Creature Templates

The following templates can be applied to the creatures presented here to alter their abilities, making new variants. You can apply just one template to the base creature, or even multiple if you wish to make a particularly powerful variant.

After applying the changes from any template you add to the base creature, use the guidelines in the Dungeon Master’s Guide to recalculate the creature’s challenge rating.

Albino

In the world of Fallout, albinism is not just a rare condition, but seems to correspond to creatures of greater cunning, puissance, and physical might.

Any beast or monstrosity can be an albino. An albino creature has all the statistics of the base creature except as noted below.

Proficiency Bonus. The albino creature’s proficiency score increases by +2. Its saving throw bonuses, skill bonuses, attack bonuses, and any other features that include the creature’s proficiency bonus all increase accordingly.

Blessing of Albinism (3 per short rest). After rolling an attack roll, saving throw, or ability check, the albino creature can choose to reroll, taking the best of the two results.

Alpha

An alpha is a creature that leads a pack of similar creatures.

Any creature can be an alpha, but this template is most often seen in canines and other pack hunters of the beast type. When making other kinds of alpha, reskin Pack Leader's Howl and Hunter's Howl appropriately. An alpha creature has all the statistics of the base creature except as noted below.

Ability Scores. The alpha creature's Strength, Dexterity, Constitution, Wisdom, and Charisma all increase by +2. Its saving throws, skill bonuses, any any other features that include these ability scores all increase accordingly.

Hit Dice. The alpha creature gains three additional hit dice.

Alpha. The alpha creature has advantage on saving throws against becoming Frightened.

Hunter's Howl. The alpha creature gains the Hunter's Howl reaction. When a hostile creature moves, Dashes, or Disengages, the alpha may use its Pack Leader's Howl as long as it hasn't been used since the beginning of their most recent turn. Any member of the pack that moves must move toward the triggering creature.

Pack Leader's Howl. The alpha creature gains the Pack Leader's Howl action. All members of the alpha's pack within 60 feet that can hear it lose the Frightened condition if they have it and can move half their speed. Opportunity attacks made against them during this movement are made with disadvantage. The Pack Leader cannot use this action if it is itself Frightened.

Cunning

A cunning creature is far more intelligent and observant than others of its kind.

Any creature can be cunning. A cunning creature has all the statistics of the base creature except as noted below.

Ability Scores. The albino creature’s Intelligence and Wisdom both increase by +4. Its saving throw bonuses, skill bonuses, and any other features that include the creature’s Intelligence or Wisdom all increase accordingly.

Machiavellian Insight. After making an attack, ability check, or saving throw that fails the cunning creature can roll 1d6 and add it to their result. It can use this ability a number of times per short rest equal to its Intelligence or its Wisdom bonus (whichever is highest).

Find Weak Spots. The cunning creature adds its Intelligence bonus to the damage rolls of its attacks.

Hulking

A hulking creature is particularly large and physically powerful than others of its kind.

Any creature can be hulking. A hulking creature has all the statistics of the base creature except as noted below.

Ability Scores. The hulking creature’s Strength and Constitution both increase by +4. Its hit points, saving throw bonuses, skill bonuses, attack bonuses, and any other features that include the creature’s Strength or Constitution all increase accordingly.

Brute. The hulking creature’s melee attacks deal one additional die of damage. If the base creature already has this or an equivalent ability, the hulking creature applies its benefit twice.

Intimidating. The hulking creature is proficient in the Intimidation skill, and it may use the better of its Strength or Charisma for all Intimidation checks. If it is already proficient in Intimidation, it doubles its proficiency bonus to the skill.

Powerful Build. The hulking creature has advantage on Strength (Athletics) checks.

Glowing

A glowing creature is so radioactive that it gives off an unhealthy green glow.

Any creature that is already immune to radiation damage and the radiation poisoning condition can be glowing. A glowing creature has all the statistics of the base creature except as noted below.

Radioactive Attacks. The creature’s unarmed or natural attacks deal an additional 9 (2d8) radiation damage.

Radioactive Aura. A creature that begins its turn within 10 feet of the glowing creature takes 6 (1d12) radiation damage.

