Professional Documents
Culture Documents
Fallout PNP Bestiary
Fallout PNP Bestiary
0
WAR NEVER CHANGES
BESTIARY GUIDE
I do not own anything. All rights go to Bethesda Softworks and their awesome franchise.
NPC Abilities And Buffs
Abilities are similar to Perk and are typically given to high tier NPCs. Abilities do not stack on top
of each other. If an ability doesn’t state that the NPC gets the bonuses from the ability, they do
not.
Ability Description
Banner All allies within 150 ft get +25% to Melee and Unarmed Skills.
Bear Hold When executing an Unarmed Hold technique, Strength Rolls get a +2.
Burrow 2 AP to go down. Cannot be hit while underneath the ground. 1 AP is one space. Cannot
dash nor sprint while underground. 2 AP to go back up. Cannot burrow through metal
floor.
Call of Duty All allies within 150 ft and radio contact get +25% to Small Guns, Energy Weapons, and
Big Guns.
Charge +5 Sequence for all allies within 150 ft and radio contact.
Helping Hand Any ally within 150 ft and radio contact can reroll any roll once per round. It can only be
an individual dice roll. If you choose to reroll damage, you can only reroll one dice from
the damage.
Mesmetron Once per round for 4 AP, attempt a creature for one turn. They must roll CH-2. If they
succeed, they shrug off the effect. If they fail, they don’t feel like fighting anything till
their next turn.
Pounce Roll AG-1 or ST-1. Enemy must roll ST to stop it or AG to dodge it. If they fail, they will
be knocked down prone.
Redo Can reroll any attack roll once per round. (If the initial roll is a nat 100, they can’t reroll.)
Repel Twice per round, when someone is going to attack with a Melee Weapon/Unarmed
strike, Roll ST vs. ST. Defender knocks the opponent back 15 ft and knocked them
down. They take falling damage and the beast takes no damage. Attack of opportunity
does not apply.
Self Destruct Once they drop to 0 HP, everyone within 15 ft must roll an AG-2. Those that pass take
half a 6d6+30 Plasma Explosion. Those that fail take the full damage.
Self Repair Every turn, a robot heals for 1d10 of total health.
Smoke Screen Choose an area within 25 ft and place a smoke screen that’s 3 by 3. Anyone in the
Smoke Screen is blinded and you can’t see through the smoke.
Sonic Blast Can pass through creatures but not through strong structures. Roll EN-2. If you succeed
you take half damage. Throwing Skill is applied. It has a range of 30 spaces.
Spawn Roll 1d4 every turn to try and spawn babies. On a 1, spawn 1d4 creatures of Defcon Tier
5 that are related to the creature.
Radiation Bath Anyone within 50 ft takes 2d10+2 Radiation Damage. This can heal Ghouls.
Takedown Roll STR vs. STR. Similar creatures within 5 ft add a +1. If you fail you are knocked down.
Tribal Instinct All allies within 150 ft get a +25% to Archery and Throwing.
Wind Push For 3 AP, it flaps its wings and everyone within 25 ft must roll STR -2. If they fail they’re
pushed back to the edge of the Wing Push range. Those that pass don’t move unless
they want to. No one takes damage.
Large 10 by 10 ft. 3m by 3m 2 by 2
The range of an attack is not dependent on the size. The attack specifies the range of the body
part/weapon.
Defcon Tiers
Trying to figure out what NPCs are best suited for certain levels can be difficult at times. In
Fallout PnP 4.0 we have Defcon Tiers. Defcon Tiers are a range of five levels that will determine
the difficulty of NPCs. The chart below defines the Defcon Tier to its corresponding level range.
This is assuming the party consists of four people and their equipment aligns with the level
they’re at.
Defcon Tier also relates to how much XP gained from killing a group of NPCs. Refer to the chart
below.
