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Wasteland Insect Creatures Guide

The document describes various mutated insects in the wasteland including bloatflies, bloodbugs, and glowing variants that are larger and more dangerous than their pre-war counterparts due to radiation exposure. They have higher hit points, damage, and radiation effects than normal insects.

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Cody Nehring
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© © All Rights Reserved
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0% found this document useful (0 votes)
39 views72 pages

Wasteland Insect Creatures Guide

The document describes various mutated insects in the wasteland including bloatflies, bloodbugs, and glowing variants that are larger and more dangerous than their pre-war counterparts due to radiation exposure. They have higher hit points, damage, and radiation effects than normal insects.

Uploaded by

Cody Nehring
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Creepy Crawlies Oh, The People You’ll Meet!
Bloatfly 2 Brotherhood of Steel 42

Bloodbug 5 Caesar’s Legion 45

Cazador 8 Enclave 48

Giant Ant 9 Gunners 50

Giant Ant Queen 11 Raiders 52

Radroach 12

Stingwing 13

Mole Rats, and Radstags, and Guai’s, Oh My! PRINT “Clever Chapter Title” <br>
Brahmin 16 Assaultron 54

Centaur 17 Eyebot 56

Deathclaw 19 Liberty Prime 57

Feral Ghoul 22 Mister Handy 58

Mirelurk 24 Mister Gutsy 59

Mirelurk Hatchling 26 Protectron 61

Mirelurk Hunter 27 Robobrain 64

Mirelurk King 29 Securitron 65

Mirelurk Queen 31 Sentry Bot 67

Mole Rat 32 Turret 69

Mongrel 34

Nightstalker 35

Radscorpion 36 Additional Rules


Radstag 37 Human Skills and Equipment 71

Super Mutant 38 XP Modifiers 71

Super Mutant Behemoth 40

Super Mutant Hound 40

Yao Guai 41
1
Chapter 1: Creepy Crawlies
The insects of the wasteland have become larger and deadlier due to
years of exposure to radiation. Most mutated insects are relatively
weak but should still be handled with care.

Bloatfly
Bloatflies are mutated horse Bloatfly
flies roughly a foot in size.
They flit around quickly and use Tiny Insect
their own larva as weapons by DR 14 ER 15
shooting them at their enemies
HP 10
which the young burrow into
which is, quite frankly, really Speed fly 30ft
gross. The larvae are coated in
Resistances Radiation 100
a weak neurotoxin which is
usually relatively harmless but CR 1/2 (50 XP)
can cause necrosis if untreated. STR PER END CHA INT AGI LCK
1 3 5 1 1 6 2

Actions
Larva. +3 to hit, range 30ft
Hit: 4 (1d6+1) +10 rads. Target must
make DC 8 END save or receive a random
illness.

2
Black Bloatfly
Tiny Insect
DR 15 ER 16

HP 28

Speed fly 30ft

Resistances Radiation 100

CR 2 (150 XP)
STR PER END CHA INT AGI LCK Festering Bloatfly
1 4 6 1 1 7 2 Tiny Insect
Actions DR 16 ER 17
Larva. +4 to hit, range 30ft
HP 54
Hit: 5 (1d6+2) +15 rads. Target must
make DC 8 END save or receive a random
Speed fly 30ft
illness.
Resistances Radiation 100

CR 5 (350 XP)
STR PER END CHA INT AGI LCK
1 4 7 1 1 8 3

Actions
Multiattack. The Festering Bloatfly
makes two Larva attacks.

Larva. +6 to hit, range 30ft


Hit: 6 (1d6+3) +15 rads. Target must
make DC 9 END save or receive a random
illness.

3
Glowing Bloatfly
Tiny Insect
DR 17 ER 18

HP 72

Speed fly 30ft

Resistances Radiation 100

CR 7 (500 XP)
STR PER END CHA INT AGI LCK
1 5 7 1 1 9 4

Actions
Multiattack. The Glowing Bloatfly
makes two Larva attacks.

Larva. +7 to hit, range 30ft


Hit: 7 (1d6+4) +25 rads. Target must
make DC 10 END save or receive a
random illness.

4
Bloodbug
The bloodbug is the mutated
descendant of the pre-War
mosquito. They are roughly two Bloodbug Hatchling
feet in length and have a muddy Small Insect
brown coloration for camouflage. DR 14 ER 14
These bugs are known to spit the
HP 14
blood of previous victims at
their targets, but be warned, if Speed fly 30ft
you get too close they might Resistances Radiation 100
take your blood as well.
CR 1/2 (50 XP)
STR PER END CHA INT AGI LCK
Bloodbug 2 3 5 1 1 5 2
Small Insect
Actions
DR 15 ER 15 Nose Stab. +2 to hit, range 5ft
Hit: 3 (1d6) heals 1d6. Target must
HP 27 make DC 11 END save or take 1d4 poison
damage.
Speed fly 30ft
Spew Blood (Recharge 5-6). The
Resistances Radiation 100 Bloodbug hatchling spews blood in 15ft
cone, targets make a DC 11 AGI save or
CR 1 (100 XP) take 25 rads.
STR PER END CHA INT AGI LCK
2 3 6 1 1 6 2

Actions
Nose Stab. +3 to hit, range 5ft
Hit: 5 (1d8+1) heals 1d8. Target must
make DC 12 END save or take 1d6 poison
damage.

Spew Blood (Recharge 5-6). The


Bloodbug spews blood in 15ft cone,
targets make a DC 12 AGI save or take
30 rads.

5
Red Widow Bloodbug
Small Insect
DR 16 ER 16

HP 45

Speed fly 30ft

Resistances Radiation 100 Infected Bloodbug


CR 3 (200 XP) Small Insect
STR PER END CHA INT AGI LCK DR 17 ER 17
2 3 6 1 1 7 2 HP 77
Actions
Speed fly 30ft
Nose Stab. +4 to hit, range 5ft
Hit: 6 (1d8+2) heals 1d8. Target must Resistances Radiation 100
make DC 12 END save or take 1d6 poison
damage. CR 5 (350 XP)

Spew Blood (Recharge 5-6). The Red STR PER END CHA INT AGI LCK
Widow Bloodbug spews blood in 15ft 2 4 7 1 1 8 3
cone, targets make a DC 12 AGI save or
take 30 rads. Actions
Multiattack. The Infected Bloodbug
makes two Nose Stab attacks.

Nose Stab. +6 to hit, range 5ft


Hit: 8 (1d10+3) heals 1d10. Target
must make DC 11 END save or take 1d8
poison damage.

Spew Blood (Recharge 5-6). The


Infected Bloodbug spews blood in 15ft
cone, targets make a DC 13 AGI save or
take 35 rads.

6
Vampiric Bloodbug
Small Insect
DR 18 ER 18

HP 169

Speed fly 30ft


Glowing Bloodbug Resistances Radiation 100
Small Insect CR 13 (1150 XP)
DR 17 ER 18 STR PER END CHA INT AGI LCK

HP 130 3 6 8 1 1 9 4

Speed fly 30ft Actions


Multiattack. The Infected Bloodbug
Resistances Radiation 100 makes three Nose Stab attacks.

CR 9 (700 XP) Nose Stab. +9 to hit, range 5ft


Hit: 10 (1d12+4) heals 1d12. Target
STR PER END CHA INT AGI LCK must make DC 13 END save or take 1d10
2 5 8 1 1 8 3 poison damage.

Actions Spew Blood (Recharge 5-6). The


Bloodbug hatchling spews blood in 15ft
Multiattack. The Glowing Bloodbug
cone, targets make a DC 15 AGI save or
makes two Nose Stab attacks.
take 40 rads.
Nose Stab. +7 to hit, range 5ft
Hit: 8 (1d10+3) heals 1d10. Target
must make DC 12 END save or take 1d8
poison damage.

Spew Blood (Recharge 5-6). The


Bloodbug hatchling spews blood in 15ft
cone, targets make a DC 14 AGI save or
take 50 rads.

7
Cazador
Cazadores are giant tarantula hawk spider wasps created in the DNA
splicing lab of the Big Mountain. Cazadores have orange wings and a
blue-black carapace. They have a quick and rather erratic flight
pattern, making them difficult to hit. Cazadores are more common in
mountainous regions of the wastes although some swarms can be found
near lakes in lower areas. Their venomous attacks can lead to a
quick death if they succeed in poisoning their target, so it's
important to carry some stimpaks and antivenom with you when
fighting these terrifying creatures.

Cazador
Small Insect
Young Cazador DR 17 ER 17
Small Insect HP 132
DR 16 ER 16
Speed fly 40ft
HP 63
Resistances Radiation100
Speed fly 40ft
CR 9 (700 XP)
Resistances Radiation 100 STR PER END CHA INT AGI LCK
CR 4 (275 XP) 2 6 7 1 1 8 5

STR PER END CHA INT AGI LCK Actions


2 5 6 1 1 7 4 Multiattack. The Cazador makes two
Sting attacks.
Actions
Sting. +4 to hit, 5ft Sting. +7 to hit, 5ft
Hit: 11 (2d8+2) Target must make DC 11 Hit: 12 (2d8+3) Target must make DC 14
END save or take 2d6 poison damage. END save or take 4d6 poison damage.

8
Giant Ant
The Giant Ant is a giant mutated ant (as the name suggests).
They make a loud, chattering noise with their mandibles and
often attack in groups. They generally live in giant anthills
under the rule of a giant ant queen. There are even some mutated
fire ants that actually spout fire. Their weak spot is their
antennae which if damaged will cause them to frenzy and attack
friend and foe alike.

