Plants (5e Fallout Supplement)

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Plants[edit]

Vault-Tec undertook many experiments to create a species of plant that would be perfectly suited for the wasteland. One such experiment resulted in a spore plant capable of both growing into large, semi-sentient growths whose spores are capable of infecting and controlling living creatures.

Gas Sprayer[edit]

Medium plant, unaligned


Armor Class 5 All
Hit Points 18 (4d8)
Speed 0 ft.


STR DEX CON INT WIS CHA
3 (-4) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5)

Damage Vulnerabilities Energy
Condition Immunities blinded, deafened, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
Languages
Challenge 1/4 (50 XP)


Spacial Awareness A sprayer can sense movement, meaning it can tell if something is close to it.

False Appearance. While stationary, a sprayer is indistinguishable from a normal bush.

Rad Eater. Rads heal sprayers for the same amount they would have decreased its maximum hit points.

ACTIONS

Multiattack. The sprayer makes 1d4 gas attacks.

Gas. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) poison energy damage.



Spore Carrier[edit]

Medium plant, unaligned


Armor Class 14 All
Hit Points 52 (8d8 + 16)
Speed 30 ft., climb 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 15 (+2) 17 (+3) 16 (+3)

Skills Perception +5, Stealth +6
Damage Vulnerabilities Energy
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
Languages
Challenge 2 (450 XP)


Spacial Awareness A spore carrier can sense movement, meaning it can tell if something is close to it.

False Appearance. While stationary, a spore carrier is indistinguishable from a normal bush.

Rad Eater. Rads heal spore carriers for the same amount they would have decreased its maximum hit points.

ACTIONS

Multiattack. A spore carrier can make 2 slap attacks.

Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) melee damage.


Spore_carrier.png


Spore Plant[edit]

Medium plant, unaligned


Armor Class 6 All
Hit Points 7 (3d8 - 6)
Speed 0 ft.


STR DEX CON INT WIS CHA
3 (-4) 4 (-3) 6 (-2) 5 (-3) 4 (-3) 5 (-3)

Saving Throws Con +5, Cha +3
Damage Vulnerabilities Energy
Condition Immunities Frightened
Senses Tremorsense 10 ft.
Languages
Challenge 1/2 (20 XP)


Spacial Awareness A Venus mantrap can sense movement, meaning it can tell if something is close to it.

False Appearance. While stationary, a venus mantrap is indistinguishable from a normal bush.

Rad Eater. Rads heal Venus man traps for the same amount they would have decreased its maximum hit points.

ACTIONS

Bite Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6 + 0) melee damage. The target must make a Strength saving throw (DC 5) or become grappled.

Spit Ranged Weapon Attack: +3 to hit, range 40/80 ft., one target. Hit: 2 (1d4 + 0) melee damage.


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