Adventure 02: Roach Motel

Eyebot

Small robot


Armour Class 13
Hit Points 7 (2d6)
Speed fly 30 ft.


STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 10 (+0) 10 (+0) 15 (+2) 10 (+0)

Skills Perception +4
Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 14
Challenge 1/8 (25 XP)


Hover. The eyebot cannot fly more than 30 feet above ground level.

Machine. The eyebot is immune to poison, radiation and all forms of disease. It does not need to eat or sleep, but enters an inactive state for at least 4 hours a day to conserve power. The eyebot cannot use stimpaks or other items intended for biological creatures.

Actions

Laser. Ranged weapon attack: +4 to hit, range 60/180 ft., one target. Hit: 5 (1d4 + 3) energy damage.

Washington (Mister Handy)

Medium robot


Armour Class 14 (light body)
Hit Points 16 (3d8 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1)

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


Machine. The mister gutsy is immune to poison, radiation and all forms of disease. It does not need to eat or sleep, but enters an inactive state for at least 4 hours a day to conserve power. The mister gutsy cannot use stimpaks or other items intended for biological creatures.

Actions

Blowtorch. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) fire damage.

Buzzsaw. Melee weapon attack: +5 to hit, reach ft., one target. Hit: 4 (1d6 + 3) slashing damage.

Radroach

Tiny beast


Armour Class 13 (natural armour)
Hit Points 11 (2d4 +6)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 16 (+3) 2 (-4) 10 (+0) 6 (-2)

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


Compound Eyes and Keen Sense of Smell. The radroach has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.

Spider Climb. The radroach can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Glowing Radroach

Tiny beast


Armour Class 13 (natural armour)
Hit Points 39 (6d4 +24)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 18 (+4) 2 (-4) 10 (+0) 6 (-2)

Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 1/2 (25 XP)


Compound Eyes and Keen Sense of Smell. The radroach has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.

Radioactive Glow. The glowing radroach sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Spider Climb. The radroach can climb difficult surfaces, including upsice down on ceilings, without needing to make an ability check.

Actions

Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage and 7 (2d6) radiation damage.

Midwestern Radroach

Small beast


Armour Class 15 (natural armour)
Hit Points 75 (10d6 +40)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 18 (+4) 2 (-4) 10 (+0) 6 (-2)

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


Compound Eyes and Keen Sense of Smell. The radroach has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.

Spider Climb. The radroach can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage and 13 (3d8) poison damage.

Midwestern Giant Radroach

Medium beast


Armour Class 16 (natural armour)
Hit Points 119 (14d8 +56)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 18 (+4) 2 (-4) 10 (+0) 6 (-2)

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


Compound Eyes and Keen Sense of Smell. The radroach has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.

Spider Climb. The radroach can climb difficult surfaces, including upsixe down on ceilings, without needing to make an ability check.

Actions

Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage and 16 (3d10) poison damage.

Roach King (Professor Butler)

Medium humanoid (human)


Armour Class 14 (light chest, 4 light limbs)
Hit Points 90 (20d8)
Rad Resist 10
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 19 (+4) 10 (+0) 10 (+0)

Skills Mechanics +8, Hacking +8, Perception +4
Senses passive Perception 14
Languages American English
Challenge 6 (2,300 XP)


Actions

Multiattack. The Roach King makes one attack with his syringer. His robotic frame either fires its boosted beam-splitting laser gun and its flamer once each, or makes two claw attacks.

Syringer. Ranged weapon attack: +6 to hit, range 60/180 ft., one target. Hit: The target must make a DC 12 Constitution saving throw, suffering one of several effects depending on the type of syringe fired. Syringes only work on living (organic) creatures such as humans, ghouls, gen 3 synths, and mutants. The Roach King carries 3 each of the syringes below:
Lock Joint Syringe. On a failed saving throw, the target is paralysed until the end of your next turn.
Mind Cloud Syringe. On a failed saving throw, the target is blinded. It is also dazed, suffering disadvantage on any ability check that it doesn’t already automatically fail due to the need for sight. The target may repeat the saving throw at the end of each of their turns.
Mutant Scorpion Venom Syringe. On a failed saving throw, the target suffers 1d8 poison damage at the beginning of each of its subsequent turns. The target may repeat the saving throw at the end of each of their turns.
Yellow Belly Syringe. On a failed saving throw, the target becomes frightened of all hostile creatures. The target may repeat the saving throw at the end of each of their turns.

Boosted Beam-Splitting Laser Gun. Ranged weapon attack: +8 to hit, range 60/180 ft., two targets. Hit: 15 (2d10 + 4) energy damage. Roll attacks separately, but roll damage once and apply to each target that's hit.

Flamer. All creatures within a 45 ft. line must make a DC 16 Dexterity saving throw, taking 5 (2d4) fire damage on a failed saving throw or half that if successful. On a failed saving throw the target is also set alight, taking 2 (1d4) fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12) slashing damage.

Legendary Actions

The Roach King can take 3 legendary actions, choosing from the options below. Only one legendary action open can be used at a time and only at the end of another creature’s turn. The Roach King regains spent legendary actions at the start of his turn.

Detect. The Roach King makes a Wisdom (Perception) check.

Flare. All creatures currently taking ongoing fire damage suffer 5 (2d4) fire damage.

Reposition. The Roach King disengages 15 feet.

Wireless Hack. A hostile robot within 40 ft. of the Roach King must make a DC 16 Wisdom saving throw. On a failed save, it is affected as per the confusion spell until the end of its next turn.

Stimjection (recharge 5-6). The Roach King recovers 15 (6d4) hit points.

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