Nightkins
Nightkin.png

Nightkin

Large humanoid (super mutant)


Armour Class 14 (4 light limbs)
Hit Points 83 (9d10 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Skills Stealth +5
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 2 (450 XP)


Brave. The super mutant has advantage on saving throws against being frightened.

Eroded Sanity. The nightkin has disadvantage on all Wisdom and Charisma ability checks. It can attempt a DC 15 Wisdom saving throw at the beginning of each short rest, suppressing its madness until the next short or long rest on a success.

Mutant Physiology. The super mutant is immune to disease and does not age.

Actions

Bolt-Action Pipe Gun. Ranged weapon attack: +5 to hit, range 40/120 ft., one target. Hit: 7 (1d10+4) piercing damage.

Claws. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.

Stealth Device (1/short rest). The nightkin can turn invisible. The invisibility lasts for up to to a minute, until the nightkin takes a hostile action, or until the nightkin ends it by choice.

Nightkin Sneak

Large humanoid (super mutant)


Armour Class 15 (light chest, 4 light limbs)
Hit Points 104 (11d10 + 44)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Skills Stealth +6
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 3 (700 XP)


Brave. The super mutant has advantage on saving throws against being frightened.

Eroded Sanity. The nightkin has disadvantage on all Wisdom and Charisma ability checks. It can attempt a DC 15 Wisdom saving throw at the beginning of each short rest, suppressing its madness until the next short or long rest on a success.

Mutant Physiology. The super mutant is immune to disease and does not age.

Actions

Combat Shotgun. Ranged weapon attack: +6 to hit, range 30/90 ft., one target. Hit: 13 (4d4+3) piercing damage.

Sledgehammer. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.

Stealth Device (1/short rest). The nightkin can turn invisible. The invisibility lasts for up to to a minute, until the nightkin takes a hostile action, or until the nightkin ends it by choice.

Nightkin Skulker

Large humanoid (super mutant)


Armour Class 16 (light chest, 4 light limbs)
Hit Points 171 (18d10 + 72)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Skills Stealth +7
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 7 (2,900 XP)


Brave. The super mutant has advantage on saving throws against being frightened.

Eroded Sanity. The nightkin has disadvantage on all Wisdom and Charisma ability checks. It can attempt a DC 15 Wisdom saving throw at the beginning of each short rest, suppressing its madness until the next short or long rest on a success.

Mutant Physiology. The super mutant is immune to disease and does not age.

Actions

Mutant Physiology. The nightkin makes three attacks.

Automatic Combat Shotgun. Ranged weapon attack: +7 to hit, range 30/90 ft., one target or burst fire. Hit: 14 (4d4+4) piercing damage.

Sledgehammer. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.

Stealth Device (1/short rest). The nightkin can turn invisible. The invisibility lasts for up to to a minute, until the nightkin takes a hostile action, or until the nightkin ends it by choice.

Nightkin Scoundrel

Large humanoid (super mutant)


Armour Class 16 (light chest, 4 light limbs)
Hit Points 209 (22d10 + 88)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Skills Stealth +8
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 10
Languages American English
Challenge 12 (8,400 XP)


Brave. The super mutant has advantage on saving throws against being frightened.

Eroded Sanity. The nightkin has disadvantage on all Wisdom and Charisma ability checks. It can attempt a DC 15 Wisdom saving throw at the beginning of each short rest, suppressing its madness until the next short or long rest on a success.

Mutant Physiology. The super mutant is immune to disease and does not age.

Actions

Mutant Physiology. The nightkin makes three attacks.

Automatic Combat Shotgun. Ranged weapon attack: +8 to hit, range 30/90 ft., one target or burst fire. Hit: 14 (4d4+4) piercing damage.

Super Sledge. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 24 (8d4+4) bludgeoning damage.

Stealth Device (1/short rest). The bightkin can turn invisible. The invisibility lasts for up to to a minute, until the nightkin takes a hostile action, or until the nightkin ends it by choice.

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