5 1-5 1 - 100
4 6 - 10 125 - 950
3 11 - 15 1,000 - 4,000
2 16 - 20 5,000 - 10,000
1 21+ 11,000+
Raiders
The typical scum of the wasteland found in every crevice possible. Some are out in the open, others loom in the
shadows, and very few greet you with a smile with a knife in their hand. Keep your wits about you because they’re
the scum of the Earth.
Thug
Humans and Ghouls with Fiend/True Mortal Alignment
Basic scumbag that could be rehabilitated. You’ll find them either alone or with one other individual
5 5 4 4 4 5 5
Health 20
Melee 50%
Small Guns 50%
Unarmed 50%
Armor Clothes
Robe
Perks N/A
Abilities None
Bandit
Humans and Ghouls with Fiend/True Mortal Alignment
More threatening and commonly found in slums and in the open waste in very small groups of 2 - 3
5 5 5 4 5 6 5
Health 25
Perks N/A
Abilities None
Raider
Humans and Ghouls with Fiend Alignment
The common bastard found in the waste. They only look out for themselves and travel in groups of 3 - 5
5 5 5 4 5 6 5
Health 30
Melee 75%
Small Guns 75%
Unarmed 75%
Perks N/A
Abilities None
Raider Scum
Humans and Ghouls with Fiend Alignment
Considered the second-in-command of a smallgang, the Raider Scum keeps a close eye out and mows down his
enemies.
6 6 5 4 5 6 5
Health 35
Melee 75%
Small Guns 100%
Unarmed 75%
Abilities None
Raider Waster
Humans and Ghouls with Fiend Alignment
This is the equivalent of a small gang leader.
7 6 6 5 5 7 5
Health 40
Abilities None
Raider Veteran
Humans and Ghouls with Fiend/Renegade Alignment
This either a local mercenary or medium sized gang leader of 10-15.
7 7 6 6 5 8 5
Health 50
Abilities Redo
Raider Heavy
Humans and Ghouls with Fiend/Renegade Alignment
A special Raider focused on hitting hard and fast at close range.
9 6 6 4 5 7 5
Health 35
Melee 100%
Unarmed 75%
Weapons Sledgehammer
Axe
Combat Knife
Machete
Abilities None
Raider Pugilist
Humans and Ghouls with Fiend/Renegade Alignment
For those raiders like to get handy and personal.
8 7 6 6 5 8 5
Health 50
Unarmed 100%
Sneak 50%
Detection 50%
Abilities None
Raider Hound
Dog with True Mortal Alignment
Typically big dogs tamed by raiders for that are thirsty for blood
6 8 4 4 4 6 5
Armor N: 1/20
Perks N/A
Abilities Pounce
Caesar Legion
An autocratic, traditionalist, and imperialistic slaver society founded in 2247 by Edward Sallow who calls himself
Caesar. Caesar based the society off the Roman Empire and successfully united multiple tribes under his banner.
Legionnaire Recruit
Humans with a Renegade Alignment
The lowest rank of the Legion trained in close combat and must prove their worth.
6 5 4 5 5 6 5
Health 40
Melee 75%
Small Guns 75%
Throwing 75%
Unarmed 75%
Abilities None
Prime Legionnaire
Humans with a Renegade Alignment
The standard Legionnaire of the Legion armed with the weapon and armor parts of their fallen foes.
6 6 5 4 5 7 5
Health 45
Melee 100%
Small Guns 100%
Sneak 75%
Throwing 100%
Unarmed 100%
Abilities Redo
Decanus Legionnaire
Humans with a Renegade Alignment
The standard Legionnaire of the Legion armed with the weapon and armor parts of their fallen foes.
7 6 5 5 5 8 5
Health 52
Melee 100%
Detection 50%
Small Guns 100%
Sneak 100%
Throwing 100%
Unarmed 100%
Abilities Banner
Redo
Frumentarii
Humans with a Renegade Alignment
The scouts, assassins, and infiltrators of the Legion. They are everywhere and you better pray they haven’t
infiltrated into a position of high authority.
