Anglers
Angler.png

Angler

Large monstrosity


Armour Class 14 (natural armour)
Hit Points 76 (9d10 + 27)
Speed 50 ft., swim 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 10 (+0)

Damage Resistances Cold
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 11
Languages none
Challenge 3 (700 XP)


Amphibious. The angler can breathe air and water.

Actions

Multiattack. The angler makes two attacks with its claws and one with its bite.

Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Fireball. Ranged weapon attack: +5 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) fire damage and is set alight. All creatures adjacent to the target must make a DC Dexterity saving throw, taking 7 (2d6) fire damage and becoming set alight on a failed save, or suffer half the damage on a success. A creature that has been set alight takes 2 (1d4) fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

Glowing Angler

Large monstrosity


Armour Class 15 (natural armour)
Hit Points 123 (13d10 + 52)
Speed 50 ft., swim 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 10 (+0)

Damage Resistances Cold
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 11
Languages none
Challenge 6 (2,300 XP)


Amphibious. The angler can breathe air and water.

Radioactive Glow. The glowing angler sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Actions

Multiattack. The glowing angler makes two attacks with its claws and one with its bite.

Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and 7 (2d6) radiation damage.

Claws. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and 7 (2d6) radiation damage.

Fireball. Ranged weapon attack: +7 to hit, range 60 ft., one target. Hit: 22 (4d8 + 4) fire damage and is set alight. All creatures adjacent to the target must make a DC Dexterity saving throw, taking 9 (2d8) fire damage and becoming set alight on a failed save, or suffer half the damage on a success. A creature that has been set alight takes 2 (1d4) fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

Venomous Angler

Large monstrosity


Armour Class 15 (natural armour)
Hit Points 190 (20d10 + 80)
Speed 50 ft., swim 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 10 (+0)

Damage Resistances Cold
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 11
Languages none
Challenge 8 (3,900 XP)


Amphibious. The angler can breathe air and water.

Actions

Multiattack. The venomous angler makes two attacks with its claws and one with its bite.

Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and 9 (2d8) poison damage. The target must also make a DC Constitution saving throw, gaining the poisoned condition on a failed save.

Claws. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

Fireball. Ranged weapon attack: +8 to hit, range 60 ft., one target. Hit: 30 (4d12 + 4) fire damage and is set alight. All creatures adjacent to the target must make a DC Dexterity saving throw, taking 11 (2d10) fire damage and becoming set alight on a failed save, or suffer half the damage on a success. A creature that has been set alight takes 2 (1d4) fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

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