Radioactive Glow. The glowing creature sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Legendary

The powerful creatures that roam the wastelands grow ever more dangerous with time and experience.

Any creature can become legendary. A legendary creature has all the statistics of the base creature except as noted below.

Legendary Resistance (1, 2, or 3 per day). If the legendary creature fails a saving throw, it can choose to succeed instead.

Legendary Actions. The legendary creature possesses three or four legendary action options which it can select from the Legendary Actions list below or from the legendary actions of other legendary creatures. During a combat round it can take 3 legendary actions, choosing from the options available to it. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The creature regains its spent legendary actions at the start of its turn.

Legendary Actions

Attack. The legendary creature makes an attack.

Charge (costs 2 actions). The legendary creature moves up to its speed then makes a melee attack.

Chomp (costs 2 actions, must have the Swallow feature). The legendary creature makes one bite attack or uses its Swallow feature.

Detect. The legendary creature makes a Wisdom (Perception) check.

Fling (large/huge/gargantuan). One creature of at least one size smaller than the legendary creature that it has grappled is thrown up to 10 feet (large), 30 feet (huge), or 60 feet (gargantuan) and is knocked prone. If a thrown target strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw (DC based on the legendary creature’s Strength) or be knocked prone.

Frighten Foe (costs 2 actions). One creature the legendary creature can see within 30 feet must make a Wisdom saving throw (DC based on the legendary creature’s Charisma or Strength) or become frightened until the end of the legendary creature’s next turn.

Frightful Gaze (costs 2 actions). One creature the legendary creature can see within 10 feet must make a Wisdom saving throw (DC based on the legendary creature’s Charisma or Strength) or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, it is immune to the legendary creature’s frightful Gaze ability for the next 24 hours.

Incite Action. An ally of the legendary creature it can see with a lower CR than the legendary creature itself immediately takes an Action or moves up to their speed.

Kick up Dust (costs 2 actions). Each creature within 10 feet of the legendary creature, including around a corner, must succeed on a Constitution saving throw (DC based on the legendary creature’s Dexterity or Strength) or be blinded until the end of the legendary creature’s next turn.

Life Drain (costs 2 actions). The legendary creature makes an attack and regains hit points equal to the damage the target takes.

Reposition. The legendary creature disengages half its normal movement speed.

Recovery. The legendary creature regains an equivalent number of hit points to the total damage it deals with its legendary attack option. It may only use this legendary action once per combat round.

Smackdown. An adjacent creature of the legendary creature’s choice must make a Dexterity saving throw (DC based on the legendary creature’s Strength) or be knocked prone.

Smash (costs 2 actions, large/huge/gargantuan only). The legendary creature makes an attack. The target and each creature adjacent to it must succeed on a Dexterity saving throw (DC based on the legendary creature’s Strength) or be knocked prone.

Stomp (costs 2 actions, large/huge/gargantuan only). The legendary creature stomps the ground hard. Each creature within 10 feet of the legendary creature must succeed on a Dexterity saving throw (DC based on the legendary creature’s Strength) or be knocked prone. The legendary creature can then move up to half its speed and either make a melee attack or attempt to grapple one creature.

Swat Away (costs 3 actions, large/huge/gargantuan only). The legendary creature makes a melee attack. If the attack hits, the target must succeed on a Strength saving throw (DC based on the legendary creature’s Strength) or be pushed 19 ft. (large), 15 ft. (huge), or 20 ft. (gargantuan) in a straight line away from the legendary creature. If the saving throw fails by 5 or more, the target falls prone.

Swipe (costs 3 actions, huge/gargantuan only). The legendary creature makes an attack that targets a 10 ft. by 10 ft. (huge) or 20 ft. by 10 ft. (gargantuan) line within its reach. Each creature within the line must succeed on a Dexterity saving throw (DC based on the legendary creature’s Strength), taking damage equal to the creature’s normal melee attack on a failed save.