7 6 5 5 5 9 5
Health 50
Melee 100%
Detection 75%
Small Guns 100%
Sneak 100%
Throwing 100%
Unarmed 100%
Abilities Redo
Centurion
Humans with a Renegade Alignment
The highest ranking officers in the Legion and work as the main commanders of the army.
9 6 6 6 7 9 5
Health 100
Melee 150%
Detection 100%
Small Guns 100%
Sneak 100%
Throwing 100%
Unarmed 150%
Abilities Banner
Bear Hold
Charge!
Helping Hand
Rally!
Redo
Praetorian
Humans with a Renegade Alignment
The elite guard of Caesar himself. They’re well respected and feared for their exceptional skill. They’re masters of
hand-to-hand combat.
10 7 7 6 7 10 5
Health 150
Melee 150%
Detection 100%
Sneak 100%
Throwing 100%
Unarmed 150%
Abilities Banner
Bear Hold
Charge!
Helping Hand
Redo
Legion Hound
Dog with True Mortal Alignment
Large dogs raised in Denver by the Legion to serve for hunting and killing.
7 8 4 4 5 7 5
Armor N: 2/30
L: 1/20
Perks N/A
Abilities Pounce
New California Republic
Started off in the west coast in California, the New California Republic is built upon the teachings and knowledge of
the old world. They focus on expanding their reach as much as possible but still have gangs and criminals that still
lurk and have small territory within their borders.
6 5 5 5 5 6 5
Health 40
Melee 50%
Small Guns 75%
Sneak 50%
Throwing 50%
Unarmed 50%
Perks N/A
Abilities None
N.C.R. Private/Specialist/Corporal
Humans with a Virtuous/Samaritan Alignment
A bit above the average recruit. Privates, Specialists, and Corporal are always on the field doing the dirty work.
6 6 5 5 5 7 5
Health 45
Detection 50%
Melee 50%
Small Guns 100%
Sneak 75%
Throwing 75%
Unarmed 50%
Abilities None
N.C.R. Sergeant/Master Sergeant/Sergeant Major
Humans with a Virtuous/Samaritan Alignment
Well respected officers that can lead their own squad.
6 6 5 5 6 8 5
Health 50
Detection 75%
Melee 50%
Small Guns 100%
Sneak 100%
Throwing 100%
Unarmed 50%
Abilities Rally
N.C.R. Lieutenant
Humans with a Virtuous/Samaritan Alignment
Can either be first or second lieutenant. They often stand by their Captain and don’t often see action anymore, but
haven’t forgotten it either.
6 7 5 6 7 9 5
Health 50
Detection 75%
Melee 75%
Small Guns 125%
Sneak 75%
Throwing 100%
Unarmed 75%
7 7 6 6 7 10 5
Health 70 - 100
Detection 100%
Melee 100%
Small Guns 150%
Sneak 100%
Throwing 125%
Unarmed 100%
7 7 6 6 7 8 5
Health 65
Detection 100%
Melee 100%
Small Guns 100%
Sneak 100%
Throwing 100%
Unarmed 100%
9 7 8 5 7 8 5
Health 200
Detection 100%
Melee 100%
Small Guns 100%
Throwing 100%
Unarmed 100%
Weapons B.A.R.
CZ53 Minigun
1d2 Frag Grenades
6 8 4 4 4 7 5
Perks N/A
Abilities Detector
Pounce
N.C.R. Ranger
Humans with a Virtuous/Samaritan Alignment
From Major and up, most officers either lead from a base or work in an office. Their years of experience of the field
has never left them and they’re always ready for battle.
7 9 7 6 7 9 6
Health 150
Abilities Banner
Bear Hold
Call of Duty
Detector
Redo
N.C.R. Veteran Ranger
Humans with a Virtuous/Samaritan Alignment
From Major and up, most officers either lead from a base or work in an office. Their years of experience of the field
has never left them and they’re always ready for battle.
