Tunnelers
Tunneler.png

Tunneler

Medium monstrosity (tunneler)


Armour Class 13
Hit Points 66 (12d8 + 12)
Speed 30 ft., burrow 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 7 (-2) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +5
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60ft., tremorsense 60 ft., passive Perception 13
Languages none
Challenge 1 (200 XP)


Tunnel. The tunneler can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 5-foot-high tunnel in its wake.

Actions

Multiattack. The tunneler makes two attacks with its claws and one with its bite.

Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Claws. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Venemous Tunneler

Medium monstrosity (tunneler)


Armour Class 15
Hit Points 66 (12d8 + 12)
Speed 30 ft., burrow 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 12 (+1) 7 (-2) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +7
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60ft., tremorsense 60 ft., passive Perception 13
Languages none
Challenge 3 (700 XP)


Tunnel. The tunneler can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 5-foot-high tunnel in its wake.

Tunneler Venom. The first time the tunneler hits a creature on any turn, that creature must make a DC Constitution saving throw or take an additional 6 (1d12) poison damage.

Actions

Multiattack. The tunneler makes two attacks with its claws and one with its bite.

Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Claws. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+4) slashing damage.

Hulking Tunneler

Large monstrosity (tunneler)


Armour Class 15 (natural armour)
Hit Points 136 (16d10 + 48)
Speed 40 ft., burrow 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +4
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60ft., tremorsense 60 ft., passive Perception 13
Languages none
Challenge 5 (1,800 XP)


Tunnel. The tunneler can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

Actions

Multiattack. The tunneler makes two attacks with its claws and one with its bite.

Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

Claws. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Tunneler Queen

Huge monstrosity (tunneler)


Armour Class 17 (natural armour)
Hit Points 230 (20d12 + 100)
Speed 50 ft., burrow 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 7 (-2) 15 (+2) 10 (+0)

Skills Perception +6, Stealth +5
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60ft., tremorsense 60 ft., passive Perception 16
Languages none
Challenge 13 (10,000 XP)


Legendary Resistance (2/Day). If the Tunneler Queen fails a saving throw, it can choose to succeed instead.

Tunnel. The tunneler can burrow through solid rock at half its burrowing speed and leaves a 10 foot-wide, 10-foot-high tunnel in its wake.

Actions

Multiattack. The tunneler makes two attacks with its claws and one with its bite.

Bite. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.

Claws. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

Frightful Presence. Each creature of the tunneler Queen’s choice that is within 60 feet of the tunneler Queen and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the tunneler Queen’s Frightful Presence for the next 24 hours.

Actions

The Behemoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.

Attack. The tunneler queen makes an attack.

Detect. The tunneler queen makes a Wisdom (Perception) check.

Reposition. The tunneler queen disengages half its normal movement speed.

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