Wing Attack (costs 2 actions, large/huge/gargantuan only). The legendary creature beats its wings. Each creature within 10 feet of it must succeed on a Dexterity saving throw (DC based on the legendary creature’s Strength) or be knocked prone. The legendary creature can then fly up to half its speed.

Lobotomite

A lobotomite is a surgically altered human experimented upon by the research team at Big MT. Their brains have been removed by an AutoDoc and stored separately to their body, but a fault in the Auto-Doc’s programming has led to their lobotomisation. They are left with their baser instincts, such as aggressiveness and lust, and retain knowledge of simpler physical tasks that don’t require a great deal of patience. Examples include opening doors, walking, fighting hand-to-hand, or loading and firing firearms. They are not capable of speech other than grunts, roars, and the occasional monsyllabic utterance.

Any human can be a lobotomite. A lobotomite has all the statistics of the base creature except as noted below.

Ability Scores. The lobotomite’s Intelligence decreases to 4, and its Wisdom is reduced by -4. Its saving throw bonuses, skill bonuses, and any other features that include the creature’s Intelligence of Wisdom all decrease accordingly.

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

Unarmoured. Lobotomites wear patient gowns or jumpsuits, The lobotomite loses whatever armour or power armour the base creature possesses and its statistics are adjusted accordingly.

Even if a lobotomite remembers how to don armour they lack the patience to do so. However, the lobotomite can enter a power armour frame if it finds one.

Nuklear

A nuklear creature has been exposed to large quantities of Nuka Cola Quantum over a long period of time, and has taken on the drink’s signature blue glow.

Any living creature that is either resistant or immune to radiation can be nuklear. A nuklear creature has all the statistics of the base creature except as noted below.

Damage Immunities. The nuklear creature has evolved to survive incredibly toxic substances, and gains immunity to Poison damage.

Condition Immunities. The nuklear creature has immunity to the Poisoned condition.

Permanent Sugar High. The nuklear creature is treated as though it were permanently under the effects of Jet: its AC is increased by +2, it has advantage on Dexterity saving throws, and it gains an action on its turns which it can only use to make a single attack, use an Object action, Dash, Disengage, or Hide.

Quantum Glow. The nuklear creature sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Rabid

A rabid creature is a carrier of the rabies disease, and it is generally hostile to the point of madness.

Any living creature that is a mammal and is not immune to disease can be rabid. A rabid creature has all the statistics of the base creature except as noted below.

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

Rabies Carrier. The rabid creature's bite attacks, or any other attacks they posses that involve the transfer of fluid from the attacker's body to the target's, can cause the disease to be transmitted to the target. The target must make a DC 13 Constitution saving throw or be infected with rabies.

A human that is rabid suffers the effects of the rabies disease in addition to the changes imposed by this template.

Resilient

A resilient creature has greater endurance compared to others of its kind.

Any creature can be resilient. A resilient creature has all the statistics of the base creature except as noted below.

Ability Scores. The resilient creature’s Constitution increases by +4. Its hit points, saving throw bonuses, skill bonuses, attack bonuses, and any other features that include the creature’s Constitution all increase accordingly.

Enduring. The resilient creature has advantage on Constitution ability checks.

Tough. The resilient creature reduces the damage of ballistic, piercing, or slashing attacks by 3.

Swift

A swift creature is faster and more agile than others of its kind.

Any creature can be swift. A swift creature has all the statistics of the base creature except as noted below.

Ability Scores. The swift creature’s Dexterity increases by +4. Its armour class, Dexterity saving throw bonus, skill bonuses, attack bonuses, and any other features that include the creature’s Dexterity all increase accordingly.

Speed. The swift creature’s movement modes all increase by 10 ft. (medium or smaller), 20 ft. (large), 30 ft. (huge), or 40 ft. (gargantuan).

Agile Attacks. The swift creature treats its natural attacks as finesse weapons (if it doesn’t already).

Graceful. The swift creature has advantage on Dexterity (Acrobatics) checks.

Multiattack. The swift creature gains the multiattack action or adds one additional attack to its existing multiattack action. If the creature has multiple attack actions available, it uses its weakest.

Nimble Escape. The swift creature can disengage as a bonus action.

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.