Ghoul Whales

Semi-Canonical

Ghoul whales, specifically ghoul blue whales, are mentioned by an NPC in Fallout 4. Ghoul whale bones can be seen on the shore in the DLC Far Harbor. No information about what these creatures might have been like is available—the statblock and Knowledge here are purely speculative, as is the existence of other types of ghoul whale other than blue whales.

Grey Ghoul Whale

Gargantuan beast


Armour Class 14 (natural armour)
Hit Points 198 (12d20 + 72)
Speed 0 ft., swim 60 ft.


STR DEX CON INT WIS CHA
26 (+8) 6 (-2) 22 (+6) 8 (-1) 12 (+1) 10 (+0)

Skills Perception +6
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses blindsight 60 ft., passive Perception 16
Languages none
Challenge 18 (20,000 XP)


Hold Breath. The ghoul whale can hold its breath for 20 minutes.

Legendary Resistance (3/day). If the ghoul whale fails a saving throw, it can choose to succeed instead.

Surface Actions. The ghoul whale can perform special actions when part of its movement ends at the surface of the water (see Surface Actions).

Actions

Multiattack. The ghoul whale makes two attacks.

Slam. Melee weapon attack: +13 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage.

Surface Actions

A surface action is a special type of action spent on the ghoul whale's turn when it is at the water's surface. It costs the ghoul whale's Action, and may cost one or more of the ghoul whale's legendary actions.

Tail Slap. The ghoul whale slaps its tail down on a 10 ft. by 5 ft. area adjacent to the whale. Any creatures within the area must make a DC 21 Dexterity saving throw. On a failed save, a target takes 21 (2d12 + 8) bludgeoning damage, is pushed 40 ft. directly down into the water, and rolls a d6. On a roll of 1-3, they are unable to hold their breath before being forced underwater, and on a roll of 1 they are also stunned until the end of their next turn. On a successful save, the target takes only half damage.

Breach (costs 1 legendary action). The ghoul whale breaches above the surface and slams back into the water. Any creatures within a 20 ft. by 10 ft. area adjacent to the whale must make a DC 21 Dexterity saving throw. On a failed save, a target takes 21 (2d12 + 8) bludgeoning damage, is pushed 40 ft. directly down into the water, and rolls a d6. On a roll of 1-3, they are unable to hold their breath before being forced underwater, and on a roll of 1 they are also stunned until the end of their next turn. On a successful save, the target takes only half damage. Finally, any creature within 10 ft. of the target area is pushed 15 ft. away from the ghoul whale.

Legendary Actions

The ghoul whale can take 3 legendary actions, choosing from the options below or its surface actions. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.

Slam. The ghoul whale makes a slam attack.

Detect. The ghoul whale makes a Wisdom (Perception) check.

Charge (costs 2 actions). The ghoul whale moves up to its speed then makes a melee attack.

Swallow (costs 3 actions). All creatures in a 10 ft. cube adjacent to the ghoul whale must make a DC 21 Dexterity saving throw, being swallowed on a failed save. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the whale, and it takes 35 (10d6) acid damage at the start of each of the ghoul whale’s turns.

If the ghoul whale takes 40 damage or more on a single turn from a creature inside it, the ghoul whale must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the ghoul whale. If the ghoul whale dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Blue Ghoul Whale

Gargantuan beast


Armour Class 16 (natural armour)
Hit Points 314 (17d20 + 136)
Speed 0 ft., swim 90 ft.


STR DEX CON INT WIS CHA
30 (+10) 6 (-2) 26 (+8) 8 (-1) 12 (+1) 10 (+0)

Skills Perception +6
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses blindsight 60 ft., passive Perception 16
Languages none
Challenge 23 (50,000 XP)


Hold Breath. The ghoul whale can hold its breath for 20 minutes.

Legendary Resistance (3/day). If the ghoul whale fails a saving throw, it can choose to succeed instead.

Surface Actions. The ghoul whale can perform special legendary actions when part of its movement ends at the surface of the water (see Surface Actions).

Actions

Multiattack. The ghoul whale makes two attacks.

Slam. Melee weapon attack: +15 to hit, reach 5 ft., one target. Hit: 45 (10d6 + 10) bludgeoning damage.

Surface Actions

A surface action is a special type of action spent on the ghoul whale's turn when it is at the water's surface. It costs the ghoul whale's Action, and may cost one or more of the ghoul whale's legendary actions.

Tail Slap. The ghoul whale slaps its tail down on a 20 ft. by 10 ft. area adjacent to the whale. Any creatures within the area must make a DC 23 Dexterity saving throw. On a failed save, a target takes 27 (5d6 + 10) bludgeoning damage, is pushed 40 ft. directly down into the water, and rolls a d6. On a roll of 1-3, they are unable to hold their breath before being forced underwater, and on a roll of 1 they are also stunned until the end of their next turn. On a successful save, the target takes only half damage.

Breach (costs 1 legendary action). The ghoul whale breaches above the surface and slams back into the water. Any creatures within a 40 ft. by 20 ft. area adjacent to the whale must make a DC 23 Dexterity saving throw. On a failed save, a target takes 27 (5d6 + 10) bludgeoning damage, is pushed 40 ft. directly down into the water, and rolls a d6. On a roll of 1-3, they are unable to hold their breath before being forced underwater, and on a roll of 1 they are also stunned until the end of their next turn. On a successful save, the target takes only half damage. Finally, any creature within 15 ft. of the target area is pushed 20 ft. away from the ghoul whale.

Legendary Actions

The ghoul whale can take 3 legendary actions, choosing from the options below or its surface actions. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.

Slam. The ghoul whale makes a slam attack.

Detect. The ghoul whale makes a Wisdom (Perception) check.

Charge (costs 2 actions). The ghoul whale moves up to its speed then makes a melee attack.

Swallow (costs 3 actions). All creatures in a 10 ft. cube adjacent to the ghoul whale must make a DC 23 Dexterity saving throw, being swallowed on a failed save. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the ghoul whale, and it takes 52 (15d6) acid damage at the start of each of the ghoul whale’s turns.

If the ghoul whale takes 60 damage or more on a single turn from a creature inside it, the ghoul whale must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the ghoul whale. If the ghoul whale dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

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