog. They’re quite fast and may overwhelm even the most experienced
wastelanders.
ST PE EN CH IN AG LK
4 5 4 1 3 7 6
202
Trog
The most common type of trog.
ST PE EN CH IN AG LK
5 5 5 1 4 8 6
203
Trog Brute
Brutes are slightly larger than their common variant but they hit twice as hard.
ST PE EN CH IN AG LK
7 5 6 1 5 9 6
204
Trog Savage
The Strongest of the trog but rarely encountered.
ST PE EN CH IN AG LK
8 5 6 1 5 9 6
205
Tunneler
Although their origins are unknown, the Tunneler is believed to have been created after the Great War and reside
in deep underground nests. They pose a threat to the Mojave if they continue to spread.
Tunneler
The most common type of Tunneler can pose to be a great threat in a swarm.
ST PE EN CH IN AG LK
6 5 6 1 3 10 5
206
Hulking Tunneler
Only second in size to the Queen, these Tunnelers aren’t as fast but they have the potential to knock you down.
ST PE EN CH IN AG LK
8 5 7 1 3 8 5
207
Venomous Tunneler
They’re smaller than the average Tunneler and don't hit as hard, but they have poison to make up for it.
ST PE EN CH IN AG LK
4 5 5 1 3 10 5
208
Tunneler Queen
Only second in size to the Queen, these Tunnelers aren’t as fast but they have the potential to knock you down.
ST PE EN CH IN AG LK
9 6 8 1 3 10 5
209
Turrets
A stationary contraption that rains down bullets and lasers.
Turret MK I
A basic turret that fires ballistics or lasers.
ST PE EN CH IN AG LK
5 10 5 1 1 5 5
Abilities None
210
Turret MK II
A more advanced turret that fires ballistics or lasers.
ST PE EN CH IN AG LK
5 10 5 1 1 5 5
Abilities AP Boost
211
Turret MK III
A minigun with a targeting computer that fires .50 cals or lasers.
ST PE EN CH IN AG LK
5 10 5 1 1 10 5
Abilities AP Boost
212
Turret MK IV
Run. Just run.
ST PE EN CH IN AG LK
5 10 5 1 1 10 5
Abilities AP Boost
213
Vault Dwellers
A rare sight in the wasteland to behold nowadays. Vault Dwellers originate from pre-war Vaults constructed by
Vault-Tec.
Vault Dweller
The common Vault citizen mostly tasked with maintenance with some background in sports.
ST PE EN CH IN AG LK
6 6 5 6 6 7 5
Melee Weapons 75
Small Guns 75
Unarmed 75
Detection 50
Sneak 50
Engineer 50
Abilities Redo
214
Vault Security
The protectors and enforcers of the Vault. Your loyal Vault Security officers.
ST PE EN CH IN AG LK
6 7 6 7 6 7 5
215
Vault Scientist
Big brain energy of the Vault.
ST PE EN CH IN AG LK
5 7 5 7 8 6 5
Abilities N/A
216
Wastelanders
Wastelanders refers to the people roaming in the wastes be it a common civilian or a hardened veteran raider. It’s
best to be wary of whom you face out in the wasteland for wastelanders don’t travel alone.
Wastelander
The most common type of individual you’ll find in the wasteland. Wastelands vary in skill and equipment but
overall they only carry the bare essentials to survive. They can be either a human or a ghoul.
ST PE EN CH IN AG LK
5 5 5 5 5 5 5
Melee Weapons 50
Small Guns 50
Unarmed 50
Detection 25
Armor Clothes
Abilities None
217
Thug
Basic scumbag that could be rehabilitated. You’ll find them either alone or with one other individual.
ST PE EN CH IN AG LK
5 5 4 4 4 5 5
Melee Weapons 50
Small Guns 50
Unarmed 50
Armor Clothes
Robe
Abilities None
218
Bandit
More threatening and commonly found in slums and in the open waste in very small groups of 2 - 3
ST PE EN CH IN AG LK
5 5 5 4 5 6 5
Melee Weapons 50
Small Guns 75
Unarmed 50
Abilities None
219
Raider
The common bastard found in the waste. They only look out for themselves and travel in groups of 3 - 5
ST PE EN CH IN AG LK
5 5 5 4 5 6 5
Abilities None
220
Raider Scum
Considered the second-in-command of a smallgang, the Raider Scum keeps a close eye out and mows down his
enemies.
