Aliens
Zetan.png

Alien Worker

Small humanoid (alien)


Armour Class 11
Hit Points 7 (2d6)
Rad Resist 5
Speed 25 ft.


STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 15 (+2) 13 (+1) 11 (+0)

Skills Mechanic's Tools +4, Science +4
Senses darkvision 60 ft., passive Perception 11
Languages Zetan
Challenge 0 (10 XP)


Actions

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

Alien Crewman

Small humanoid (alien)


Armour Class 13
Hit Points 33 (6d6 + 12)
Rad Resist 8
Speed 25 ft.


STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 13 (+1) 14 (+2) 13 (+1)

Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Zetan
Challenge 2 (450 XP)


Actions

Multiattack. The alien crewman makes two attacks.
Alien Disintegrator. Ranged weapon attack: +6 to hit, range 40/120 ft., one target. Hit: 17 (4d6 + 3) energy damage.
Alien Atomizer. Ranged weapon attack: +6 to hit, range 60/180 ft., one target. Hit: 12 (2d8 + 3) energy damage.
Alien Shock Baton. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and 4 (1d8) electrical damage.

Alien Ensign

Small humanoid (alien)


Armour Class 14
Hit Points 55 (10d6 + 20)
Rad Resist 10
Speed 25 ft.


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 14 (+2) 15 (+2) 14 (+2)

Skills Intimidation +6, Perception +6, Science +6
Senses darkvision 60 ft., passive Perception 16
Languages Zetan
Challenge 4 (1,100 XP)


Actions

Multiattack. The alien ensign makes three attacks.
Alien Disintegrator. Ranged weapon attack: +8 to hit, range 40/120 ft., one target. Hit: 18 (4d6 + 4) energy damage.
Alien Atomizer. Ranged weapon attack: +8 to hit, range 60/180 ft., one target. Hit: 14 (2d8 + 4) energy damage.
Alien Shock Baton. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 4 (1d8) electrical damage.

Alien Lieutenant

Small humanoid (alien)


Armour Class 14
Hit Points 82 (15d6 + 30)
Rad Resist 12
Speed 25 ft.


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 16 (+3) 17 (+3) 16 (+3)

Skills Intimidation +8, Perception +8, Science +8
Senses darkvision 60 ft., passive Perception 18
Languages Zetan
Challenge 6 (2,300 XP)


Actions

Multiattack. The alien lieutenant makes four attacks.
Alien Disintegrator. Ranged weapon attack: +9 to hit, range 40/120 ft., one target. Hit: 18 (4d6 + 4) energy damage.
Alien Atomizer. Ranged weapon attack: +9 to hit, range 60/180 ft., one target. Hit: 14 (2d8 + 4) energy damage.
Alien Shock Baton. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 4 (1d8) electrical damage.

Alien Lieutenant Commander

Small humanoid (alien)


Armour Class 14
Hit Points 104 (19d6 + 38)
Rad Resist 15
Speed 25 ft.


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 18 (+4) 19 (+4) 18 (+4)

Skills Intimidation +10, Perception +10, Science +10
Senses darkvision 60 ft., passive Perception 20
Languages Zetan
Challenge 9 (5,000 XP)


Mark I. Inertia Suppression Field. The alien lieutenant commander has a personal force field which protects the alien from most damage types. The inertia suppression field reduces the damage of attacks against the alien by 10. The following damage types disrupt the shield or ignore it, and therefore are not subject to damage reduction from it: cold, electrical, fire, and radiation. When a source of damage deals more than one damage type, apply the damage reduction against the damage types which the field resists, then roll any damage dice that bypass the inertia suppression field remaining damage types as normal.

Actions

Multiattack. The alien lieutenant makes five attacks.
Alien Disintegrator. Ranged weapon attack: +10 to hit, range 40/120 ft., one target. Hit: 18 (4d6 + 4) energy damage.
Alien Atomizer. Ranged weapon attack: +10 to hit, range 60/180 ft., one target. Hit: 14 (2d8 + 4) energy damage.
Alien Shock Baton. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 4 (1d8) electrical damage.

Alien Commander

Small humanoid (alien)


Armour Class 14
Hit Points 132 (24d6 + 48)
Rad Resist 18
Speed 25 ft.


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 20 (+5) 21 (+5) 20 (+5)

Skills Intimidation +12, Perception +12, Science +12
Senses darkvision 60 ft., passive Perception 22
Languages Zetan
Challenge 12 (8,400 XP)


Mark II. Inertia Suppression Field. The alien commander has a personal force field which protects the alien from most damage types. The inertia suppression field reduces the damage of attacks against the alien by 15. The following damage types disrupt the shield or ignore it, and therefore are not subject to damage reduction from it: cold, electrical, fire, and radiation. When a source of damage deals more than one damage type, apply the damage reduction against the damage types which the field resists, then roll any damage dice that bypass the inertia suppression field remaining damage types as normal.