Giant Ant Giant Worker Ant


Medium Insect Medium Insect
DR 13 ER 13 DR 14 ER 13

HP 18 HP 44

Speed 25ft Speed 25ft

Resistances Radiation 100 Resistances Radiation 100

CR 1/2 (50 XP) CR 2 (150 XP)


STR PER END CHA INT AGI LCK STR PER END CHA INT AGI LCK
6 3 5 1 1 3 2 7 3 6 1 1 3 2

Actions Actions
Bite. +3 to hit, 5ft Bite. +4 to hit, 5ft
Hit: 5 (1d8+1) Target must make DC 11 Hit: 6 (1d8+2) Target must make DC 12
STR save or become grappled. Save can STR save or become grappled. Save can
be repeated every turn for 3 AP. be repeated every turn for 3 AP.

9
Giant Soldier Ant
Medium Insect
DR 14 ER 14

HP 88 Fire Ant Soldier


Speed 25ft Medium Insect
Resistances Radiation 100 DR 14 ER 15

CR 5 (350 XP) HP 124


STR PER END CHA INT AGI LCK Speed 25ft
7 4 6 1 1 3 3 Radiation 100,
Resistances
Actions Fire 100
Multiattack. The Giant Soldier Ant can CR 8 (600 XP)
make two Bite attacks
STR PER END CHA INT AGI LCK
Bite. +3 to hit, 5ft 8 4 7 1 1 4 3
Hit: 6 (1d8+2) Target must make DC 12
STR save or become grappled. Save can Actions
be repeated every turn for 3 AP. Multiattack. The Giant Soldier Ant can
make two Bite attacks

Bite. +6 to hit, 5ft


Hit: 7 (2d8+3) Target must make DC 13
STR save or become grappled. Save can
be repeated every turn for 3 AP.

Fire Breath (Recharge 5-6). Exhale


fire in a 10 ft. cone. Each creature
in the area must make a DC 13 AGI
save, taking 35 (10d6) fire (energy)
damage on a failed save or half as
much on a success.

10
Fire Ant Warrior
Medium Insect Giant Ant Queen
DR 15 ER 16
Huge Insect
HP 165 DR 15 ER 15
Speed 25ft HP 230
Radiation 100,
Resistances Speed 35ft
Fire 100
CR 11 (900 XP) Resistances Radiation 100
STR PER END CHA INT AGI LCK CR 16 (1550 XP)
9 5 8 1 1 4 4 STR PER END CHA INT AGI LCK
Actions 10 6 9 1 1 4 5
Multiattack. The Giant Soldier Ant can Actions
make three Bite attacks
Multiattack. The Giant Ant Queen can
Bite. +8 to hit, 5ft make two Bite and one Spit attacks.
Hit: 13 (2d8+4) Target must make DC 14
STR save or become grappled. Save can Bite. +10 to hit, 10ft
be repeated every turn for 3 AP. Hit: 23 (4d8+5) Target must make DC 17
STR save or become grappled. Save can
Fire Breath (Recharge 5-6). Exhale be repeated every turn for 3 AP.
fire in a 15 ft. cone. Each creature
in the area must make a DC 15 AGI Spit. +8 to hit, 50ft
save, taking 56 (16d6) fire (energy) Hit: 21 (6d6), +40 RADs
damage on a failed save or half as
much on a success.

11
Radroach
The Radroach. A disgusting creature
that only poses a threat in groups,
even against the weakest wastelanders.
Radroaches prefer to stay underground
or in dark areas, such as abandoned
vaults or sewers. Although usually Radroach
timid, when threatened they charge
across the ground or walls to surround Tiny Insect
and bite their enemies. DR 13 ER 13

HP 7

Speed 25ft, climb 15ft


Glowing Radroach Resistances Radiation 100
Tiny Insect CR 1/4 (25 XP)
DR 14 ER 14
STR PER END CHA INT AGI LCK
HP 28 2 3 6 1 1 5 3

Speed 25ft, climb 15ft Actions


Bite. +2 to hit, reach 5ft,
Resistances Radiation 100 Hit: 3 (1d6), 15 rads

CR 2 (150 XP)
STR PER END CHA INT AGI LCK
2 3 6 1 1 6 4

Actions
Bite. +3 to hit, reach 5ft,
Hit: 8 (2d6+1), 30 rads

12
Stingwing
The stingwing is a large mutated
scorpion-fly, with extended mouth parts
and a scorpion-like tail, ending in a
bulbous and deadly sting. They can
often be found in swarms, and their
erratic flying coupled with a poisonous
sting make them formidable opponents.
They are known to build large clusters
of nests that ooze a bright yellow sap.
Remember to use caution when
approaching these nests, as stingwings
will emerge to defend it fiercely.

Stingwing Darter Stingwing


Small Insect Small Insect
DR 16 ER 16 DR 15 ER 16

HP 56 HP 21

Speed Fly 40ft Speed Fly 40ft

Resistances Radiation 100 Resistances Radiation 100

CR 3 (200 XP) CR 1 (100 XP)

STR PER END CHA INT AGI LCK STR PER END CHA INT AGI LCK

2 4 6 1 1 7 3 2 4 5 1 1 6 2

Actions Actions
Sting. +3 to hit, reach 5ft, Sting. +3 to hit, reach 5ft,
Hit: 8 (2d6+1), Target makes DC 12 END Hit: 8 (2d6+1), Target makes DC 10 END
save or takes 1d8 poison damage save or takes 1d8 poison damage

13
Glowing Stingwing
Stingwing Skimmer Small Insect
Small Insect DR 17 ER 18
DR 16 ER 17
HP 121
HP 72
Speed Fly 40ft
Speed Fly 40ft
Resistances Radiation 100
Resistances Radiation 100
CR 9 (700 XP)
CR 5 (350 XP)
STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK 3 5 6 1 1 8 4
2 5 6 1 1 8 3
Actions
Actions Multiattack. The Glowing Stingwing can
Multiattack. The Stingwing Skimmer can make three Sting attacks.
make two Sting attacks.
Sting: +7 to hit, 5ft,
Sting: +6 to hit, 5ft, Hit: 10 (2d6+3) target must make DC 13
Hit: 10 (2d6+3) target must make DC 12 END save or take 2d6 poison damage
END save or take 2d6 poison damage

14
Stingwing Chaser
Small Insect
DR 18 ER 19

HP 167

Speed Fly 40ft

Resistances Radiation 100

CR 13 (1150 XP)
STR PER END CHA INT AGI LCK
3 6 7 1 1 9 5

Actions
Multiattack. The Stingwing Chaser can
make three Sting attacks.

Sting: +9 to hit, 5ft,


Hit: 11 (2d6+4) target must make DC 15
END save or take 2d6 poison damage

15
Chapter 2: Mole Rats and Radstags and
Guai’s, Oh My!
Like the insects, the other animals of the wasteland have become
larger and deadlier. And unlike Dorothy's experience, these beasts
are anything but cowardly. Keep your eyes open for radscorpions and
mole rats which can hide underground and ambush unsuspecting
wastelanders. And whatever you do, do not poke them with a stick!

Brahmin
Brahmin are mutated cattle with two
Brahmin heads and giant udders. They can be
Large Mutant found all over the wastes. Brahmin
serve a vital environmental niche in
DR 12 ER 10
the Wasteland, they form the
HP 20 foundation of survival for many
species; most notably, humans. Their
Speed 25ft. meat can be used as food, they can be
Resistances used by caravans to carry goods, and
their hides can also be used as
CR 1 (100 XP) clothing and tent covers.
STR PER END CHA INT AGI LCK
7 3 7 2 2 4 2

Actions
Gore: +4 to hit, 5ft,
Hit: 4 (1d4+2)

16
Centaur
Centaur
Centaurs are the result of combining
Medium Mutant various kinds of animals and people
DR 14 ER 14 and infecting them with the Forced
Evolutionary Virus. These abominations
HP 78
are horribly disfigured creatures with
Speed 15ft. little intelligence and an affinity
for their super mutant masters. Their
Resistances Radiation 100 torsos lack arms, and their mouths are
CR 2 (150 XP) filled to the brim with writhing
tentacles. Instead of legs, a centaur
STR PER END CHA INT AGI LCK
has multiple human arms that it uses
6 3 7 1 2 6 3 to drag itself along the ground, which
Actions confines it to a slow, shuffling mode
of travel. They choose to attack with
Tentacle: +3 to hit, 5ft,
Hit: 8 (2d6+1) the tentacles inside of their mouth
when they're up close, but if need be,
Spit (Recharge 5-6). The centaur hurls will launch radioactive spit to make
a blob of toxic spit at a space within
30ft. All targets within 5ft of it
up a ranged attack.
must make a DC 11 AGI save or take 40
rads.

17
Evolved Centaur
Medium Mutant
DR 14 ER 14

HP 156

Speed 15ft. Giant Evolved Centaur


Resistances Radiation 100, Large Mutant
CR 7 (500 XP) DR 15 ER 15
STR PER END CHA INT AGI LCK HP 234
7 3 7 1 2 7 4
Speed 15ft.
Actions
Resistances Radiation 100,
Multiattack. The Evolved Centaur can
make two tentacle attacks. CR 11 (900 XP)
Tentacle: +5 to hit, 5ft, STR PER END CHA INT AGI LCK
Hit: 9 (2d6+2)
8 4 9 1 2 8 5
Spit (Recharge 5-6). The centaur hurls Actions
a blob of toxic spit at a space within
30ft. All targets within 5ft of it Multiattack. The Evolved Centaur can
must make a DC 13 AGI save or take 50 make three tentacle attacks.
rads.
Tentacle: +7 to hit, 5ft,
Hit: 10 (2d6+3)

Spit (Recharge 5-6). The centaur hurls


a blob of toxic spit at a space within
30ft. All targets within 5ft of it
must make a DC 15 AGI save or take 60
rads.

