Dogs
TrainedDog.png

Trained Dog

Medium beast


Armour Class 12
Hit Points 5 (1d8 + 1)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 13
Languages understands basic commands in American English
Challenge 1/8 (25 XP)


Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

LegionMongrel.png

Guard Dog

Medium beast


Armour Class 12
Hit Points 23 (3d8 + 9)
Speed 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +5
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 15
Languages understands basic commands in American English
Challenge 1/4 (50 XP)


Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Trained Legion Mongrel

Medium beast


Armour Class 12
Hit Points 40 (4d8 + 12)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +4
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 14
Languages understands basic commands in American English
Challenge 1/2 (100 XP)


Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Mongrel.png

Wild Mongrel

Medium beast


Armour Class 12
Hit Points 5 (1d8 + 1)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 13
Languages none
Challenge 1/8 (25 XP)


Keen Hearing and Smell. The mongrel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The mongrel has advantage on attack rolls against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Alpha Wild Mongrel

Medium beast


Armour Class 13
Hit Points 26 (4d8 + 8)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 9 (-1)

Skills Perception +4
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 14
Languages none
Challenge 1/8 (25 XP)


Alpha. The mongrel has advantage on saving throws against becoming Frightened.

Keen Hearing and Smell. The mongrel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The mongrel has advantage on attack rolls against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Pack Leader's Howl. All members of the alpha's pack within 60 feet that can hear it lose the Frightened condition if they have it and can move half their speed. Opportunity attacks made against them during this movement are made with disadvantage. The Pack Leader cannot use this action if it is itself Frightened.

Reactions

Hunter's Howl. When a hostile creature moves, Dashes, or Disengages, the alpha may use it's Pack Leader's Howl as long as it hasn't been used since the beginning of their most recent turn. Any member of the pack that moves must move toward the triggering creature.

Vicious Mongrel

Medium beast


Armour Class 12
Hit Points 44 (8d8 + 8)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +4
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 14
Languages none
Challenge 1/4 (25 XP)


Keen Hearing and Smell. The mongrel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The mongrel has advantage on attack rolls against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Alpha Vicious Mongrel

Medium beast


Armour Class 13
Hit Points 71 (11d8 + 22)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 9 (-1)

Skills Perception +5
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 15
Languages none
Challenge 1/2 (100 XP)


Alpha. The mongrel has advantage on saving throws against becoming Frightened.

Keen Hearing and Smell. The mongrel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The mongrel has advantage on attack rolls against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Pack Leader's Howl. All members of the alpha's pack within 60 feet that can hear it lose the Frightened condition if they have it and can move half their speed. Opportunity attacks made against them during this movement are made with disadvantage. The Pack Leader cannot use this action if it is itself Frightened.

Reactions

Hunter's Howl. When a hostile creature moves, Dashes, or Disengages, the alpha may use it's Pack Leader's Howl as long as it hasn't been used since the beginning of their most recent turn. Any member of the pack that moves must move toward the triggering creature.

Feral Mongrel

Medium beast


Armour Class 13
Hit Points 65 (10d8 + 20)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +4
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 14
Languages none
Challenge 1 (200 XP)


Keen Hearing and Smell. The mongrel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The mongrel has advantage on attack rolls against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The feral mongrel makes two attacks.

Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Alpha Feral Mongrel

Medium beast


Armour Class 14
Hit Points 97 (13d8 + 39)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +5
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 15
Languages none
Challenge 2 (450 XP)


Alpha. The mongrel has advantage on saving throws against becoming Frightened.

Keen Hearing and Smell. The mongrel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The mongrel has advantage on attack rolls against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The feral mongrel makes two attacks.

Bite. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Pack Leader's Howl. All members of the alpha's pack within 60 feet that can hear it lose the Frightened condition if they have it and can move half their speed. Opportunity attacks made against them during this movement are made with disadvantage. The Pack Leader cannot use this action if it is itself Frightened.

Reactions

Hunter's Howl. When a hostile creature moves, Dashes, or Disengages, the alpha may use it's Pack Leader's Howl as long as it hasn't been used since the beginning of their most recent turn. Any member of the pack that moves must move toward the triggering creature.

Rabid Mongrel

Medium beast


Armour Class 13
Hit Points 91 (14d8 + 28)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +5
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 15
Languages none
Challenge 2 (450 XP)


Aggressive. As a bonus action, the rabid mongrel can move up to its speed toward a hostile creature that it can see.

Keen Hearing and Smell. The mongrel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The mongrel has advantage on attack rolls against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The rabid mongrel makes two attacks.

Bite. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage and the target must make a DC 13 Constitution saving throw or be infected with rabies. If the target is a creature, it must also succeed on a DC 14 Strength saving throw or be knocked prone.

Alpha Rabid Mongrel

Medium beast


Armour Class 14
Hit Points 127 (17d8 + 51)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +6
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 16
Languages none
Challenge 4 (1,100 XP)


Aggressive. As a bonus action, the rabid mongrel can move up to its speed toward a hostile creature that it can see.

Alpha. The mongrel has advantage on saving throws against becoming Frightened.

Keen Hearing and Smell. The mongrel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The mongrel has advantage on attack rolls against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The rabid mongrel makes two attacks.

Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage and the target must make a DC 13 Constitution saving throw or be infected with rabies. If the target is a creature, it must also succeed on a DC 15 Strength saving throw or be knocked prone.

Pack Leader's Howl. All members of the alpha's pack within 60 feet that can hear it lose the Frightened condition if they have it and can move half their speed. Opportunity attacks made against them during this movement are made with disadvantage. The Pack Leader cannot use this action if it is itself Frightened.

Reactions

Hunter's Howl. When a hostile creature moves, Dashes, or Disengages, the alpha may use it's Pack Leader's Howl as long as it hasn't been used since the beginning of their most recent turn. Any member of the pack that moves must move toward the triggering creature.

Glowing Mongrel

Medium beast


Armour Class 13
Hit Points 117 (18d8 + 36)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +6
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 16
Languages none
Challenge 4 (1,100 XP)


Keen Hearing and Smell. The mongrel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The mongrel has advantage on attack rolls against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

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

Actions

Multiattack. The glowing mongrel makes two attacks.

Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage and 9 (2d8) radiation damage. If the target is a creature, it must also succeed on a DC 15 Strength saving throw or be knocked prone.

Alpha Glowing Mongrel

Medium beast


Armour Class 14
Hit Points 157 (21d8 + 63)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +7
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 17
Languages none
Challenge 6 (2,300 XP)


Alpha. The mongrel has advantage on saving throws against becoming Frightened.

Keen Hearing and Smell. The mongrel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Pack Tactics. The mongrel has advantage on attack rolls against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The glowing mongrel makes two attacks.

Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage and 9 (2d8) radiation damage. If the target is a creature, it must also succeed on a DC 16 Strength saving throw or be knocked prone.

Pack Leader's Howl. All members of the alpha's pack within 60 feet that can hear it lose the Frightened condition if they have it and can move half their speed. Opportunity attacks made against them during this movement are made with disadvantage. The Pack Leader cannot use this action if it is itself Frightened.

Reactions

Hunter's Howl. When a hostile creature moves, Dashes, or Disengages, the alpha may use it's Pack Leader's Howl as long as it hasn't been used since the beginning of their most recent turn. Any member of the pack that moves must move toward the triggering creature.

Fallout is the sole intellectual property of Bethesda Softworks. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.