8 9 7 6 7 10 7
Health 200
Abilities Banner
Bear Hold
Call of Duty
Detector
Redo
Brotherhood of Steel
Although they’re well trained, the Brotherhood doesn’t have the numbers of NCR possess. What they make up for
numbers they make up in skill. The Brotherhood is the most spread out faction and each chapter is lead by an Elder
which form a council led by the High Elder.
Brotherhood Initiate/Aspirant
Humans with a Virtuous/Samaritan Alignment
The lowest and intensely trained individuals of the Brotherhood. Initiates become Aspirants when they
demonstrate their worth.
6 6 5 5 5 6 5
Health 80
Detection 50%
Energy Weapons 100%
Melee Weapons 75%
Sneak 75%
Throwing 75%
Unarmed 75%
Abilities Redo
Brotherhood Knight
Humans with a Virtuous/Samaritan Alignment
The typical soldier on the field. Knight is a fully recognized member of the Brotherhood of Steel.
7 7 6 5 6 7 5
Health 100
8 8 7 6 7 8 6
Health 150
9 9 8 6 8 9 6
Health 170
10 10 9 7 9 10 7
Health 200
6 7 5 6 8 7 5
Health 80
Detection 100%
Energy Weapons 100%
Melee Weapons 75%
Pilot 100%
Repair 125%
Sneak 100%
Throwing 75%
Unarmed 75%
Abilities Redo
Enclave
Remnants of the United States government, (And possibly Vault-Tec Industries) the Enclave is a shadow
organization that aims to pursue a dream of a new America in the destroyed world.
Enclave Private/Specialist/Corporal
Humans with a Samaritan Alignment
The lowest rank in the United States Military. Their training is more intense because of their low numbers, but
their experience on the field dwindles. (Can be used as Enclave Recruits if you’re not going by ranks).
6 6 5 5 6 6 5
Health 60
Abilities Redo
Enclave Sergeant/Master Sergeant/Warrant Officer
Humans with a Virtuous/Samaritan Alignment
An experienced Enclave soldier that’s devoted his life to the military for a few years. (Can be used as as Enclave
Soldiers if you’re not going by ranks).
7 7 5 5 6 7 5
Health 80
8 8 5 6 7 8 6
Health 100
9 9 5 6 8 9 6
Health 140
10 10 5 7 9 10 7
Health 170
10 10 10 10 10 10 10
Protectron
A robot designed for protection and manual labor. Variant versions were made for construction, law enforcement,
fire fighting, etc.
5 7 5 1 3 5 5
Abilities None
Eyebot
A hovering robot used for reconnaissance and propaganda. It speaks in morse code and it comes with a simple
laser shot.
2 8 2 1 5 11 5
Abilities Detector
Flight
Securitron MK I
A private security robot created and mass produced by House Industries with help from RobCo Industries.
Amazingly they can go up and down stairs.
6 7 5 3 5 8 5
Attacks Left Arm: Gatling Gun Targeted Arm Attacks can be done to its
Right Arm: H&K MP5 two robot arms.
Abilities None
Securitron MK II
Once the platinum chip was inserted, Securitrons had full capabilities to all their functions. They’re much more
fearsome and even have their own auto repair system. Amazingly they can go up and down stairs.
7 7 6 3 5 8 5
Attacks Left Arm: Gatling Gun Targeted Arm Attacks can be done to its
Right Arm: H&K MP5 two robot arms.
Shoulders (Far Distance): Rockwell L72
Rocket Launcher Targeted Leg Attacks can be done to its
Shoulders (Close DIstance): AGS-17 one wheel. It doesn’t pop when shot.
Plamya 30mm Grenade Launcher
They can’t crouch or prone. When
Armor AC: +10 knocked down they simply fall to the
N: 5/40 ground and use 4 AP to get back up.