ST PE EN CH IN AG LK
6 6 5 4 5 6 5
Abilities None
221
Raider Waster
This is the equivalent of a small gang leader.
ST PE EN CH IN AG LK
7 6 6 5 5 7 5
Abilities None
222
Raider Veteran
This either a local mercenary or medium sized gang leader of 10-15.
ST PE EN CH IN AG LK
7 7 6 6 5 8 5
Abilities Redo
223
Raider Heavy
A special Raider focused on hitting hard and fast at close range.
ST PE EN CH IN AG LK
9 6 8 4 5 7 5
224
Raider Pugilist
For those raiders like to get handy and personal.
ST PE EN CH IN AG LK
8 7 6 6 5 8 5
225
Raider Hound
Typically big dogs tamed by raiders for that are thirsty for blood
ST PE EN CH IN AG LK
6 8 4 4 4 6 5
Hit Points 30 It’s four limbs all take the leg penalty
when attempting a Targeted Attack.
Unarmed 100
Detection 75 The rest of the Targeted Attacks follow
Sneak 50 the standard of an average human.
Survival 50
Variants: Scorched
Weapons Bite: S: 3 T: 4 Dmg: 1d8+2+MD Rng: 5 ft
Claw: S: 2 T: 3 Dmg: 1d6+2+MD Rng: 5 ft
Armor N: 1/20
Abilities Pounce
226
Gangster
Often found in civilized societies working in the shadows to keep the Don in power.
ST PE EN CH IN AG LK
5 5 4 5 5 5 5
Melee Weapons 75
Small Guns 100
Unarmed 75
Detection 50
Sneak 50
Armor Hat
Gambler Suit - Kevlar Weave Mod
Abilities Redo
227
Young Great Khan
The up and comers of the Great Khans are looking to be prosperous drug dealers. Can only be found on the west
coast.
ST PE EN CH IN AG LK
6 6 6 5 6 8 5
Abilities Redo
228
Great Khan
Official members of the Great Khans. You’ll often find them making deals with raiders. Can only be found in the
west coast.
ST PE EN CH IN AG LK
7 7 7 5 6 8 5
229
Veteran Great Khan
Often considered the leaders of the Great Khans that run the day-to-day operations. Can only be found in the west
coast.
ST PE EN CH IN AG LK
8 7 7 5 6 8 5
230
Powder Ganger
Convicts that escaped using explosives from the New California Correctional Facility. The N.C.R. thought it would
be a good idea to give convicts explosives for mining. They were wrong.
ST PE EN CH IN AG LK
5 6 5 5 5 7 5
Hit Points 30
Melee Weapons 75
Small Guns 75
Throwing 75
Unarmed 50
Detection 50
Sneak 50
Engineer 75
Nature Sciences 75
Abilities None
231
Hardened Powder Ganger
A more hardened convict that has taken command of the Powder Gangers.
ST PE EN CH IN AG LK
5 6 6 5 5 8 5
Hit Points 40
Melee Weapons 75
Small Guns 100
Throwing 100
Unarmed 50
Detection 50
Sneak 50
Engineer 75
Nature Sciences 75
Abilities Redo
232
Driver Nephi
Armed with a Golf Driver, Driver Nephi is one you shouldn’t take lightly. A feared member of the Fiends.
ST PE EN CH IN AG LK
8 6 8 5 5 8 5
233
Violet
Accompanied by multiple guard dogs whom she breeds herself, she’s a cannibal that feeds her dogs human flesh. A
feared member of the Fiends.
ST PE EN CH IN AG LK
6 7 5 6 6 7 5
Melee Weapons 75
Small Guns 100
Unarmed 75
Detection 75
Sneak 75
234
Motor Runner
The leader of the Fiends.
ST PE EN CH IN AG LK
8 7 6 7 6 8 5
235
Homebrew
These creatures are not part of the Fallout world but they’ve been created for the 1st and 2nd Playtest Campaign I
run. More of them will come as the Campaign progresses.
New
New creatures to come.
ST PE EN CH IN AG LK
Unarmed
Detection
Sneak
Weapons
Armor
Abilities
236
Alligator
Unlike Gatorclaws, alligators are well, alligators.
ST PE EN CH IN AG LK
5 8 5 3 5 8 5
Armor AC +27
237
Bald Eagle
America!
ST PE EN CH IN AG LK
5 8 5 3 5 8 5
238