Synths
Synth.png

Synth

Medium robot (synth Gen-1)


Armour Class 13 (natural armour)
Hit Points 26 (4d8 + 8)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 8 (-1) 13 (+1) 11 (+0)

Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 11
Languages American English
Challenge 1/2 (100 XP)


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

Actions

Institute Laser. Ranged weapon attack: +4 to hit, range 60/180 ft., one target. Hit: 9 (2d6 + 2) energy damage.

Electrified Baton. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, plus 2 (1d4) electrical damage.

Synth Strider

Medium robot (synth Gen-1)


Armour Class 14 (natural armour)
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 8 (-1) 13 (+1) 11 (+0)

Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 11
Languages American English
Challenge 1 (200 XP)


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

Actions

Multiattack. The synth strider makes two attacks.

Institute Laser. Ranged weapon attack: +5 to hit, range 60/180 ft., one target. Hit: 10 (2d6 + 3) energy damage.

Electrified Baton. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, plus 2 (1d4) electrical damage.

SynthGen2.png

Synth Leader

Medium robot (synth Gen-2)


Armour Class 15 (natural armour)
Hit Points 71 (11d8 + 22)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 8 (-1) 13 (+1) 11 (+0)

Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 11
Languages American English
Challenge 3 (700 XP)


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

Actions

Multiattack. The synth leader makes two attacks.

Boosted Stocked Institute Laser. Ranged weapon attack: +6 to hit, range 90/210 ft., one target. Hit: 11 (2d8 + 3) energy damage.

Electrified Stun Baton. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, plus 2 (1d4) electrical damage, and the target must make a DC 12 Constitution saving throw or be restrained until the end of their next turn.

Synth Patroller

Medium robot (synth Gen-1)


Armour Class 15 (natural armour)
Hit Points 90 (12d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 8 (-1) 13 (+1) 11 (+0)

Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 11
Languages American English
Challenge 4 (1,100 XP)


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

Actions

Multiattack. The synth patroller makes two attacks.

Automatic Boosted Institute Laser. Ranged weapon attack: +7 to hit, range 60/180 ft., one target or burst fire. Hit: 13 (2d8 + 4) energy damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 15 Dexterity saving throw (with advantage if they are more than 60 feet from the synth patroller), taking 13 (2d8 + 4) damage on a failed saving throw or half that on a success.

Electrified Baton. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, plus 2 (1d4) electrical damage.

Synth Seeker

Medium robot (synth Gen-1)


Armour Class 15 (natural armour)
Hit Points 105 (14d8 + 42)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 17 (+3) 8 (-1) 15 (+2) 11 (+0)

Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 12
Languages American English
Challenge 5 (1,800 XP)


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

Actions

Multiattack. The synth seeker makes three attacks.

Automatic Boosted Institute Laser. Ranged weapon attack: +8 to hit, range 60/180 ft., one target or burst fire. Hit: 13 (2d8 + 4) energy damage. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 16 Dexterity saving throw (with advantage if they are more than 60 feet from the synth seeker), taking 13 (2d8 + 4) damage on a failed saving throw or half that on a success.

Electrified Baton. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, plus 2 (1d4) electrical damage.

Synth Trooper

Medium robot (synth Gen-1)


Armour Class 16 (natural armour)
Hit Points 144 (17d8 + 68)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 8 (-1) 15 (+2) 11 (+0)

Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 12
Languages American English
Challenge 6 (2,300 XP)


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

Actions

Multiattack. The synth trooper makes three attacks.

Automatic Beta-Wave Boosted Institute Laser. Ranged weapon attack: +9 to hit, range 60/180 ft., one target or burst fire. Hit: 9 (1d8 + 5) energy damage, plus 4 (1d8) fire damage, and the target must make a DC 12 Dexterity saving throw or be set on fire. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 17 Dexterity saving throw (with advantage if they are more than 60 feet from the synth trooper). On a failed save the creatures takes 9 (1d8 + 5) plus 4 (1d8) fire damage and is set on fire. On a successful save, the target takes half of both types of damage but is not on fire. on a failed saving throw or half that on a success. Target on fire: While ablaze, the target takes 1d4 fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

Electrified Baton. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, plus 2 (1d4) electrical damage.

Bonus Actions

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

SynthAssaulter.png

Synth Assaulter

Medium robot (synth Gen-1)


Armour Class 18 (natural armour)
Hit Points 161 (19d8 + 76)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 20 (+5) 19 (+4) 8 (-1) 15 (+2) 11 (+0)

Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 12
Languages American English
Challenge 9 (5,000 XP)


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

Actions

Multiattack. The synth assaulter makes four attacks.

Automatic Beta-Wave Boosted Stocked Institute Laser. Ranged weapon attack: +10 to hit, range 90/210 ft., one target or burst fire. Hit: 9 (1d8 + 5) energy damage, plus 4 (1d8) fire damage, and the target must make a DC 12 Dexterity saving throw or be set on fire. If this weapon is fired in burst fire mode, all creatures in a 10-foot cube area within range must succeed on a DC 18 Dexterity saving throw (with advantage if they are more than 60 feet from the synth assaulter). On a failed save the creatures takes 9 (1d8 + 5) plus 4 (1d8) fire damage and is set on fire. On a successful save, the target takes half of both types of damage but is not on fire. on a failed saving throw or half that on a success. Target on fire: While ablaze, the target takes 1d4 fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

Electrified Baton. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, plus 2 (1d4) electrical damage.