18
Deathclaw
Deathclaws are the results of a pre-
War experiment that involved creating Deathclaw
a mutation of the Jackson's chameleon,
along with several other species, to Large Mutant
use as weapons on the battlefield. DR 14 ER 16
They are strong, agile predators that
will attack most anything they come HP 133
across on sight. Their long, sharp
claws are capable of inflicting great Speed 35ft.
(usually deadly) amounts of damage.
Resistances Radiation 100
For this reason, most wastelanders
tend to turn tail and run at the sight CR 6 (425 XP)
of even a single deathclaw.
STR PER END CHA INT AGI LCK
9 6 9 3 2 5 6

Actions
Multiattack. The Deathclaw can make
three claw attacks.

Claw. +7 to hit, range 10ft


Hit: 15 (2d10+4)

Eviscerate. Recharge (5-6)


Target must succeed on a DC 15 STR
save or be knocked prone and take 48
(8d10+4) damage.

19
Alpha Deathclaw Chameleon Deathclaw
Large Mutant Large Mutant
DR 15 ER 17 DR 16 ER 18

HP 190 HP 240

Speed 35ft. Speed 35ft.

Resistances Radiation 100 Resistances Radiation 100

CR 10 (800 XP) CR 14 (1275 XP)


STR PER END CHA INT AGI LCK STR PER END CHA INT AGI LCK
10 7 9 3 2 5 7 11 7 10 3 2 6 7

Actions Actions
Multiattack. The Alpha Deathclaw can Multiattack. The Chameleon Deathclaw
make three claw attacks. can use Camouflage and make three claw
attacks.
Claw. +9 to hit, range 10ft
Hit: 16 (2d10+5) Claw. +11 to hit, range 10ft
Hit: 17 (2d10+6)
Eviscerate. Recharge (5-6)
Target must succeed on a DC 17 STR Eviscerate. Recharge (5-6)
save or be knocked prone and take 60 Target must succeed on a DC 18 STR
(10d10+5) damage. save or be knocked prone and take 72
(12d10+6) damage.

Camouflage. The Chameleon Deathclaw


becomes Invisible until it deals or
takes any damage.

20
Mythic Deathclaw
Large Mutant
DR 17 ER 19

HP 360

Speed 35ft.

Resistances Radiation 100

CR 20 (2175 XP)
STR PER END CHA INT AGI LCK
12 8 12 3 2 6 8

Actions
Multiattack. The Mythic Deathclaw can
make four claw attacks.

Claw. +13 to hit, range 10ft


Hit: 18 (2d10+7)

Eviscerate. Recharge (5-6)


Target must succeed on a DC 21 STR
save or be knocked prone and take 95
(16d10+7) damage.

21
Feral Ghouls
Ghouls are former humans who have become horribly irradiated by the radioactive
fallout covering the wasteland from the Great War. Many ghouls are pre-War humans who
survived the initial nuclear bombardment during the Great War. Becoming permanently
irradiated, they were horribly disfigured, and their lifespans were increased
virtually indefinitely. In most case's exposure to radiation degenerated their
brains, causing them to lose their higher cognitive functions, turning them into
mindless, radiation-resistant cannibals.

Feral Ghoul Reaver


Feral Ghoul Medium Mutant
Medium Mutant DR 14 ER 16
DR 13 ER 15
HP 76
HP 24
Speed 35ft.
Speed 35ft.
Resistances Radiation 100
Resistances Radiation 100
CR 4 (275 XP)
CR 1 (100 XP)
STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK 5 5 7 2 3 8 7
4 4 6 2 3 7 6
Actions
Actions Multiattack. The Feral Ghoul Reaver
Melee. +5 to hit, range 5ft can make two Melee attacks.
Hit: 6 (1d6+3), 25 Rads
Melee. +7 to hit, range 5ft
Ghoul Rush. If the Feral Ghoul moves Hit: 7 (1d6+4), 25 Rads
at least 10ft in a straight line
towards an enemy, they can attempt to Ghoul Rush. If the Feral Ghoul Reaver
tackle them. The target must make a DC moves at least 10ft in a straight line
13 STR save. They take 7 (2d6) damage towards an enemy, they can attempt to
and both the Feral Ghoul and the tackle them. The target must make a DC
target become Prone on a failed save 15 STR save. They take 14 (4d6) damage
or half as much damage and only the and both the Feral Ghoul Reaver and
Feral Ghoul is prone on a successful the target become Prone on a failed
one. save or half as much damage and only
the Feral Ghoul Reaver is prone on a
successful one.

22
Rotting Feral Ghoul
Medium Mutant
DR 15 ER 17
Glowing One
HP 114
Medium Mutant
Speed 35ft. DR 16 ER 18
Resistances Radiation 100 HP 166
CR 7 (500 XP) Speed 35ft.
STR PER END CHA INT AGI LCK
Resistances Radiation 100
4 6 6 2 3 8 7
CR 11 (900 XP)
Actions
STR PER END CHA INT AGI LCK
Multiattack. The Rotting Feral Ghoul
can make three Melee attacks. 5 6 7 2 4 8 10

Melee. +9 to hit, range 5ft Actions


Hit: 9 (1d6+6), 25 Rads Multiattack. The Glowing One can make
two Melee attacks.
Ghoul Rush. If the Rotting Feral Ghoul
moves at least 10ft in a straight line Melee. +10 to hit, range 5ft
towards an enemy, they can attempt to Hit: 10 (1d6+7), 75 Rads
tackle them. The target must make a DC
16 STR save. They take 21 (6d6) damage Rad Wave. (Recharge 5-6). The Glowing
and both the Rotting Feral Ghoul and One emits a wave of Radiation in a
the target become Prone on a failed 30ft radius. Any Feral Ghouls
save or half as much damage and only including the Glowing One in this area
the Rotting Feral Ghoul is prone on a regain 4d8 HP. Any other creatures
successful one. take 200 Rads.

23
Mirelurk
Mirelurks are believed to be the descendants of various
crustaceans that have been living and breeding in irradiated
waters in the years following the Great War. Mirelurks tend to
dwell in sewers, beaches, or anywhere with large amounts of
water. They also tend to hide in the sand to ambush potential
prey. All mirelurks, with the exception of the softshell and
king, are protected by a thick durable shell. However, the
chink in their armor is their face, which is very exposed when
the mirelurk is attacking.

Softshell Mirelurk
Medium Mutant Mirelurk
DR 15 ER 14 Medium Mutant
HP 32 DR 16 ER 15
Speed 25ft. HP 66
Resistances Radiation 100, Speed 25ft.
CR 1 (100 XP) Resistances Radiation 100,
STR PER END CHA INT AGI LCK CR 3 (200 XP)
5 2 6 1 2 3 2
STR PER END CHA INT AGI LCK
Actions 7 3 6 1 2 3 3
Claw. +2 to hit, 5ft
Hit: 4 (1d8) Actions
Claw. +4 to hit, 5ft
Duck. The Softshell Mirelurk hides Hit: 6 (1d8+2)
under its shell, gaining +2 DR and ER
until the beginning of its next turn. Duck. The Mirelurk hides under its
shell, gaining +2 DR and ER until the
beginning of its next turn.

24
Mirelurk Razorclaw
Medium Mutant
DR 17 ER 16

HP 99 Mirelurk Killclaw
Speed 25ft. Medium Mutant
DR 17 ER 16
Resistances Radiation 100,
HP 156
CR 6 (425 XP)
STR PER END CHA INT AGI LCK Speed 25ft.
8 4 6 1 2 3 4 Resistances Radiation 100,
Actions
CR 9 (700 XP)
Multiattack. The Mirelurk Razorclaw
can make two claw attacks. STR PER END CHA INT AGI LCK
8 4 7 1 2 3 4
Claw. +6 to hit, 5ft
Hit: 7 (1d8+3) Actions
Multiattack. The Mirelurk Killclaw can
Duck. The Mirelurk hides under its
make two claw attacks.
shell, gaining +3 DR and ER until the
beginning of its next turn.
Claw. +7 to hit, 5ft
Hit: 12 (2d8+3)

Duck. The Mirelurk hides under its


shell, gaining +3 DR and ER until the
beginning of its next turn.

25
Glowing Mirelurk
Medium Mutant
DR 18 ER 17

HP 195

Speed 25ft.

Resistances Radiation 100,

CR 12 (1025 XP)
STR PER END CHA INT AGI LCK
9 4 8 1 2 3 5

Actions
Multiattack. The Glowing Mirelurk can
make three claw attacks.

Claw. +8 to hit, 5ft


Hit: 8 (1d8+4), 10 rads
Mirelurk Hatchling
Duck. The Mirelurk hides under its
shell, gaining +4 DR and ER until the
Tiny Mutant
beginning of its next turn. DR 12 ER 12

HP 7

Speed 20ft. Swim 15ft

Resistances Radiation 100

CR 1/4 (25 XP)


STR PER END CHA INT AGI LCK
4 3 6 1 2 3 3

Actions
Bite. +1 to hit, 5ft
Hit: 1 (1d4-1), 10 rads

26
Mirelurk Hunter
Medium Mutant
DR 14 ER 14

HP 78

Speed 25ft.

Resistances Radiation 100

CR 4 (275 XP)
STR PER END CHA INT AGI LCK
7 2 6 1 2 3 2

Actions
Claw. +4 to hit, 5ft
Hit: 7 (1d8+2)

Spit (Recharge 5-6). The Mirelurk


Hunter lobs a ball of spit at a space
within 40ft. All targets within 5ft of
it must make a DC 12 END save. On a
failed save they take 1d6 poison
damage this turn and every turn after
for a minute. The target can make the
save again at the end of their turn,
ending the effect early on a success.

27
Glowing Mirelurk Hunter
Medium Mutant
DR 16 ER 15

HP 156

Speed 25ft.

