Rats (5e Fallout Supplement)

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Rats[edit]

Rats form large, subterrainian colonies. These colonies are rarely comprised of exclusively rats, with each species fulfilling its own niche.

Badger[edit]

Tiny beast, unaligned


Armor Class 11 All
Hit Points 3 (2d4 - 2)
Speed 30 ft., 10 ft. burrowing speed.


STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)

Senses darkvision 60 ft., passive Perception 8
Languages
Challenge 1/8 (25 XP)


Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Badgers have a rad pool of 5 points.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) melee damage.


The weakest member of a colony, badgers are primarily used for returning resources to the colony’s abode. They typically run at the first sign of danger.

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Beaver[edit]

Tiny beast, unaligned


Armor Class 11 All
Hit Points 11 (2d4 + 6)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3.
Senses passive Perception 13
Languages
Challenge 1/8 (25 XP)


Keen Hearing and Smell. The rat has advantage on Perception checks that rely on hearing or smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Beavers have a rad pool of 5 points.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) melee damage.


The builders of rat society, beavers imply a greater sophistication to rat culture. Similarly to badgers, they typically run at the first sign of danger.

FO76_creature_radbeaver.png
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Giant Rat[edit]

Small beast, unaligned


Armor Class 11 All
Hit Points 9 (2d6 + 2)
Speed 50 ft.


STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

Skills Perception +3
Senses passive Perception 13
Languages
Challenge 0 (10 XP)


Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Giant rats have a rad pool of 30 points.

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) melee damage.


While not particularly strong, giant rats breed quickly and work well together. Their glowing green-blue eyes have been known to scare inexperienced scavengers. In small numbers, they serve the same purpose as badgers.

Giant_rat.png
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Pig Rat[edit]

Medium beast, unaligned


Armor Class 12 All (natural armor)
Hit Points 17 (2d8 + 8)
Speed 40 ft., 25 ft. burrowing


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

Senses passive Perception 11
Languages
Challenge 1 (200 XP)


Keen Hearing and Smell. The rat has advantage on Perception checks that rely on hearing or smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Pig rats have a rad pool of 25 points.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) melee damage.


The primary combatants of a colony, pigs rats are massive, mutated moles. Their enlarged teeth are skilled at piercing flesh.

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Mole Rat[edit]

Large beast, unaligned


Armor Class 12 Energy; 14 Explosive, Ballistic; 16 Melee (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft., 40 ft. burrowing


STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)

Skills Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages
Challenge 3 (700 XP)


Keen Hearing and Smell. The rat has advantage on Perception checks that rely on hearing or smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Rad Pool. Mole rats have a rad pool of 75 points.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) melee damage.


The preverbal kings of rat society, mole rats are few and far between and breed slowly. They are incredibly intelligent, sometimes even being able to learn English.

Mole_rat_fo4.png
From 'Nukapedia the Fallout Wiki' Mole Rat page

Glowing Mole Rat[edit]

Large beast, unaligned


Armor Class 12 Energy; 16 Explosive, Ballistic; 18 Melee (natural armor)
Hit Points 104 (11d10 + 44)
Speed 40 ft., 40 ft. burrowing


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 4 (-3) 16 (+3) 9 (-1)

Skills Perception +7
Damage Immunities Radiation
Senses darkvision 60 ft., passive Perception 17
Languages
Challenge 4 (1100 XP)


Glow. The rat gives of 2d6 radiation damage to all creatures within 10 ft of it.

Keen Hearing and Smell. The rat has advantage on Perception checks that rely on hearing or smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) melee damage plus 5 (2d4) radiation damage.


A mole rats that has been mutated by radiation.

Fo4_glowing_mole_rat.jpg
From 'Nukapedia the Fallout Wiki' Mole Rat page

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