Feral Ghoul Roamer (Fallout Supplement)

From D&D Wiki

Jump to: navigation, search
Feral Ghoul Roamer
Size and Type: Medium Humanoid(Human)
Hit Dice: 5d8+20 (40 hp)
Mas: 15
Initiative: +2
Speed: 35 ft
Defense: 18(+2 Dex, +3 Armor, +3 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +5/+5
Attack: +8 Melee (1d8+2, HtH strike)
Full Attack: +8 Melee (1d8+2, HtH strike), +8 Melee (1d8+2, HtH strike)
Space/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Ghoulification, Radiation Resistance
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 15, Dex 15, Con 15, Int 3, Wis 3, Cha 1
Skills: Hide +5, Listen +7, Move Silently +5, Spot +7
Feats: Alertness, Weapon Focus(HtH attack)
Possessions: 1d2-1 misc items, 1d4 ammo
Organization:
Challenge Rating: 3
Allegiances: Ghouls
Advancement: None
Level Adjustment: None

Ghoul_Roamer.png

Feral Ghoul Roamers like to roam across the wasteland.

Wearing the remains of pre-War combat armor commonly used by the National Guard and US Army, roamers are likely ghoulified troops who were deployed in the area when the bombs fell. The majority of them can be found in abandoned Metro tunnels and buildings, where people who couldn't gain entrance to vaults often sought refuge. Although what remains of their armor gives them some protection, roamers can still be brought down quickly with smart tactics. However, they do have a tendency to appear in small groups and can be dangerous to low-level characters.

Combat[edit]

Upon detecting a non-ghoul, most ferals will make a high-pitched gurgle or screech, and set out to search the area. Upon sighting prey, they will often scream once more, alerting any nearby ghouls, and attack. There is no rank or pecking order to these attacks; all attack at the same time in a rampant onslaught. Because of this, in enclosed areas like Vaults, it is very easy to get overwhelmed. Feral ghouls mainly attack with their hands, slashing and smashing in an insane fury. Some feral ghouls can be seen to use weapons, such as the trooper ghouls in Camp Searchlight, likely indicating that they have only gone feral recently.


Ghoulification(Ex): +5 Str, +5 Dex, +5 Con (already factored into stats). Regains 2 HP per radiation level per turn when in irradiated areas not being resisted. Meaning that a Ghoul with a higher radiation resistance must be in areas with higher radiation in order to be healed by it.

Radiation Resistance(Ex): Radiation does not heal at levels 1-3.


Back to Main Paged20 ModernCreaturesCR 3
Back to Main PageD20 ModernCampaign SettingsFalloutCreatures

FairUse.png
The following content may resemble or exist as derivative content based on the Fallout franchise, and/or be directly affiliated with, or owned by, ZeniMax Media. This submission to D&D Wiki neither claims nor implies any rights to Fallout copyrights, trademarks or logos owned by ZeniMax Media. Furthermore, the following content is believed to fall under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law.
Copyright.png
Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors