Pit Vipers

Semi-Canonical

Pit Vipers were considered for inclusion in Fallout but were ultimately cut. Not much information about what these creatures might have been like is available—the statblock and Knowledge here are purely speculative.

Pit Viper

Huge beast


Armour Class 12
Hit Points 102 (12d12 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 15 (+2) 1 (-5) 10 (+0) 3 (-4)

Skills Perception +2
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses blindsight 60 ft., passive Perception 12
Languages none
Challenge 3 (700 XP)


Actions

Bite. Melee weapon attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failed save the target take 10 (3d6) poison damage and is poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, the target takes half as much damage and isn’t poisoned.

Constrict. Melee weapon attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the pit viper can’t constrict another target.

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.