Bonus Actions

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

Synth Stormer

Medium robot (synth Gen-1)


Armour Class 18 (natural armour)
Hit Points 199 (21d8 + 105)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 20 (+5) 8 (-1) 15 (+2) 11 (+0)

Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 12
Languages American English
Challenge 11 (7,200 XP)


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

Actions

Multiattack. The synth stormer makes four attacks.

Automatic Beta-Wave Boosted Stocked Institute Laser. Ranged weapon attack: +11 to hit, range 90/210 ft., one target or burst fire. Hit: 10 (1d8 + 6) energy damage, plus 4 (1d8) fire damage, and the target must make a DC 12 Dexterity saving throw or be set on fire. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 19 Dexterity saving throw (with advantage if they are more than 60 feet from the synth stormer). On a failed save the creatures takes 9 (1d8 + 5) plus 4 (1d8) fire damage and is set on fire. On a successful save, the target takes half of both types of damage but is not on fire. on a failed saving throw or half that on a success. Target on fire: While ablaze, the target takes 1d4 fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

Electrified Baton. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage, plus 2 (1d4) electrical damage.

Bonus Actions

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

Synth Eradicator

Medium robot (synth Gen-2)


Armour Class 18 (natural armour)
Hit Points 252 (24d8 + 144)
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 24 (+7) 22 (+6) 8 (-1) 15 (+2) 11 (+0)

Damage Immunities Poison, Radiation
Condition Immunities Frightened, Poisoned, Radiation Sickness
Senses passive Perception 12
Languages American English
Challenge 14 (11,500 XP)


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

Actions

Multiattack. The synth eradicator makes five attacks.

Automatic Beta-Wave Boosted Stocked Institute Laser. Ranged weapon attack: +12 to hit, range 90/210 ft., one target or burst fire. Hit: 11 (1d8 + 7) energy damage, plus 4 (1d8) fire damage, and the target must make a DC 12 Dexterity saving throw or be set on fire. Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 20 Dexterity saving throw (with advantage if they are more than 60 feet from the synth eradicator). On a failed save the creatures takes 9 (1d8 + 5) plus 4 (1d8) fire damage and is set on fire. On a successful save, the target takes half of both types of damage but is not on fire. on a failed saving throw or half that on a success. Target on fire: While ablaze, the target takes 1d4 fire damage at the beginning of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.

Electrified Baton. Melee weapon attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage, plus 2 (1d4) electrical damage.

Bonus Actions

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

Courser

Medium humanoid (synth Gen-3)


Armour Class 16 (light armour)
Hit Points 306 (36d8 + 144)
Rad Resist 28
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 20 (+5) 18 (+4) 15 (+2)

Saving Throws Wis +10
Skills Athletics +10, Acrobatics +11, Hacking +11, Intimidation +8, Investigation +11, Perception +10, Science +11, Stealth +11, Survival +10, Thieves' Tools +11
Senses passive Perception 20
Languages American English
Challenge 20 (25,000 XP)


Evasion. If the courser is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the courser instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Leading Fire. When the courser misses a creature with a ranged weapon attack roll by 5 or less, they may move the target to a free space within 5 feet of the target's current location.

Lethal. When the courser scores a critical hit, it doubles its ability bonus to the damage roll (already included). Furthermore, any time the courser attacks a living creature and rolls the maximum possible result on at least one of the attack's damage dice, that creature takes an additional 4 (1d8) damage.

Legendary Resistance (3/long rest). If the courser fails a saving throw, it can choose to succeed instead.

Night Vision Scope. The courser gains darkvision out to 210 feet while carrying their institute laser in their hands. Due to the limited field of vision and the scope’s magnification, the courser cannot use this darkvision to help them explore; it is of benefit only during combat and for sighting distant objects and creatures while in the dark.

Actions

Multiattack. The courser makes three attacks. If the courser makes ranged weapon attack rolls against two or more targets during the same turn and hits at least two targets, it can deal an additional 2 (1d4) damage to one of those targets.

Flurry of Blows. The courser makes three attacks with its stun baton. After each attack, the courser can immediately make a martial arts attack against the same target.

Automatic Boosted Scoped Stocked Institute Laser. Ranged weapon attack: +11 to hit, range 180/210 ft., one target or burst fire. Hit: 14 (2d8 + 5) energy damage. Critical Hit: 32 (5d8 + 10). Burst Fire: All creatures in a 10-foot cube area within range must succeed on a DC 19 Dexterity saving throw (with advantage if they are more than 180 feet from the courser), taking 14 (2d8 + 5) damage on a failed saving throw or half that on a success.

Electrified Stun Baton. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, plus 2 (1d4) electrical damage, and the target must make a DC 12 Constitution saving throw or be restrained until the end of their next turn.

Martial Arts. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Bonus Actions

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

Nimble Escape. The courser can disengage as a bonus action.

Legendary Actions

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

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

Attack. The courser makes an attack.

Throw. The courser makes a martial arts attack. On a hit, the target must also succeed at a DC 19 Dexterity saving throw or be knocked prone in any space of the courser's choice within its reach. If there is already a creature in the chosen space, it must move to make room and if it can't move, the courser can't choose that space.

Fade. The courser moves up to half its speed then makes a Dexterity (Stealth) check if it is out of sight of all hostile creatures by the end of the movement.

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