Resistances Radiation 100 Albino Mirelurk Hunter


CR 8 (600 XP) Medium Mutant
STR PER END CHA INT AGI LCK DR 17 ER 17
8 2 7 1 2 4 3
HP 240
Actions
Multiattack. The Glowing Mirelurk Speed 25ft.
Hunter can make two Claw attacks.
Resistances Radiation 100
Claw. +6 to hit, 5ft
Hit: 9 (1d10+3), +30 rads CR 12 (1025 XP)
STR PER END CHA INT AGI LCK
Spit (Recharge 5-6). The Mirelurk
Hunter lobs a ball of spit at a space 9 3 8 1 2 5 5
within 40ft. All targets within 5ft of
it must make a DC 14 END save. On a Actions
failed save they take 2d6 poison Multiattack. The Albino Mirelurk
damage this turn and every turn after Hunter can make three Claw attacks.
for a minute. The target can make the
save again at the end of their turn, Claw. +8 to hit, 5ft
ending the effect early on a success. Hit: 11 (1d12+4)

Spit (Recharge 5-6). The Mirelurk


Hunter lobs a ball of spit at a space
within 40ft. All targets within 5ft of
it must make a DC 16 END save. On a
failed save they take 3d6 poison
damage this turn and every turn after
for a minute. The target can make the
save again at the end of their turn,
ending the effect early on a success.
28
Mirelurk King
Medium Mutant
DR 13 ER 15

HP 66

Speed 40ft. Swim 50ft Mirelurk Deep King


Resistances Radiation 100 Medium Mutant
CR 5 (350 XP) DR 14 ER 16

STR PER END CHA INT AGI LCK HP 118


7 3 6 1 2 6 3 Speed 45ft. Swim 60ft
Actions
Resistances Radiation 100
Multiattack. The Mirelurk King can
make two Claw attacks. CR 10 (800 XP)
Claw. +5 to hit, 5ft STR PER END CHA INT AGI LCK
Hit: 11 (2d8+2) 8 3 7 1 2 7 4

Sonic Attack (Recharge 5-6). The Actions


Mirelurk King creates a shockwave of
Multiattack. The Mirelurk King can
sonic energy. All enemies in a 30ft
make two Claw attacks.
long 5ft wide line must make a DC12
AGI save. On a failed save the target
Claw. +7 to hit, 5ft
takes 18 (4d8) damage and has their
Hit: 12 (2d8+3)
head crippled. On a successful save
the target takes half damage and is
Sonic Attack (Recharge 5-6). The
not crippled.
Mirelurk King creates a shockwave of
sonic energy. All enemies in a 40ft
long 5ft wide line must make a DC14
AGI save. On a failed save the target
takes 27 (6d8) damage and has their
head crippled. On a successful save
the target takes half damage and is
not crippled.
29
Glowing Mirelurk King
Tiny Mutant
DR 15 ER 17

HP 210

Speed 50ft. Swim 70ft

Resistances Radiation 100

CR 15 (1275 XP)
STR PER END CHA INT AGI LCK
9 3 8 1 2 8 5

Actions
Multiattack. The Mirelurk King can
make three Claw attacks.

Claw. +9 to hit, 5ft


Hit: 13 (2d8+4), +40 rads

Sonic Attack (Recharge 5-6). The


Mirelurk King creates a shockwave of
sonic energy. All enemies in a 50ft
long 5ft wide line must make a DC16
AGI save. On a failed save the target
takes 36 (8d8) damage and has their
head crippled. On a successful save
the target takes half damage and is
not crippled.

30
Mirelurk Queen
Huge Mutant
DR 18 ER 17 Glowing Mirelurk Queen
HP 209 Huge Mutant
Speed 15ft. Swim 20ft DR 19 ER 18

Resistances Radiation 100 HP 368

CR 8 (600 XP) Speed 15ft. Swim 20ft


STR PER END CHA INT AGI LCK Resistances Radiation 100
9 4 8 1 2 2 4
CR 16 (1550 XP)
Actions
STR PER END CHA INT AGI LCK
Multiattack. The Mirelurk Queen can
11 5 10 1 2 2 6
make two Claw attacks.
Actions
Claw. +7 to hit, 5ft
Hit: 17 (3d8+4) Multiattack. The Mirelurk Queen can
make three Claw attacks.
Acid Spray. The Mirelurk Queen sprays
acid at up to 3 adjacent spaces. Claw. +11 to hit, 5ft
Immediately, and then whenever a Hit: 24 (4d8+6), +50 rads
creature starts their turn or moves
into one of those spaces, they make a Acid Spray. The Mirelurk Queen sprays
DC 16 END save or take 7 (2d6) poison acid at up to 5 adjacent spaces.
damage. Immediately, and then whenever a
creature starts their turn or moves
Egg Clutch (Recharge 5-6). The into one of those spaces, they make a
Mirelurk Queen launches an egg clutch, DC 18 END save or take 14 (4d6) poison
spawning 2d4 Mirelurk Hatchlings at a damage.
location within 30 feet of it.
Egg Clutch (Recharge 5-6). The
Mirelurk Queen launches an egg clutch,
spawning 2d6 Mirelurk Hatchlings at a
location within 30 feet of it.

31
Mole Rat
Mole rats are mutated rodents that are much larger than their
pre-war cousins. They range in size from a house cat up to a
large dog and possibly bigger. They have a bald pink
appearance, with large front teeth and small eyes. They are
highly territorial and will attack anything entering their
territory. They are relatively good at sneak attacks because
of their ability to burrow underground and emerge when they're
ready to attack.

Mole Rat Rabid Mole Rat


Small Mutant
Small Mutant
DR 14 ER 15
DR 13 ER 14
HP 80
HP 21
Speed 30ft., burrow 25ft.
Speed 30ft., burrow 25ft.
Resistances Radiation 100
Resistances Radiation 100
CR 5 (350 XP)
CR 1/2 (50 XP)
STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK
7 4 7 1 2 4 3
5 3 5 1 2 3 3
Actions
Actions
Multiattack. The Rabid Mole Rat can
Bite. +2 to hit, 5ft make two Bite attacks.
Hit: 7 (2d6)
Bite. +5 to hit, 5ft
Burst Attack. While burrowing the Mole Hit: 12 (3d6+2)
Rat can burst out and make one Bite
attack with advantage. Burst Attack. While burrowing the Mole
Rat can burst out and make one Bite
attack with advantage.

32
Glowing Mole Rat
Small Mutant
DR 15 ER 16 Mole Rat Brood Mother
HP 164 Small Mutant
Speed 30ft., burrow 25ft. DR 16 ER 17

Resistances Radiation 100 HP 210

CR 9 (700 XP) Speed 30ft., burrow 25ft.


STR PER END CHA INT AGI LCK Resistances Radiation 100
8 4 7 1 2 4 3
CR 13 (1150 XP)
Actions STR PER END CHA INT AGI LCK
Multiattack. The Glowing Mole Rat can
8 5 8 1 2 4 4
make two Bite attacks.
Actions
Bite. +7 to hit, 5ft
Hit: 17 (4d6+3), +20 rads Multiattack. The Mole Rat Brood Mother
can make three Bite attacks.
Burst Attack. While burrowing the Mole
Rat can burst out and make one Bite Bite. +8 to hit, 5ft
attack with advantage. Hit: 20 (5d6+3)

Burst Attack. While burrowing the Mole


Rat can burst out and make one Bite
attack with advantage.

33
Mongrel
Mongrels are canines who have been so exposed to radiation
that they lose their hair and develop a skeletal like figure.
These animals are found everywhere throughout the wastes. They
are usually quite aggressive and will hunt anything. However,
some have been domesticated by raiders and some friendly
settlers for use as attack dogs.

Vicious Mongrel
Mongrel Small Mutant
Small Mutant DR 16 ER 15
DR 15 ER 14
HP 143
HP 45
Speed 35ft.
Speed 35ft.
Resistances Radiation 100
Resistances Radiation 100
CR 7 (500 XP)
CR 1/2 (50 XP) STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK 8 7 7 1 2 5 4
7 6 6 1 2 5 4 Actions
Actions Multiattack. The Vicious Mongrel can
make two Bite attacks.
Bite. +4 to hit, 5ft
Hit: 11 (2d8+2). The target is
Bite. +6 to hit, 5ft
grappled (escape DC 15). While the
Hit: 16 (3d8+3) The target is grappled
target is grappled, they take the Bite
(escape DC 16). While the target is
attack’s damage at the end of their
grappled, they take the Bite attack’s
turn if they do not escape. The
damage at the end of their turn if
target’s speed is reduced to 0 and the
they do not escape. The target’s speed
Mongrel can not take any actions.
is reduced to 0 and the Mongrel can
not take any actions.

34
Night Stalker
Night stalkers are the creations of Dr. Borous in the Z-9 Crotalus DNA
preservation lab of the Big MT and are genetic hybrids of rattlesnake
and coyote DNA. They growl, howl, and whimper like regular coyotes, but
hiss, rattle, and inject venom into their prey like snakes. Their bodies
are mostly dog-like, covered in a combination of fur and scales. Their
heads and tails, however, are more like that of a rattlesnake, including
fangs and a forked tongue. Night stalkers' right eyes are blue with a
round pupil, while their left eyes are yellow with an elliptical pupil,
like a rattlesnake's. They lay eggs, like a snake which can be used as
food.

