Protectrons
Protectron.png

Protectron

Medium robot


Armour Class 15 (medium chest, medium limb)
Hit Points 32 (5d8 + 10)
Speed 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3
Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 13
Languages American English
Challenge 1/2 (100 XP)


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

Actions

Multiattack. The protectron makes two attacks.

Laser. Ranged weapon attack: +4 to hit, range 60/180 ft., one target. Hit: 4 (1d4 + 2) energy damage.

Bash. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Protectron Fire Brigadier

Medium robot


Armour Class 15 (medium chest, medium limb)
Hit Points 32 (5d8 + 10)
Speed 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3
Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 13
Languages American English
Challenge 1/2 (100 XP)


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

Actions

Multiattack. The protectron makes two bash attacks.

Bash. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Cryogun. Ranged weapon attack: +4 to hit, range 40/120 ft., one target. Hit: 16 (4d6 + 2) cold damage.

Protectron Guardian

Medium robot


Armour Class 18 (heavy chest, heavy limb)
Hit Points 130 (20d8 + 40)
Speed 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3
Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 13
Languages American English
Challenge 6 (2,300 XP)


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

Actions

Multiattack. The protectron makes four attacks.

Laser. Ranged weapon attack: +4 to hit, range 60/180 ft., one target. Hit: 12 (4d4 + 2) energy damage.

Bash. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Protectron Medic

Medium robot


Armour Class 15 (medium chest, medium limb)
Hit Points 32 (5d8 + 10)
Speed 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3
Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 13
Languages American English
Challenge 1 (200 XP)


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

Actions

Multiattack. The protectron makes two defibrilator attacks.

Defibrilator. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) electrical damage. If the target is dead and died within the last minute, it takes no damage and may make a DC 10 Constitution saving throw. On a successful saving throw it is alive again, but unconscious and stabilised. A creature that fails three such saving throws can’t make another.

RadAway Injection. The protectron medic gives an adjacent allied creature an injection with the same effect as RadAway. It can use this ability up to three times, after which its interior reservoir of the chem must be refilled.

Stimpak Injection. The protectron medic gives an adjacent allied creature an injection with the same effect as a stimpak. It can use this ability up to three times, after which its interior reservoir of the chem must be refilled.

Protectron Policeman

Medium robot


Armour Class 18 (heavy chest, 4 heavy limbs)
Hit Points 65 (10d8 + 20)
Speed 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3
Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 13
Languages American English
Challenge 3 (700 XP)


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

Actions

Multiattack. The protectron makes two attacks.

Stunning Bash. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and 9 (2d8) electrical damage, and the target must make a DC 12 Constitution saving throw or become stunned. The target can repeat its saving throw at the end of each of its turns.

Utility Protectron

Medium robot


Armour Class 18 (heavy chest, 4 heavy limbs)
Hit Points 97 (15d8 + 30)
Speed 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3
Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 13
Languages American English
Challenge 4 (1,100 XP)


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

Actions

Multiattack. The protectron makes two attacks.

Bash. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Nailgun. Melee weapon attack: +4 to hit, range 60/180 ft., one target. Hit: 18 (3d10 + 2) piercing damage.

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