Mister Handies/Miss Nannies
MisterHandy.png

Mister Handy/Miss Nanny

Medium robot


Armour Class 14 (light body)
Hit Points 16 (3d8 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1)

Skills Perception +3, Persuasion +3, Science +4
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses passive Perception 13
Languages American English
Challenge 1/8 (25 XP)


Machine. The mister gutsy 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 mister gutsy cannot use stimpaks or other items intended for biological creatures.

Actions

Blowtorch. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) fire damage.

Buzzsaw. Melee weapon attack: +5 to hit, reach ft., one target. Hit: 4 (1d6 + 3) slashing damage.

Mister Gutsy

Medium robot


Armour Class 15 (light body, 4 light plate)
Hit Points 48 (9d8 + 9)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1)

Skills Intimidation +5, Perception +5
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses passive Perception 15
Languages American English
Challenge 3 (700 XP)


Machine. The mister gutsy 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 mister gutsy cannot use stimpaks or other items intended for biological creatures.

Actions

Multiattack. The mister gutsy makes two attacks.

10mm Machine Gun. Ranged weapon attack: +7 to hit, range 60/180 ft., one target or burst fire. //Hit: 12 (2d8 + 3) piercing damage.

Bonus Actions

Aggressive. The mister gutsy can move up to its speed toward a hostile creature that it can see.

Flamer Gutsy

Medium robot


Armour Class 15 (light body, 4 light plate)
Hit Points 48 (9d8 + 9)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1)

Skills Intimidation +5, Perception +5
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses passive Perception 15
Languages American English
Challenge 3 (700 XP)


Machine. The mister gutsy 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 mister gutsy cannot use stimpaks or other items intended for biological creatures.

Actions

Multiattack. The flamer gutsy makes two attacks.

Flamer. The flamer gutsy expels a 45-foot long and 5-foot wide line of fire. All creatures within the line must make a DC 12 Dexterity saving throw, taking 5 (2d4) fire damage on a failed saving throw or half that if successful. On a failed saving throw the target is also set alight, taking 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.

Bonus Actions

Aggressive. The flamer gutsy can move up to its speed toward a hostile creature that it can see.

MisterGutsy.png

Lieutenant Gutsy

Medium robot


Armour Class 15 (light body, 4 light plate)
Hit Points 96 (18d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1)

Skills Intimidation +5, Perception +5
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses passive Perception 15
Languages American English
Challenge 5 (1,800 XP)


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.

Actions

Multiattack. The lieutenant gutsy makes three attacks.

Laser. Ranged weapon attack: +7 to hit, range 60/180 ft., one target or burst fire. //Hit: 12 (2d8 + 3) energy damage.

Bonus Actions

Aggressive. The lieutenant gutsy can move up to its speed toward a hostile creature that it can see.

Major Gutsy

Medium robot


Armour Class 15 (light body, 4 light plate)
Hit Points 144 (27d8 + 27)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1)

Skills Intimidation +5, Perception +5
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses passive Perception 15
Languages American English
Challenge 8 (3,900 XP)


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.

Actions

Multiattack. The major gutsy makes four attacks.

Laser. Ranged weapon attack: +7 to hit, range 60/180 ft., one target or burst fire. //Hit: 16 (3d8 + 3) energy damage.

Bonus Actions

Aggressive. The major gutsy can move up to its speed toward a hostile creature that it can see.

Colonel Gutsy

Medium robot


Armour Class 15 (light body, 4 light plate)
Hit Points 192 (36d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 12 (+1)

Skills Intimidation +5, Perception +5
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses passive Perception 15
Languages American English
Challenge 11 (7,200 XP)


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.

Actions

Multiattack. The major gutsy makes four attacks.

Laser. Ranged weapon attack: +7 to hit, range 60/180 ft., one target or burst fire. //Hit: 21 (4d8 + 3) energy damage.

Bonus Actions

Aggressive. The major gutsy can move up to its speed toward a hostile creature that it can see.

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