Night Stalker Night Stalker Den Mother


Small Mutant Small Mutant
DR 16 ER 16
DR 15 ER 15
HP 195
HP 90
Speed 35ft.
Speed 35ft.
Resistances Radiation 100
Resistances Radiation 100
CR 12 (1025 XP)
CR 6 (425 XP)
STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK
8 6 8 1 2 5 5
7 5 6 1 2 5 5
Actions
Actions
Multiattack. The Night Stalker Den
Multiattack. The Night Stalker can
Mother can make 3 Bite attacks.
make 2 Bite attacks.
Bite. +8 to hit, 5ft
Bite. +5 to hit, 5ft
Hit: 12 (2d8+3). Target must make DC
Hit: 11 (2d8+2). Target must make DC
14 END save or take 3d6 poison damage
11 END save or take 2d6 poison damage

35
Radscorpion
Radscorpions are large, mutated scorpions commonly found in and around
abandoned structures. They originated from the North American Emperor
scorpion, which were prevalent in many pet stores at the time of the
Great War. They have since mutated to become much larger, faster, more
venomous, and pose a serious threat to any wastelander caught unaware.

Radscorpion
Medium Mutant
DR 17 ER 15

HP 55

Speed 35ft., burrow 45ft.

Resistances Radiation 100


Radscorpion Stalker
Medium Mutant
CR 3 (200 XP)
DR 17 ER 15
STR PER END CHA INT AGI LCK
7 4 6 1 2 6 5 HP 130
Actions Speed 35ft., burrow 45ft.
Sting. +4 to hit, 5ft
Hit: 6 (1d8+2) Resistances Radiation 100

CR 7 (500 XP)
STR PER END CHA INT AGI LCK
8 5 7 1 2 6 5

Actions
Multiattack. The Radscorpion Stalker
can make 2 Sting attacks.

Sting. +6 to hit, 5ft


Hit: 12 (2d8+3)

36
Radstag
Radstags are descendants of the common deer. Due to
longstanding exposure to radiation, radstags, like brahmin,
have two heads, less fur, and are sometimes covered in cysts.
Radstag usually travel in herds of up to four, typically
consisting of one radstag and a combination of does and
yearlings. They are usually docile although the male is known
to be more protective.

Radstag Doe
Medium Mutant
DR 13 ER 13
Radstag
Large Mutant
HP 18
DR 15 ER 15
Speed 35ft.
HP 92
Resistances Radiation 100
Speed 45ft.
CR 1/2 (50 XP)
Resistances Radiation 100
STR PER END CHA INT AGI LCK
5 2 5 1 2 3 3 CR 5 (350 XP)

Actions STR PER END CHA INT AGI LCK

Hoof. +2 to hit, 5ft 7 4 6 1 2 4 4


Hit: 5 (2d4)
Actions
Multiattack. The Radstag can make two
Antler attacks.

Antler. +5 to hit, 5ft


Hit: 12 (4d4+2)

37
Super Mutant
Super mutants are mutated humans, products of infection by the Forced
Evolutionary Virus. They are much taller, bulkier and muscular than pure
strain humans, they, mostly, have green, gray, or yellowish skin, are
immune to disease and radiation, and are gifted with superhuman strength
and endurance. Although they are completely sterile, the rapid
regeneration of their cells caused by FEV makes them virtually
biologically immortal, but thankfully not immune to being killed.

Super Mutant Suicider


Super Mutant Medium Mutant
Medium Mutant
DR 14 ER 14
DR 13 ER 13
HP 26
HP 22
Speed 30ft.
Speed 30ft.
Resistances Radiation 100
Resistances Radiation 100
CR 4 (275 XP)
CR 2 (150 XP)
STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK 6 4 7 1 2 4 4
6 4 6 3 3 5 4
Actions
Actions Mini Nuke. 10ft radius. All targets
Assault Rifle. +3 to hit, 5ft inside the radius must make a DC 16
Hit: 8 (2d6+1) AGI save. A target takes 36 (8d8)
damage and 60 RADs on a failed save or
half as much on a successful one. The
Super Mutant Suicider automatically
fails its save.

38
Super Mutant Brute
Medium Mutant
DR 14 ER 14

HP 94

Speed 30ft.

Resistances Radiation 100

CR 7 (500 XP)
STR PER END CHA INT AGI LCK
8 3 7 3 2 5 5

Actions Super Mutant Master


Multiattack. The Super Mutant Brute
can make two Swatter attacks. Medium Mutant
DR 15 ER 15
Swatter. +6 to hit, 5ft
Hit: 14 (2d10+3) HP 180

Speed 30ft.

Resistances Radiation 100

CR 11 (900 XP)
STR PER END CHA INT AGI LCK
8 4 8 4 4 5 6

Actions
Multiattack. The Super Mutant Master
can make four Minigun attacks.

Minigun. +7 to hit, 5ft


Hit: 8 (2d4+3)
39
Super Mutant Behemoth
Huge Mutant
DR 13 ER 13

HP 320

Speed 40ft.

Resistances Radiation 100

CR 15 (1400 XP)
STR PER END CHA INT AGI LCK
10 4 10 3 2 4 6
Super Mutant Hound
Actions
Multiattack. The Super Mutant Behemoth
Medium Mutant
can make two Fire Hydrant Bat attacks. DR 13 ER 13
Fire Hydrant Bat. +10 to hit, 10ft HP 34
Hit: 31 (4d12+5)
Speed 40ft.
Rock. +8 to hit, 40ft
Hit: 49 (8d10+5) Resistances Radiation 100

CR 3 (200 XP)
STR PER END CHA INT AGI LCK
7 3 6 3 2 6 5

Actions
Bite. +4 to hit, 5ft
Hit: 11 (2d8+2) The target must make a
DC 14 STR or AGI save or be grappled.
The target makes the save again at the
end of each turn and remains grappled
until they succeed.

40
Yao Guai
The Yao Guai is the mutated descendant of the black bear. Its name, which
means monster or demon, was given by Chinese prisoners in internment
camps. Although generally found alone, Yao Guai exhibit a gentle,
familial bond toward one another when found together, provided they do
not feel threatened by the observer's presence. Despite their aggressive
nature some have been known to become domestic and ferociously defend
their masters.

Yao Guai
Large Mutant Glowing Yao Guai
DR 13 ER 13 Large Mutant
DR 14 ER 14
HP 90
HP 195
Speed 40ft.
Speed 40ft.
Resistances Radiation 100
Resistances Radiation 100
CR 6 (425 XP)
STR PER END CHA INT AGI LCK CR 13 (1150 XP)
8 6 6 3 2 5 6 STR PER END CHA INT AGI LCK

Actions 9 4 7 3 2 6 7

Multiattack. The Yao Guai can make one Actions


Bite and one Claw attack. Multiattack. The Glowing Yao Guai can
make one Bite and two Claw attacks.
Bite. +6 to hit, 5ft
Hit: 12 (2d8+3) Bite. +8 to hit, 5ft
Hit: 22 (4d8+4), +50 RADs
Claw. +6 to hit, 10ft
Hit: 14 (2d10+3). The target must make Claw. +8 to hit, 10ft
a DC 13 STR save or be knocked prone. Hit: 26 (4d10+4). The target must make
a DC 13 STR save or be knocked prone.

41
Chapter 3: Oh, The People You’ll Meet!
War. War Never Changes… but people do! Just like the perfect utopia
of pre-war America, there are kind and decent people to be found in
the Wasteland. Unfortunately, they are vastly outnumbered by those
who are aggressive, heavily armed, and willing to shoot you over
half a box of Sugar Bombs.

Brotherhood of Steel
Brotherhood Initiate
The Brotherhood of Steel is a quasi-
religious technological organization Medium Human
operating across the ruins of post-war DR 13 ER 13
North America, with its roots stemming
from the United States Armed Forces and HP 16
the government-sponsored scientific
community from before the Great War. Speed 30ft.
The Brotherhood of Steel is a neo-
knightly order, the organization's Resistances
tenets include the eradication of
mutants and the veneration of CR 1/2 (50 XP)
technology. In recent years the STR PER END CHA INT AGI LCK
Brotherhood has broken its trend of
reluctance in sharing advanced 4 6 6 4 5 6 5
technology with their fellow
Perks
Wastelanders. They generally consider
them too irresponsible and Marathoner. The sprint action costs 1
unpredictable to be trusted with such less AP for you
technology, however the Brotherhood has Actions
recently been more trustful of
Laser Pistol. +3 to hit, 30ft
Wastelanders, and has established
Hit: 4 (1d6+1)
relationships with settlements and
traders on the east coast akin to their
early relationships with factions on
the west coast, where they had been
known to trade their technology with
frontier communities and the NCR.

42
Brotherhood Scribe
Medium Human
DR 15 ER 14

HP 28

Speed 30ft.

Resistances Brotherhood Knight


CR 1 (100 XP) Medium Human
STR PER END CHA INT AGI LCK DR 17 ER 17
4 7 6 4 7 6 5
HP 66
Perks
Entomologist. Advantage on attacks
Speed 30ft.
against Insects.
Resistances Radiation 30
Actions
Laser Pistol. +5 to hit, 30ft
CR 3 (200 XP)
Hit: 5 (1d6+2) STR PER END CHA INT AGI LCK
6 6 7 4 6 6 5

Perks
In Shining Armor. When wearing Metal,
Heavy Metal, or Power Armor you have
+1 ER
Actions
Multiattack. The Brotherhood Knight
can make two Laser Rifle attacks.

Laser Rifle. +6 to hit, 60ft


Hit: 7 (1d8+3)

43
Brotherhood Paladin
Medium Human
DR 18 ER 17 Brotherhood Sentinel
HP 120 Medium Human
Speed 30ft. DR 19 ER 18

Resistances Radiation 30 HP 180

CR 7 (500 XP) Speed 30ft.


STR PER END CHA INT AGI LCK Resistances Radiation 40
7 7 8 4 6 6 5
CR 12 (1025 XP)
Perks
STR PER END CHA INT AGI LCK
Stabilized. When wearing Power Armor,
8 7 8 4 6 7 6
you have +1 to hit with Big Guns
Actions Perks
Multiattack. The Brotherhood Paladin Meltdown. When you kill a creature
can make four Minigun attacks with an energy weapon, every creature
within 5 feet of them must make a DC
Minigun. +7 to hit, 25ft 16 AGI save or take 2d6 energy damage
Hit: 5 (1d4+3) Actions
Multiattack. The Brotherhood Sentinel
can make three Plasma Rifle attacks

Plasma Rifle. +8 to hit, 120ft


Hit: 11 (2d6+4) energy damage. This
attack hits if it would hit the
target’s DR or ER.

