Assaultrons
Assaultron.png

Assaultron

Medium robot


Armour Class 18 (heavy chest, 4 heavy limbs)
Hit Points 170 (20d8 + 80)
Speed 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 18 (+4) 13 (+1) 14 (+2) 12 (+1)

Skills Intimidation +5, Perception +6
Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 16
Languages American English
Challenge 8 (3,900 XP)


Machine. The assaultron 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 assaultron cannot use stimpaks or other items intended for biological creatures.

Actions

Multiattack. The assaultron makes four attacks with its gripping claws.

Head Laser (must be charged). Ranged weapon attack: +8 to hit, range 80/240 ft., one target. Hit: 36 (5d12 + 4) energy damage.

Gripping Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage.

Bonus Actions

Charge Head Laser. The assaultron begins charging its head laser, and fires it as an action on the following round.

Suicide Blast. When the assaultron is reduced to 30 hit points or fewer, it begins charging a deadly suicidal explosion. At the end of its next turn the assaultron explodes. If the assaultron isn’t reduced to 0 hit points by the end of its next turn, all creatures within 30 feet of the assaultron must make a DC 16 Dexterity saving throw, taking 39 (6d12) energy damage on a failed save, or half as much damage on a success.

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