Night Stalkers
Nightstalker.png

Young Night Stalker

Medium beast


Armour Class 14
Hit Points 33 (6d8 + 6)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +4, Stealth +7
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 120 ft., passive Perception 14
Languages none
Challenge 1/2 (100 XP)


Keen Senses. The night stalker has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The night stalker has advantage on attack rolls against a creature if at least one of the night stalker’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 4 (1d8) poison damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Night Stalker

Medium beast


Armour Class 14
Hit Points 78 (12d8 + 24)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +6, Stealth +9
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 120 ft., passive Perception 16
Languages none
Challenge 3 (700 XP)


Keen Senses. The night stalker has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The night stalker has advantage on attack rolls against a creature if at least one of the night stalker’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Night Stalker Den Mother

Medium beast


Armour Class 14
Hit Points 112 (15d8 + 45)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +7, Stealth +10
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 120 ft., passive Perception 17
Languages none
Challenge 6 (2,300 XP)


Keen Senses. The night stalker has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Maternal Instinct. While there are any young night stalkers left for the den mother to protect, and until it fails its Constitution saving throw after all young night stalkers have been killed, it has the following benefits:

  • Advantage on Strength checks and Strength saving throws.
  • Advantage on saving throws against becoming Frightened.
  • +2 to the damage of all attacks.
  • Resistance to bludgeoning, piercing, and slashing damage.

If the den mother takes damage after all young night stalkers have been killed, it makes a Constitution saving throw. The DC equals 10 or half the damage to the den mother, whichever number is higher. On a failed save the den mother loses the benefits of Maternal Instinct and uses its turns to attempt to flee, only attacking if it is cornered.

Pack Tactics. The night stalker has advantage on attack rolls against a creature if at least one of the night stalker’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

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.