44
Caesar’s Legion
Caesar's Legion is an autocratic,
traditionalist, imperialistic slaver
society, and a totalitarian Recruit Legionary
dictatorship. Founded in 2247, it is
based on the ancient Roman Empire. Its Medium Human
legionaries are a well-organized,
DR 14 ER 13
culturally insular fighting force that
mainly operate east of the Colorado HP 34
River and the Grand Canyon, in the
former state of Arizona. Ever pushing Speed 35ft.
west, their capital is the city of
Flagstaff. As a slave army, the Legion Resistances
maintains a very strict hierarchy or
division of roles. All able-bodied CR 1 (100 XP)
males become slave soldiers with a
STR PER END CHA INT AGI LCK
singular purpose: to fight for Caesar
until they fall in battle. This reason 6 5 6 4 4 7 5
for being is imprinted into each
Perks
legionary during his reconditioning,
or, if one was born into the Legion, Travel Light. +5 Movement when wearing
upbringing and training. Legionaries light or no armor
become unconditionally devoted to their Actions
leader, living to fight. Contrary to
Lever Action Rifle. +4 to hit, 80ft
expectations, experience and veterancy
Hit: 6 (1d8+2)
has no bearing on one's position in the
Legion. While some may receive better Machete. +5 to hit, 5ft
equipment and more dangerous tasks to Hit: 5 (1d6+2)
fulfill, at the end of the day, all
soldiers remain slaves, disposable
human tools that are discarded the
moment they stop fulfilling their
purpose.

45
Centurion Legionary Assassin
Medium Human Medium Human
DR 17 ER 16 DR 17 ER 18

HP 78 HP 112

Speed 30ft. Speed 30ft.

Resistances Resistances

CR 4 (275 XP) CR 7 (500 XP)

STR PER END CHA INT AGI LCK STR PER END CHA INT AGI LCK

7 5 7 4 4 7 6 6 7 7 4 4 8 7

Perks Perks
Hit the Deck. +2 to saves against Finesse. Your critical range for
explosives attacks increases by 1 (19-20)

Actions Actions
Multiattack. The Centurion can make Multiattack. The Centurion can make
two Hunting Rifle attacks or two two Double Barrel Shotgun attacks or
Machete attacks two Machete attacks

Hunting Rifle. +6 to hit, 120ft Double Barrel Shotgun. +8 to hit, 10ft


Hit: 8 (1d10+3) Hit: 11 (2d6+4). This attack targets
everyone within a 10ft cone
Machete. +6 to hit, 5ft
Hit: 6 (1d6+3) Machete. +7 to hit, 5ft
Hit: 6 (1d6+3)

46
Legate
Medium Human
DR 18 ER 18

HP 190

Speed 30ft.

Resistances

CR 13 (1150 XP)
STR PER END CHA INT AGI LCK
8 7 8 5 6 8 7

Perks
Stonewall. You have +1 DR and ER
against any melee or unarmed attack.
You have advantage on saves against
being knocked prone
Actions
Multiattack. The Legate can make three
Shishkebab attacks or two Throwing
Spear attacks

Shishkebab. +11 to hit, 5ft


Hit: 10 (1d10+5) fire damage

Throwing Spear. +11 to hit, 80ft


Hit: 8 (1d6+5)

47
The Enclave
One of the very few old-world organizations to survive the Great War, the Enclave finds
its roots in various branches of the pre-War American government and military. Its
founding members embraced the inevitability of nuclear war; they believed that the
majority of the nation could not and would not survive it, and that as long as the
'important people' of the United States survived, they could regroup quickly when worse
came to worst, ultimately wipe out communism once and for all, and restore and rebuild
the country.

Enclave Scientist Enclave Soldier


Medium Human Medium Human
DR 13 ER 13 DR 16 ER 17

HP 14 HP 99

Speed 30ft. Speed 30ft.

Resistances Resistances

CR 1 (100 XP) CR 7 (500 XP)


STR PER END CHA INT AGI LCK STR PER END CHA INT AGI LCK
3 6 4 4 8 6 5 5 7 6 4 7 6 6

Perks Perks
Stat! Enclave Scientist can use one
Refractor. +1 ER
Stimpak and Laser Pistol on the same
turn.
Actions
Actions Multiattack. The Enclave Soldier can
Laser Pistol. +4 to hit, 30ft make two Plasma Pistol attacks
Hit: 5 (1d6+2) energy damage
Plasma Pistol. +6 to hit, 40ft
Stimpak. 5ft. Restore 3d6 HP. Stock: 3 Hit: 8 (2d4+3) energy damage

48
Enclave Officer
Medium Human
DR 19 ER 20

HP 156

Speed 30ft.

Resistances

CR 12 (1025 XP)
STR PER END CHA INT AGI LCK
6 7 8 4 6 7 6

Perks
Ferocious Loyalty. When you are
below half HP, allies within 5ft
get +1 DR and ER
Actions
Multiattack. The Enclave Officer
can make three Plasma Rifle
attacks

Plasma Rifle. +9 to hit, 40ft


Hit: 11 (2d6+4) energy damage

Plasma Grenade. 60ft range


Creatures within 5ft of the
grenade must make a DC 15 AGI
save or take 4d6 energy damage.
(Stock: 2)

49
Gunners
The Gunners are a paramilitary mercenary organization. They act independently of any
government or settlement and are well-disciplined, highly equipped soldiers for hire with
their own customs and signage. Like raiders, most Gunners will attack strangers on sight.
They differ from raiders in their lack of drug dependency, use of superior equipment,
extensive use of laser or plasma weaponry and employing other heavy-duty military gear,
including military grade robots.

Gunner
Medium Human
DR 14 ER 13 Gunner Conscript
HP 21
Medium Human
DR 15 ER 15
Speed 30ft.
HP 52
Resistances
Speed 30ft.
CR 1 (100 XP)
Resistances
STR PER END CHA INT AGI LCK
4 6 5 4 5 7 5 CR 3 (200 XP)
Perks STR PER END CHA INT AGI LCK
Hit the Deck. +1 to saves against 4 7 5 4 5 8 5
explosives
Perks
Actions
Quick Hands. On a critical hit your
Laser Pistol. +4 to hit, 30ft magazine is instantly reloaded
Hit: 5 (1d6+2) energy damage
Actions
Combat Rifle. +6 to hit, 60ft
Hit: 7 (1d8+3) damage

Frag Grenade. 40ft range


Creatures within 5ft of the grenade
must make a DC 12 AGI save or take 3d6
damage. (Stock: 1)

50
Gunner Captain Gunner Brigadier
Medium Human
Medium Human
DR 17 ER 17
DR 18 ER 18
HP 84
HP 134
Speed 30ft.
Speed 30ft.
Resistances
Resistances
CR 5 (350 XP)
CR 10 (800 XP)
STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK
5 7 6 6 6 8 6
5 7 7 6 7 8 6
Perks
Perks
Grenadier. The blast radius of all
explosives increases by 5ft Fortune Finder. Scoring a critical hit
causes a number of caps to appear
Actions
Multiattack. The Gunner Captain can Sniper. +2 to hit with scoped weapons
make two Assault Rifle attacks Actions
Assault Rifle. +7 to hit, 30ft Multiattack. The Gunner Brigadier can
Hit: 10 (2d6+3) energy damage make two Gauss Rifle attacks

Frag Grenade. 50ft range Gauss Rifle. +12 to hit, 120ft


Creatures within 10ft of the grenade Hit: 11 (1d12+5) damage
must make a DC 13 AGI save or take 3d6
damage. (Stock: 2) Frag Grenade. 50ft range
Creatures within 5ft of the grenade
must make a DC 14 AGI save or take 3d6
damage. (Stock: 2)

51
Raiders
Raiders are not an established organization, but rather a collective term for the
countless groups of bandits, thieves, murderers, junkies, sociopaths, and psychopaths who
dwell in the Wasteland and its ruins. Raiders are notoriously cruel and merciless,
shooting anyone who's not a part of their group. Their bases are very easy to spot
because of the large amounts of graffiti and mutilated bones and bodies of previous
victims. Their outfits and weapons are equally crude and low-tech, built from scrap metal
and other junk.

Raider
Medium Human
Raider Psycho
DR 13 ER 14
Medium Human
HP 22
DR 14 ER 13
Speed 35ft.
HP 52
Resistances
Speed 30ft.
CR 1 (100 XP)
Resistances
STR PER END CHA INT AGI LCK
5 6 6 4 4 7 6
CR 4 (275 XP)
STR PER END CHA INT AGI LCK
Perks
7 3 7 3 3 7 6
Travel Light. +5 Movement when wearing
light or no armor Perks
Actions Psychotic. Double the effects of
Pipe Pistol. +4 to hit, 20ft Psycho for you (included below)
Hit: 4 (1d4+2) damage Actions
Multiattack. The Raider Psycho can
make two Machete attacks

Machete. +6 to hit, 5ft


Hit: 6 (1d6+3) damage

Psycho. +2 Damage, +2 DR, +2 ER for 10


minutes (Stock 2)

52
Raider Boss
Medium Human
DR 18 ER 16

HP 104 Variant Humans.


Speed 30ft.

