Liberty Prime

Liberty Prime

Gargantuan robot

Armour Class 20 (heavy plating)
Hit Points 665 (38d0 + 266)
Speed 50 ft.

25 (+7) 6 (-2) 24 (+7) 9 (-1) 17 (+3) 10 (+0)

Skills Perception +10
Damage Immunities Poison, Radiation
Condition Immunities Radiation Sickness
Senses darkvision 120 ft., passive Perception 20
Languages American English
Challenge 27 (105,000 XP)

Legendary Resistance (3/Day). If Liberty Prime fails a saving throw, it can choose to succeed instead.

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.

Siege Monster. The mirelurk queen deals double damage to objects and structures.

Track Target. Liberty Prime adds its Wisdom bonus to its ranged attack and damage rolls.


Multiattack. Liberty Prime fires an explosive charge, then makes either two smash attacks or two with its twin energy beams.

Energy Beam (must be charged). Ranged weapon attack: +10 to hit, range 250/750 ft., one target. Hit: 58 (10d10 + 3) electrical damage.

Explosive Charge. Ranged weapon attack: +10 to hit, range 150/450 ft., one target. Liberty Prime chooses any target within range and makes an attack roll against a DC of 10, or 15 if the target is in long range. If Liberty Prime fires at a target behind cover, apply the cover bonus that usually applies to a target’s AC to the DC.

If the attack roll is lower than the DC, the missile lands 5 feet away from the original target for every 1 by which Liberty Prime's result fell short, in a randomly determined direction (assign compass directions to a d8).

All creatures within 30 feet of the point of impact must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 35 (10d6) fire damage, or half that on a success.

Smash. Melee weapon attack: +14 to hit, reach 5 ft., one target. Hit: 38 (3d20 + 7) bludgeoning damage. The target and each creature adjacent to it must succeed on a DC 22 Dexterity saving throw or be knocked prone.

Bonus Actions

Charge Beams. Liberty Prime begins charging its twin head lasers, and fires both as an action on the following round.

Suicide Blast. When Liberty Prime is reduced to 50 hit points or fewer, it begins charging a deadly suicidal explosion. At the end of its next turn Liberty Prime 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.

Legendary Actions

Liberty Prime can take 3 legendary actions, choosing from the options below. 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.

Attack. Liberty Prime makes a smash attack.

Charge (costs 2 actions). Liberty Prime moves up to its speed then makes a melee attack.

Detect. Liberty Prime makes a Wisdom (Perception) check.

Stomp (costs 2 actions). Liberty Prime stomps the ground hard. Each creature within 10 feet of Liberty Prime must succeed on a DC 22 Dexterity saving throw or be knocked prone. Liberty Prime can then move up to half its speed and either make a melee attack or attempt to grapple one creature.

Swipe (costs 3 actions). Liberty Prime makes an attack that targets a 20 ft. by 10 ft. line within its reach. Each creature within the line must succeed on a DC 22 Dexterity saving throw, taking damage equal to the creature’s normal melee attack on a failed save.

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.