L: 6/50
F: 4/30
P: 3/30
E: 5/40
SH: 6
Abilities Detector
Self Repair
Mr. Handy/Ms. Nanny
A utility robot designed for general-chore automatons, they’re capable of defending themselves and their owners.
But are far less combat efficient than the military variant Mister Gutsy.
5 7 5 3 6 7 5
Abilities None
Mr. Gutsy
A utility robot designed for general-chore automatons, they’re capable of defending themselves and their owners.
But are far less combat efficient than the military variant Mister Gutsy.
5 8 5 3 6 8 5
Attacks Flamethrower: (S: 5 T: N/A 3d8+20) R: 3 Targeted Arm Attacks can be done to its
Saw Blade: (S: 3 T: 4 1d12+10+MD) R: 1 three robot arms.
Laser Shot: (S: 4 T: 5 4d6+10) R: 30
Targeted Groin Attacks can be done to its
Armor AC: +15 thruster at the bottom.
N: 4/30
L: 5/50 They can’t crouch or prone. When
F: 4/40 knocked down they simply fall to the
P: 3/20 ground and use 4 AP to get back up.
E: 3/40
SH: 10
Abilities Detector
Assaultron
A robot designed for the front-lines of war, the Assaultron is fast and deadly at close range with a devastating laser
that can be fired at a distance. Some variants, like the Dominator, implement stealth technology.
6 7 5 3 6 10 5
Abilities Detector
Stealth Boy
Robobrain
A robot designed for both the military and civilian sector. Official records show that only chimpanzee brains were
used but at least some human brains were taken from the bodies of executed criminals and placed into
Robobrains.
6 7 6 4 8 6 5
8 6 10 1 5 6 5
Abilities Detector
Self Destruct
Super Mutants
A result of experimentation with the Forced Evolutionary Virus. Super Mutants have been around since before the
apocalypse and depending on the one you’re facing will either befriend you, are eat your skull. Maybe both. Super
Mutant are classified into two categories. Western Super Mutants, remnants of the Masters Army. And the Eastern
Super Mutants from Vault 87. Both have unique qualities and alterations that define their origin.
10 6 7 3 3 7 5
Health 80
Abilities None
Eastern Super Mutant Brute
A cut above the average Super Mutant. A Brute is more vicious and brutal with better equipment.
11 6 8 3 3 7 5
Health 100
Abilities Banner
Redo
Eastern Super Mutant Master
These masters lead their own gang of Super Mutants and take no prisoners. They’re often more ruthless and a bit
more intelligent than their lesser brethren.
12 7 9 3 4 7 5
Health 120
Weapons B.A.R.
Rockwell CZ53 Minigun
Sledgehammer
Claymore
M16A2
Rangemaster
Pump Action Shotgun
Wattz 2000 Laser RIfle
Gatling Laser
1d3 Molotov Cocktails
1d3 Fragmentation Grenades
Abilities Banner
Rally
Redo
Eastern Super Mutant Overlord
A step above a master, Overlord’s are intelligent and much more resilient. You’ll find these types of Super Mutants
lead a battalion of Super Mutants.
13 8 10 3 4 7 5
Health 200
Abilities Banner
Charge
Rally
Redo
Eastern Super Mutant Primus
The second ultimate Super Mutant. The Primus is a de facto leader of a Super Mutant Army.
13 9 11 3 3 7 5
Health 400
Abilities Banner
Charge
Helping Hand
Rally
Redo
Eastern Super Mutant Behemoth
The Behemoth is the most monstrous of all the Super Mutants. They have the potential to level towns.
15 5 12 3 1 7 5
Health 600
Detection 100%
Melee Weapons 125%
Unarmed 125%
Abilities Charge
Redo
Western Super Mutant
Remnants of the Master’s Army, the Western Super Mutant retain their sanity and memories from their past.
