Feral Ghoul Roamer (Fallout Supplement)

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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: +3/+5
Attack: +6 Melee (1d8+2, HtH strike)
Full Attack: +6 Melee (1d8+2, HtH strike), +1 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, 5d10 Caps
Challenge Rating: 3
Allegiances: Ghouls
Advancement: None
Level Adjustment: None

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.


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.

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