Raiders
Raider.png

Raider

Medium humanoid (human or ghoul)


Armour Class 12 (light chest, 4 light limbs)
Hit Points 9 (2d8)
Rad Resist 5
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10
Languages American English
Challenge 1/8 (25 XP)


Actions

Pipe Gun. Ranged weapon attack: +2 to hit, range 40/120 ft., one target. Hit: 4 (1d8) piercing damage.

Baseball Bat. Melee weapon attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Raider Scum

Medium humanoid (human or ghoul)


Armour Class 13 (light chest, 4 light limbs)
Hit Points 38 (7d8 + 7)
Rad Resist 6
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 11 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10
Languages American English
Challenge 1/4 (50 XP)


Actions

Pipe Gun. Ranged weapon attack: +3 to hit, range 40/120 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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

Raider Psycho

Medium humanoid (human or ghoul)


Armour Class 13 (light chest, 4 light limbs)
Hit Points 45 (6d8 + 18)
Rad Resist 8
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 11 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10
Languages American English
Challenge 1/2 (100 XP)


Aggressive. As a bonus action, the psycho can move up to its speed toward a hostile creature that it can see.

Brave. The veteran has advantage on saving throws against being frightened.

Actions

Pipe Gun. Ranged weapon attack: +3 to hit, range 40/120 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Sledgehammer. Melee weapon attack: +5 to hit, to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Baseball Grenade (recharge 5-6). The raider psycho throws a grenade at a point up to 60 feet away. Each creature within 10 feet of the target point must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage if successful.

Raider Survivalist

Medium humanoid (human or ghoul)


Armour Class 14 (light chest, 4 light limbs)
Hit Points 16 (3d8 + 3)
Rad Resist 6
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages American English
Challenge 1/2 (100 XP)


Keen Hearing and Sight. The survivalist has advantage on Wisdom (Perception) Checks that rely on hearing or sight.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Lever-Action Rifle. Ranged weapon attack: +4 to hit, range 60/180 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

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

Raider Scavver

Medium humanoid (human or ghoul)


Armour Class 14 (light chest, 4 light limbs)
Hit Points 78 (12d8 + 24)
Rad Resist 7
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 11 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10
Languages American English
Challenge 1 (200 XP)


Actions

Combat Rifle. Ranged weapon attack: +4 to hit, range 60/180 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

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

Raider Waster

Medium humanoid (human or ghoul)


Armour Class 15 (medium chest, 4 medium limbs)
Hit Points 97 (15d8 + 30)
Rad Resist 9
Speed 30 ft.


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

Senses passive Perception 11
Languages American English
Challenge 3 (25 XP)


Actions

Automatic Combat Rifle. Ranged weapon attack: +5 to hit, range 60/180 ft., one target or burst fire. Hit: 12 (2d8 + 3) piercing damage.

Combat Knife. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Raider Veteran

Medium humanoid (human or ghoul)


Armour Class 15 (medium chest, 4 medium limbs)
Hit Points 120 (16d8 + 48)
Rad Resist 9
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 16 (+3) 13 (+1) 14 (+2) 13 (+1)

Skills Athletics +6, Perception +5, Survival +5
Senses passive Perception 15
Languages American English
Challenge 5 (1,800 XP)


Actions

Multiattack. The veteran makes three attacks.

Automatic Recoil-Compensating Combat Rifle. Ranged weapon attack: +7 to hit, range 90/210 ft., one target or burst fire. Hit: 12 (2d8 + 3) piercing damage.

Lead Pipe. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if wielded in two hands.

Raider Boss

Medium humanoid (human or ghoul)


Armour Class 18 (heavy chest, 4 heavy limbs)
Hit Points 136 (16d8 + 64)
Rad Resist 15
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 15 (+2) 14 (+2) 16 (+3)

Skills Athletics +6, Insight +5, Intimidation +6, Perception +5
Senses passive Perception 15
Languages American English
Challenge 7 (2,900 XP)


Brave. The boss has advantage on saving throws against being frightened.

Actions

Incite Action. A member of the boss’s gang who can hear them and has a lower CR than the boss immediately takes an Action or moves up to their speed.

Multiattack. The boss makes four attacks.

10mm Pistol. Ranged weapon attack: +7 to hit, range 40/120 ft., one target. Hit: 11 (2d6+4) piercing damage.

Automatic Recoil-Compensating Combat Rifle. Ranged weapon attack: +8 to hit, range 90/210 ft., one target or burst fire 10. Hit: 13 (2d8+4) piercing damage.

Combat Knife. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Bonus Actions

Lead By Example.If the boss uses Incite Action, they may make a single attack against one target.

Elite Raider Boss

Medium humanoid (human or ghoul)


Armour Class 14 (power) or 16 (medium chest, 4 medium limbs)
Power Armour 15/15/15/15/15/45 (raider)
Hit Points 136 (16d8 + 64)
Rad Resist 18
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 15 (+2) 14 (+2) 16 (+3)

Skills Athletics +6, Insight +5, Intimidation +6, Perception +5
Senses passive Perception 15
Languages American English
Challenge 10 (5,900 XP)


Brave. The boss has advantage on saving throws against being frightened.

Actions

Incite Action. A member of the boss’s gang who can hear them and has a lower CR than the boss immediately takes an Action or moves up to their speed.

Multiattack. The boss makes four attacks.

10mm Pistol. Ranged weapon attack: +7 to hit, range 40/120 ft., one target. Hit: 11 (2d6+4) piercing damage.

Automatic Bayoneted Long Combat Shotgun. Ranged weapon attack: +7 to hit, range 50/110 ft., one target or burst fire 8. Hit: 14 (4d4+4) piercing damage.

Bayonet. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Bonus Actions

Lead By Example.If the boss uses Incite Action, they may make a single attack against one target.

Raider Overboss

Medium humanoid (human or ghoul)


Armour Class 14 (power) or 16 (medium chest, 4 medium limbs)
Power Armour 15/15/15/15/15/45 (raider)
Hit Points 136 (16d8 + 64)
Rad Resist 21
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 17 (+3) 16 (+3) 18 (+4)

Skills Athletics +7, Insight +7, Intimidation +8, Perception +7
Senses passive Perception 17
Languages American English
Challenge 13 (10,000 XP)


Brave. The boss has advantage on saving throws against being frightened.

Actions

Incite Action. A member of the boss’s gang who can hear them and has a lower CR than the boss immediately takes an Action or moves up to their speed.

Multiattack. The boss makes four attacks.

10mm Pistol. Ranged weapon attack: +8 to hit, range 40/120 ft., one target. Hit: 11 (2d8+4) piercing damage.

Automatic Bayoneted Long Combat Shotgun. Ranged weapon attack: +8 to hit, range 50/110 ft., one target or burst fire 8. Hit: 14 (4d4+4) piercing damage.

Bayonet. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Bonus Actions

Lead By Example.If the boss uses Incite Action, they may make a single attack against one target.

Legendary Actions

The overboss can take 3 legendary actions, choosing from the options below. Only one legendary action open can be used at a time and only at the end of another creature’s turn. The overboss regains spent legendary actions at the start of its turn.

Detect. The overboss makes a Wisdom (Perception) check.

Attack. The overboss makes a single attack with a loaded weapon in hand.

Incite. The overboss uses its Incite Action.

Reposition (costs 2 actions). The overboss disengages 15 feet.

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