Althouhh their not as strong as their eastern counterparts, their years of experience have made them formidable
opponents in the wasteland. They mostly tend to themselves.
10 8 8 5 7 7 5
Health 200
Weapons B.A.R.
Browning M2 Minigun
Super Sledgehammer
Claymore
M16A3
Wattz 2000 Laser RIfle
1d3 Fragmentation Grenades
Abilities Banner
Bear Hold
Charge
Rally
Redo
Nightkin
A unique version of the Western Super Mutant whom had too push exposure to Stealth Boys. Overuse of the
Stealth Boys caused their skin to turn blue and for their personalities to change. They prefer to not be seen and are
obsessed with Stealth Boys. Finding a tamed Nightkin is nearly impossible.
10 9 8 5 7 7 5
Health 250
Weapons B.A.R.
Browning M2 Minigun
Super Sledgehammer
Claymore
Wattz 2000 Laser RIfle
1d3 Fragmentation Grenades
Abilities Banner
Bear Hold
Redo
Stealth Boy
Ghouls
The unwanted zombies of the wasteland that exist only to kill. They’re mindless creatures that for some strange
reason avoid sane Ghouls and Super Mutants. If you’re anything else you’ll be attacked by them and most likely in
hordes. If you want them to be a threat for higher levels, multiply their health by a quarter per each Defcon Tier.
Feral Ghoul
Humanoid creatures that used to be humans that have a Ne’er-do-well alignment. They’ve taken up too much rads
and have turned into feral creatures that roam the wastes. These are the most common.
7 5 5 1 1 7 5
Health 30
Unarmed 75%
Armor None
Abilities Takedown
Glowing One
Humanoid creatures that used to be humans that have a Ne’er-do-well alignment. They’ve taken up too much rads
more rads than they should and are the living embodiment of radiation. Glowing Ones emit a strange heat and
don’t travel alone.
7 5 3 1 1 7 5
Health 30
Unarmed 100%
Armor None
Abilities Takedown
Radiation Bath
Feral Ghoul Reaver
Humanoid creatures that used to be humans that have a Ne’er-do-well alignment. Far more durable and “lucky”
enough to have been turned into zombies with armor on them. They’re a lot tougher but it only gets worse from
here.
8 6 6 1 1 8 5
Health 50
Unarmed 100%
Abilities Takedown
Redo
Withered Feral Ghoul
Humanoid creatures that used to be humans that have a Ne’er-do-well alignment. The most dangerous and
formiddle ghouls hiding away in the darkest depths. One strike has the potential to bring you down.
9 6 7 1 1 9 5
Health 75
Unarmed 125%
Armor N: 4/40
L: 4/40
F: 4/40
P: 4/40
E: 4/40
Abilities Takedown
Redo
Gangrenous/Rotting Feral Ghoul
Humanoid creatures that used to be humans that have a Ne’er-do-well alignment. Although rarer than the
Withered Feral Ghoul, the Gangrenous is stronger and more durable. Rotting Feral Ghouls are more bloated but
have double the health.
9 6 8 1 1 9 5
Health 100
Unarmed 125%
Armor N: 8/50
L: 8/50
F: 4/40
P: 4/40
E: 8/50
Abilities Takedown
Rally
Redo
Insects
The native creepy crawlers of the wastes that we all wish were dead but they come back to haunt us. It’s a
reminder that roaches can survive nukes and mutate. Glowing variants deal an extra 3d10+10 Radiation upon a hit,
but they retain the same stats of the creature.
Radroach
Kill it with fire.
1 4 1 1 3 5 10
Defcon Tier 5
Size Small
Health 10
Unarmed 50%
Perks None
Abilities Pounce
Bloatfly
Giant mutated flies that spew out a strange disgusting ooze. They were originally the tabanus horse fly.
1 7 1 1 3 8 5
Defcon Tier 5
Size Small
Health 15
Throwing 75%
Abilities None
Bloodbug
Giant mutated mosquitoes that hunger for blood.