Actions

Multiattack. The alien lieutenant commander makes six attacks.
Alien Disintegrator. Ranged weapon attack: +11 to hit, range 40/120 ft., one target. Hit: 18 (4d6 + 4) energy damage.
Alien Atomizer. Ranged weapon attack: +11 to hit, range 60/180 ft., one target. Hit: 14 (2d8 + 4) energy damage.
Alien Shock Baton. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 4 (1d8) electrical damage.

Alien Captain

Small humanoid (alien)


Armour Class 14
Hit Points 165 (30d6 + 60)
Rad Resist 21
Speed 25 ft.


STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 22 (+6) 23 (+6) 22 (+6)

Skills Intimidation +14, Perception +14, Science +14
Senses darkvision 60 ft., passive Perception 24
Languages Zetan
Challenge 15 (13,000 XP)


Mark III. Inertia Suppression Field. The alien captain has a personal force field which protects the alien from most damage types. The inertia suppression field reduces the damage of attacks against the alien by 20. The following damage types disrupt the shield or ignore it, and therefore are not subject to damage reduction from it: cold, electrical, fire, and radiation. When a source of damage deals more than one damage type, apply the damage reduction against the damage types which the field resists, then roll any damage dice that bypass the inertia suppression field remaining damage types as normal.

Actions

Multiattack. The alien captain makes six attacks.
Captain's Sidearm. Ranged weapon attack: +12 to hit, range 40/120 ft., one target. Hit: 22 (4d8 + 4) energy damage.
Alien Shock Baton. Melee weapon attack: +12 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 4 (1d8) electrical damage.

SupportDrone.png

Support Drone

Medium robot


Armour Class 15 (medium plating)
Hit Points 51 (6d8 + 24)
Speed fly 40 ft


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 18 (+4) 15 (+2) 14 (+2) 10 (+0)

Skills Mechanic's Tools +5, Perception +5, Science +5
Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 15
Languages Understands Zetan but cannot speak.
Challenge 1 (200 XP)


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

Actions

Multiattack. The support drone makes two attacks.

Bash. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

GuardianDrone.png

Guardian Drone

Medium robot


Armour Class 15 (medium plating)
Hit Points 68 (8d8 + 32)
Speed fly 40 ft


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 18 (+4) 15 (+2) 14 (+2) 10 (+0)

Skills Perception +6
Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 16
Languages Understands Zetan but cannot speak.
Challenge 6 (2,300 XP)


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

Actions

Drone Cannon. Ranged weapon attack: +6 to hit, range 60/180 ft., one target. Special: The guardian drone chooses any target within range and makes an attack roll against a DC of 10, or 15 if the target is in long range. If the drone fires at a target behind cover, apply the cover bonus that usually applies to a target’s AC to the DC.

If the attack roll is lower than the DC, the cannon's energy ball lands 5 feet away from the original target for every 1 by which the drone’s result fell short, in a randomly determined direction (assign compass directions to a d8).

All creatures within 10 feet of the point of impact must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 35 (10d6) energy damage, or half that on a success.

Experimental Weapons Drone

Medium robot


Armour Class 15 (medium plating)
Hit Points 102 (12d8 + 48)
Speed fly 40 ft


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 18 (+4) 15 (+2) 14 (+2) 10 (+0)

Skills Perception +6
Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 16
Languages Understands Zetan but cannot speak.
Challenge 7 (2,900 XP)


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

Actions

Drone Cannon Ex-B. Ranged weapon attack: +6 to hit, range 100/300 ft., one target. Special: The experimental weapons drone chooses any target within range and makes an attack roll against a DC of 10, or 15 if the target is in long range. If the drone fires at a target behind cover, apply the cover bonus that usually applies to a target’s AC to the DC.

If the attack roll is lower than the DC, the cannon's energy ball lands 5 feet away from the original target for every 1 by which the drone’s result fell short, in a randomly determined direction (assign compass directions to a d8).

All creatures within 10 feet of the point of impact must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 35 (10d6) energy damage, or half that on a success.

AlienTurret.png

Alien Turret

Tiny robot


Armour Class 15 (medium plating)
Hit Points 54 (12d6 + 2)
Speed 0 ft.


STR DEX CON INT WIS CHA
8 (-1) 1 (-5) 12 (+1) 3 (-4) 14 (+2) 1 (-5)

Skills Perception +4
Damage Immunities Poison, Radiation
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Radiation Sickness
Senses darkvision 60 ft., passive Perception 14
Languages none
Challenge 2 (450 XP)


Track Target. The turret adds its Wisdom bonus to its attack and damage rolls.

Actions

Energy Blasts. Ranged weapon attack: +4 to hit, range 90/270 ft., one target. Hit: 24 (4d10 + 2) energy damage.

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