Resistances Any “Human” enemy can be an


actual human, a non-feral
CR 8 (600 XP) ghoul, a Super Mutant, or a Gen
STR PER END CHA INT AGI LCK 3 Synth as long as the group
5 7 7 5 5 7 6 they are in allows that race or
is unaware that they are not
Perks
human.
Pyromaniac. Add another dice of the
same type to weapons that deal fire
damage (already included)
Ghoul. 100 RR. +50 Rads to
Toughness. +1 DR Unarmed attacks.
Actions
Multiattack. The Raider Boss can make
two Handmade Rifle attacks
Super Mutant. +1 DR and ER, -1
INT
Handmade Rifle. +8 to hit, 50ft
Hit: 9 (2d4+4) damage
Gen 3 Synth. They have a recall
Molotov. 50ft range
Creatures within 5ft of the molotov code which incapacitates them
must make a DC 14 AGI save or take 3d6 for 1d4 turns.
fire damage. (Stock: 3)

53
Chapter 4: PRINT “Clever Chapter Title” <br>
Thanks to the brilliant minds at RobCo Industries and General
Atomics International robots have been made to withstand
everything, including a nuclear war! Unfortunately for you, they
pretty much all want to kill you. But thankfully there are many
ways to deal with these contraptions, whether you shut it down like
a robotics expert, shoot it until it breaks, or solve the issue
with some “percussive maintenance” just remember that it was people
who made them, so then people can destroy them.

Assaultron
Medium Robot Assaultron
DR 16 ER 16 The Assaultron robot was constructed by
RobCo and sold to the US Military as a
HP 66
front-line wartime combatant. It is fast
Speed 40ft. and deadly at close range and employs a
devastating laser at a distance. The
Resistances Radiation 50 dominator variant can enable stealth
technology.
CR 5 (350 XP)
STR PER END CHA INT AGI LCK
5 7 6 4 5 6 5

Actions
Multiattack. The Assaultron can make
two Assaultron Blade attacks.

Assaultron Blade. +7 to hit, 5ft


Hit: 8 (1d8+4) damage

Head Laser (Recharge 6). +7 to hit,


40ft, 22 (4d10) energy damage.

54
Assaultron Invader Assaultron Dominator
Medium Robot Medium Robot
DR 17 ER 17
DR 18 ER 18
HP 120
HP 176
Speed 40ft.
Speed 40ft.
Resistances Radiation 50
Resistances Radiation 50
CR 10 (800 XP)
CR 15 (1400 XP)
STR PER END CHA INT AGI LCK
STR PER END CHA INT AGI LCK
5 8 7 4 5 7 5
6 8 8 4 5 8 6
Actions
Actions
Multiattack. The Assaultron Invader
Multiattack. The Assaultron Dominator
can make three Assaultron Blade
can make three Assaultron Blade
attacks.
attacks or two Assaultron Blade
attacks and one Head Laser attack if
Assaultron Blade. +10 to hit, 5ft
Head Laser is charged.
Hit: 11 (1d8+6) damage
Assaultron Blade. +14 to hit, 5ft
Head Laser (Recharge 6). +10 to hit,
Hit: 14 (1d8+10) damage
40ft, 33 (6d10) energy damage.
Head Laser (Recharge 6). +14 to hit,
40ft, 44 (8d10) energy damage.

Camouflage. The Assaultron Dominator


becomes Invisible until it deals or
takes any damage. If the Assaultron
Dominator uses Assaultron Blade while
Invisible, add 2 additional Critical
Dice on a Sneak Attack Critical.

55
Eyebot
Eyebot
Eyebots were originally designed by
RobCo before the Great War to act as Tiny Robot
media transmitters. Several models
DR 16 ER 16
exist, but generally, they consist of a
spherical body roughly half a meter in HP 10
diameter, capable of hovering a few feet
above the ground through an unseen Speed 40ft.
method of propulsion. Though not as
sturdy as other robots, Eyebots are Resistances Radiation 50
quite modular and can be outfitted with
tools, small armaments, radio CR 1/4 (25 XP)
transmitters and other devices. STR PER END CHA INT AGI LCK
2 6 4 5 5 7 6

Actions
Zapper. +3 to hit, 30ft
Hit: 4 (1d6+1) damage

56
Liberty Prime
Huge Robot
DR 20 ER 20

HP 580

Speed 35ft.

Resistances Radiation 50

CR 24 (2900 XP)
STR PER END CHA INT AGI LCK
9 9 9 9 9 9 9

Actions
Multiattack. Liberty Prime can make
three Liberty Laser attacks in one
turn.

Liberty Laser. +15 to hit, 60ft


Hit: 21 (3d10+5) energy damage.

Non-Mini Nuke (Recharge 5-6). Liberty


Prime throws a nuke at a space within
90ft. Any creature within 15ft of the
impact point must make a DC 18 AGI “Communist detected
save or take 63 damage (18d6) and 200
Rads. on American soil.”

Liberty Prime
Liberty Prime is the ultimate personification of the ideals of Pre-War America,
originally built by the Brotherhood of Steel. Its purpose is to defend the concepts of
capitalism and the American way of life and has been shown to withstand almost any
attack while delivering its own devastating attacks using powerful lasers and Nuclear
Bombs.

57
Mister Handy
The Mister Handy series of robots, named so
because of the robot's large number of hands,
was first brought to market in 2037 as a
general construction and maintenance unit by
General Atomics International. Primarily used
in the United States and Mexico, the Mister
Handy was a reliable robot. A key selling
feature is the nuclear power unit and self-
maintenance modes. Multiple Mister Handies
are capable of keeping themselves in working
condition and are also fully programmed to
perform nuclear fuel replacements. Secondary
programming handles radiation cleansing after
refueling.

Mister Handy
Medium Robot
Miss Nanny
DR 15 ER 16
Medium Robot
HP 44
DR 15 ER 16
Speed 40ft.
HP 36
Resistances Radiation 50
Speed 40ft.
CR 2 (150 XP)
Resistances Radiation 50
STR PER END CHA INT AGI LCK
CR 2 (150 XP)
5 6 6 5 7 5 6
STR PER END CHA INT AGI LCK
Actions
5 5 5 7 8 4 6
Buzzsaw. +3 to hit, 5ft
Hit: 6 (2d4+1) damage. Actions
Flamethrower (Recharge 5-6). Creatures Buzzsaw. +3 to hit, 5ft
in a 15ft cone must make a DC 14 AGI Hit: 6 (2d4+1) damage.
save. They take 3d6 fire damage on a
failed save or half as much on a
successful one.

58
Mister Gutsy
The Mister Gutsy, unlike the Mister Handy, is a dedicated combat robot and is easily
distinguished from the Handy model by its military olive-drab paint job, U.S. Army
rounded insignia, improved weapons, and the replacement of its British butler voice with
that of an American drill sergeant. This model was commissioned by the U.S. Army just
before the Great War in 2077. They have distinctive "soldierly" personalities, with an
advanced AI somewhat similar to that of the Mister Handy model. Due to the conflict with
China that caused the Great War, Mister Gutsies often scream anti-communist phrases.
Mister Gutsies also have a more reckless patriotic personality compared to the other
combat robots in the wastes.

Mister Gutsy
Medium Robot
DR 16 ER 17 “There’s nothing I like
HP 104
better than making
Speed 40ft.

Resistances Radiation 50
some other poor
CR 6 (425 XP) bastard die for his
STR PER END CHA INT AGI LCK country!”
6 5 7 4 5 5 6

Actions
Multiattack. Mister Gutsy can make two
Buzzsaw attacks or three Laser
attacks.

Buzzsaw. +7 to hit, 5ft


Hit: 7 (2d4+2) damage.

Laser. +6 to hit, 30ft


Hit: 7 (1d6+4) damage.

59
Major Gutsy
Medium Robot
DR 17 ER 18

HP 220

Speed 40ft.

Resistances Radiation 50

CR 12 (1025 XP)
STR PER END CHA INT AGI LCK
7 6 8 4 6 5 7

Actions
Multiattack. Mister Gutsy can make two
Buzzsaw attacks or three Plasma
attacks.

Buzzsaw. +10 to hit, 5ft


Hit: 10 (2d4+5) damage.

Plasma. +9 to hit, 40ft


Hit: 12 (2d6+5) damage.

60
Protectron
Created by RobCo, protectron robots were designed for protection, although they can also
be used in a manual labor role as well. Typically used in office settings, a large
variety of available synthetic personalities and programming options made them
universally useful. Other models of public service protectrons include medics which are
outfitted with a defibrillator, firemen using an internal cryo gun, police officers with
electric shock and melee capabilities, and even heavy-duty construction workers
utilizing internal nail guns. In terms of combat, protectrons are durable, but slow and
do not possess particularly impressive offensive abilities.

Protectron
Medium Robot
DR 17 ER 15

HP 60

Speed 25ft.

Resistances Radiation 50

CR 2 (150 XP)
STR PER END CHA INT AGI LCK
7 3 7 4 4 3 5

Actions
Melee. +5 to hit, 5ft
Hit: 7 (1d8+3) damage.

Laser. +5 to hit, 30ft


Hit: 6 (1d6+3) damage.

Self-Destruct. If the Protectron


starts its turn with less than 15HP it
will initiate Self Destruct. At the
end of its next turn all creatures
within 10ft must make a DC 14 AGI save
or take 4d6 damage and 150 Rads.