1 6 1 1 3 6 5
Defcon Tier 5
Size Small
Health 20
Unarmed 100%
Abilities None
Giant Ant
After years of being burned and beaten, the giant ants come back for revenge in packs.
3 6 2 1 3 7 5
Defcon Tier 5
Size Medium
Health 25
Unarmed 75%
Abilities None
Giant Soldier Ant
The grand army of the ants that will fight to protect their colony and their queen.
4 6 2 1 3 7 5
Defcon Tier 5
Size Medium
Health 40
Unarmed 100%
Abilities None
Giant Fire Ant
They harnessed the power of the sun and breath fire.
4 6 2 1 3 7 5
Defcon Tier 4
Size Medium
Health 60
Throwing 100%
Unarmed 100%
Armor F: 15/85
Immune to Radiation
Abilities None
Giant Ant Queen
The queen of the ants will spit at the non believers.
4 6 2 1 3 7 5
Defcon Tier 3
Size Medium
Health 1000
Throwing 100%
Unarmed 100%
Abilities None
Young Cazador
Young satanic tarantula hawk spider wasps that need to die.
4 7 4 1 3 8 5
Defcon Tier 3
Size Medium
Health 150
Unarmed 100%
Abilities Flight
Redo
Cazador
Satanic tarantula hawk spider wasps that need to die.
5 8 5 1 3 10 5
Defcon Tier 2
Size Large
Health 300
Unarmed 150%
Abilities Flight
Redo
Giant Cazador
Kill it with a mini nuke!
7 10 6 1 4 12 5
Defcon Tier 1
Size Large
Health 500
Unarmed 200%
Abilities Flight
Redo
Animals
The native wildlife of the wastes that have been altered throughout the years of living in the open radiation.
Glowing variants deal an extra 3d10+10 Radiation upon a hit, but they retain the same stats of the creature.
Giant Rat
It wouldn’t be an apocalypse without giant rats lurking about. These little dimples love to eat garbage and human
flesh.
5 6 1 1 5 7 5
Defcon Tier 5
Size Small
Health 10
Unarmed 50%
Perks None
Abilities None
Brahmin
A two headed scorched female cow commonly used by caravans and provides plenty of food. They can carry up to
500 lbs of items.
6 3 5 1 1 3 5
Defcon Tier 5
Size Medium
Health 20
Unarmed 75%
Armor AC: +2
N: 1/20
Immune to Radiation
Perks None
Abilities None
Brahmiluff
A two headed scorched male cow commonly used to breed more brahmin. They’re a bit more aggressive.They can
carry up to 700 lbs of items.
7 4 6 1 1 4 5
Defcon Tier 5
Size Medium
Health 40
Unarmed 75%
Armor AC: +6
N: 2/20
Immune to Radiation
Perks None
Abilities None
Mole Rat
The oddest creature that no one expected in the apocalypse. Mole rats travel in packs and are often led by a Brood
Mother. These little bugger burrow themselves into the ground and sprout out at times for an ambush.
5 6 2 2 4 7 5
Defcon Tier 5
Size Small
Health 15
Unarmed 60%
Perks None
Abilities Pounce
Burrow
Broodmother Mole Rat
The mothers of the Mole rat packs. These things are fatter and hit harder, but all in the favor of the pack.
6 7 4 1 5 8 5
Defcon Tier 4
Size Medium
Health 60
Unarmed 100%
Perks None
Abilities Pounce
Burrow
Dog
Man’s best friend that surprisingly didn’t mutate. They can be your companion but if you don’t take care of them
it’ll be your fault.
5 8 5 5 5 8 5
Defcon Tier 5
Size Medium
Health 30
Unarmed 75%
Detection 75%
Sneak 75%
Survival 75%
Armor AC: +7
N: 1/20
L: 1/10
F: 0/10
Immune to Radiation
Abilities Detector
Pounce
Takedown
Wolf
Not as altered as other species, wolves typically roam in packs led by the Alpha. Rarely do you see them alone.
7 7 5 2 5 8 6
Defcon Tier 5
Size Medium
Health 50
Unarmed 100%
Detection 100%
Sneak 100%
Armor AC: +7
N: 2/20
L: 1/20
F: 0/30
Immune to Radiation
Abilities Detector
Pounce
Takedown
Radscorpion
A freak of nature that will instantly destroy you with its stringer. These things can burrow into the ground and
sprout out and strike like a ninja.
6 5 6 3 6 8 5
Defcon Tier 4
Size Medium
Health 60
Detection 75%
Melee Weapons 100%
Sneak 100%
Unarmed 100%
Abilities Burrow
Giant Radscorpion
A freak of nature that will instantly destroy you with its stringer. These things can burrow into the ground and
sprout out and strike like a ninja.
8 6 8 3 6 8 5
Defcon Tier 3
Size Large
Detection 100%
Melee Weapons 150%
Sneak 125%
Unarmed 150%
Abilities Burrow
Mirelurk Spawn
They may look cute to some (They’re not), but in swarms these little buggers will overrun you.
2 4 1 1 3 5 5
Defcon Tier 5
Size Small
Health 15
Unarmed 50%
Armor N: 1/20
Immune to Radiation
Perks None
Abilities Pounce
Mirelurk
If giant crabs survive the apocalypse, everyone living on the coast will feast upon them. Mirelurks travel in packs
and have a hard shell on the back that make them difficult to sneak attack from behind.
8 5 7 2 4 6 5
Defcon Tier 4
Size Medium
Health 70
Detection 75%
Unarmed 150%
Abilities Repel
Swim
Mirelurk Hunter
A variant of the mirelurks that originated as lobsters, they’re a bit stronger than the average Mirelurk and come
with an acid spit attack that makes everyone cry.
8 6 8 2 4 8 5
Defcon Tier 3
Size Medium
Health 70
Detection 75%
Throwing 100%
Unarmed 150%
Abilities Swim
Mirelurk King
The king lurks underneath the waters killing all in its path. They’re not as feared as Deathclaws, but their Sonic
Blast begs to differ.
12 8 7 3 5 12 5
Defcon Tier 3
Size Large
Health 120
Detection 100%
Throwing 100%
Unarmed 150%
Abilities Detector
Repel
Sonic Blast
Swim
Mirelurk Queen
A massive abomination that spawns babies and spits acid out at everyone. Every wastelander that sees this
creature better run or they’ll have to face the Queen and her horde.
16 8 7 3 5 4 5
Defcon Tier 1
Size Huge
Health 400
Detection 100%
Throwing 100%
Unarmed 150%
12 10 10 3 5 8 5
Defcon Tier 3
Size Large
Health 120
Detection 75%
Sneak 75%
Survival 100%
Unarmed 150%
Abilities Takedown
Repel
Deathclaw
The scariest and most intimidating creatures in the wasteland. With massive claws of death and a horn just as big,
they will destroy anything in their path. They can even flip cars.
14 10 8 3 6 10 5
Defcon Tier 3
Size Large
Health 150
Detection 100%
Sneak 100%
Survival 100%
Unarmed 150%
Abilities Detector
Pounce
Repel
Scorchbeast
If you ever fight this, you’re going to die.
18 12 12 3 5 10 5
Size Huge
Health 1,000
Detection 175%
Survival 175%
Throwing 100%
Unarmed 150%
Abilities Detector
Flight
Repel
Sonic Blast
Wind Push
Scorchbeast Queen
If you ever fight this, you really pissed off the GM and probably deserve it.
20 12 15 3 5 10 5
Size Gargantuan
Health 3,000
Detection 175%
Survival 175%
Throwing 100
Unarmed 175%
Abilities Flight
Wind Push
Repel
Sonic Blast