61
Protectron Fire Brigadier
Medium Robot Protectron Medic
DR 18 ER 16 Medium Robot
HP 160 DR 18 ER 16

Speed 25ft. HP 160


Radiation 50, Speed 25ft.
Resistances
Fire 50
Resistances Radiation 50
CR 6 (425 XP)
STR PER END CHA INT AGI LCK CR 6 (425 XP)
8 4 8 6 4 3 4 STR PER END CHA INT AGI LCK

Actions 8 3 8 4 6 3 5

Multiattack. The Protectron Fire Actions


Brigadier can make two Melee attacks.
Multiattack. The Protectron Medic can
make two Defibrillator attacks.
Melee. +8 to hit, 5ft
Hit: 9 (1d8+5) damage.
Defibrillator. +8 to hit, 5ft
Hit: 9 (1d8+5) energy damage
Cryo Spray. (Recharge 4-6). Each
creature in a 15ft cone must make a DC
First Aid. (Recharge 5-6). The
14 END save, taking 14 (4d6) cryo
Protectron Medic has a supply of
damage on a failed save or half as
Stimpaks and Robot Repair Kits.
much on a success. Creatures that take
Restore 4d6 to an allied creature
any damage from this attack have Fire
within 5ft.
Resist 50 until the end of their next
turn.
Self-Destruct. If the Protectron Medic
starts its turn with less than 30HP it
Self-Destruct. If the Protectron Fire
will initiate Self Destruct. At the
Brigadier starts its turn with less
end of its next turn all creatures
than 30HP it will initiate Self
within 10ft must make a DC 14 AGI save
Destruct. At the end of its next turn
or take 6d6 damage and 200 Rads.
all creatures within 10ft must make a
DC 14 AGI save or take 6d6 damage and
200 Rads.

62
Security Protectron Utility Protectron
Medium Robot Medium Robot
DR 18 ER 16 DR 18 ER 16

HP 160 HP 160

Speed 25ft. Speed 25ft.

Resistances Radiation 50 Resistances Radiation 50

CR 6 (425 XP) CR 6 (425 XP)


STR PER END CHA INT AGI LCK STR PER END CHA INT AGI LCK
8 6 8 4 4 3 4 8 6 8 4 4 3 4

Actions Actions
Multiattack. The Security Protectron Multiattack. The Utility Protectron
can make two Melee attacks. can make two Melee attacks or two Nail
Gun attacks.
Melee. +8 to hit, 5ft
Hit: 14 (2d8+5) damage Melee. +8 to hit, 5ft
Hit: 9 (1d8+5) damage
Self-Destruct. If the Security
Protectron starts its turn with less Nail Gun. +7 to hit, 30ft
than 30HP it will initiate Self Hit: 10 (1d10+5) damage
Destruct. At the end of its next turn
all creatures within 10ft must make a Self-Destruct. If the Utility
DC 14 AGI save or take 6d6 damage and Protectron starts its turn with less
200 Rads. than 30HP it will initiate Self
Destruct. At the end of its next turn
all creatures within 10ft must make a
DC 14 AGI save or take 6d6 damage and
200 Rads.

63
Robobrain
Robobrains were created before the Great War by General Atomics International both for
the U.S. military and for the civilian sector. Official government records list only
chimpanzee brains as being used in the robots, but at least some human brains were taken
from the bodies of executed criminals. Many of these criminals were insane, so the
resulting robobrains also tended to be unstable, despite complete reprogramming via the
CODE technology. Some of these human-robobrains hybrids would try to kill themselves,
apparently resenting being made into cyborgs.

Robobrain
Medium Robot
DR 17 ER 16

HP 190

Speed 25ft.

Resistances Radiation 50

CR 8 (600 XP)
STR PER END CHA INT AGI LCK
5 5 6 4 9 3 4

Actions
Multiattack. The Robobrain can make
two Tesla Coil attacks or one Tesla
Coil attack and one Mesmetron attack
if Mesmetron is charged.

Tesla Coil. +9 to hit, 30ft


Hit: 11 (2d6+4) energy damage

Mesmetron. (Recharge 5-6). One


creature within 30ft must make a DC 16
INT save or be Paralyzed until the end
of their next turn.

64
Securitron
The PDQ-88b securitron is a private security robot created and mass-produced by House
Industries with the help of RobCo Industries, and privately and on a much smaller scale
by the Big MT research company, who were primarily attempting to improve the original.

Securitron
Medium Robot
DR 16 ER 16

HP 130

Speed 35ft.

Resistances Radiation 50

CR 6 (425 XP)
STR PER END CHA INT AGI LCK
6 7 7 5 5 4 5

Actions
Multiattack. The Securitron can make
three Gatling Laser attacks.

Gatling Laser. +8 to hit, 40ft


Hit: 6 (1d4+4) energy damage

65
Securitron Mk II
Medium Robot
DR 18 ER 18

HP 200

Speed 35ft. “Please, do not stand


Resistances Radiation 50 in the fountains.”
CR 12 (1025 XP)
STR PER END CHA INT AGI LCK
7 8 8 5 5 4 5

Actions
Multiattack. The Securitron Mk II can
make four Gatling Laser attacks.

Gatling Laser. +10 to hit, 40ft


Hit: 8 (1d4+6) energy damage

Missile Launcher. Fire a missile at a


space within 120ft. Creatures within
10ft of that space must make a DC 15
AGI save. They take 4d8 explosive
damage on a failed save or half as
much on a successful one.

Auto-Repair Systems. (Recharge 5-6).


The Securitron Mk II regains 4d12 hit
points.

66
Sentry Bot Sentry Bot
Large Robot Sentry bots are security robots made before
the Great War with the express purpose of
DR 18 ER 17 participating in the heaviest of firefights
during war. Where the Mister Gutsy is a
HP 220 hovering platform with modest armor plating,
and the protectron was originally designed
Speed 30ft. for protecting business premises, the sentry
bot is a powerhouse, equipped with sturdy
Resistances Radiation 50
armor plating, powerful weapons integrated
CR 10 (800 XP) into its chassis and high mobility, thanks
to mecanum wheels mounted on its three legs.
STR PER END CHA INT AGI LCK
8 7 8 4 5 5 5

Actions
Multiattack. The Sentry Bot can make
four Minigun attacks.

Minigun. +10 to hit, 40ft


Hit: 8 (1d4+6) damage

Emergency Venting. The Sentry Bot can


choose to make two additional Minigun
attacks and increase its movement
speed by 15ft. If it does so it is
Paralyzed on its next turn.

67
Annihilator Sentry Bot
Large Robot
DR 20 ER 19

HP 360

Speed 30ft.

Resistances Radiation 50

CR 18 (1850 XP)
STR PER END CHA INT AGI LCK
9 8 8 4 5 5 5 “Warning. You are in
Actions
Multiattack. The Sentry Bot can make
violation of a security
five Minigun attacks or three Minigun
attacks and one Missile Launcher
zone. Use of lethal
attack.
force is imminent.”
Minigun. +14 to hit, 40ft
Hit: 11 (2d4+6) damage

Missile Launcher. Fire a missile at a


space within 120ft. Creatures within
10ft of that space must make a DC 17
AGI save. They take 6d8 explosive
damage on a failed save or half as
much on a successful one.

Emergency Venting. The Sentry Bot can


choose to increase its movement speed
by 15ft and make three additional
Minigun attacks or one additional
Missile Launcher attack. If it does so
it is Paralyzed on its next turn.

68
Turret
Before the Great War automated turrets were employed by large corporations and utilized
by the military to serve as supplemental, unmanned security units, capable of selecting
trespassing targets and engaging them. Turrets can be standing units or mounted to a
wall or ceiling.

Turret Mk II
Small Robot
DR 15 ER 15
Turret HP 42
Small Robot Speed 0ft.
DR 14 ER 14
Resistances Radiation 50
HP 16
CR 2 (150 XP)
Speed 0ft. STR PER END CHA INT AGI LCK

Resistances Radiation 50 1 7 6 1 3 1 6
Alert. The Turret Mk II can use its
CR 1/2 (50 XP) reaction to make a DC 13 PER check
when a creature moves into its line of
STR PER END CHA INT AGI LCK sight. On a success it can immediately
1 6 5 1 3 1 5 make two Machine Gun attacks.
Alert. The Turret can use its reaction Actions
to make a DC 13 PER check when a
Multiattack. The Turret Mk II can make
creature moves into its line of sight.
three Machine Gun attacks.
On a success it can immediately make
one Machine Gun attack.
Machine Gun. +6 to hit, 30ft
Actions Hit: 5 (1d4+3) damage
Multiattack. The Turret Mk can make
two Machine Gun attacks.

Machine Gun. +4 to hit, 30ft


Hit: 3 (1d4+1) damage

69
Turret Mk III
Small Robot Variant Turrets.
DR 16 ER 16

HP 88 Shopping Cart.

Speed 0ft. Any model of turret can be put


into a shopping cart. A
Resistances Radiation 50 creature’s movement speed is
halved while pushing the
CR 5 (350 XP)
shopping cart.
STR PER END CHA INT AGI LCK
1 8 7 1 3 1 7
Alert. The Turret MK III can use its Laser.
reaction to make a DC 13 PER check
when a creature moves into its line of Any model of turret can be a
sight. On a success it can immediately laser turret. +1 DR, -1 ER, all
make three Machine Gun attacks. attacks do energy damage
Actions instead.
Multiattack. The Turret Mk III can
make four Machine Gun attacks.

Machine Gun. +9 to hit, 30ft


Hit: 8 (1d4+6) damage

70
Additional Rules
Human Skills and Equipment
You can choose to give Human enemies extra items and equipment as you see fit. Items such
as Stimpaks, Psycho, and Stealth Boys are popular choices.
If you need to know a human’s skill, such as Medicine when they use a Stimpak, then assume
the skill is equal to 10 plus 5 times the related score. Add an additional 20 if they
would likely be trained in that skill such as an Enclave Scientist with the Science skill.

XP Modifiers
If a creature is particularly easy or particularly challenging for the party, it will
affect the amount of XP they earn from the encounter. To find the XP Modifier you divide
the Average CR of all the enemies by the Average Level of the players and then multiply by
the table below according to the nearest ratio of players and their allies to enemies.

Ratio XP Modifier
3+:1 0x

2:1 0.5x

1:1 1x

1:2 1.5x

1:3+ 2x

71

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