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Public Help & Safety Moira Brown Wasteland Survival Guide

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Table of Contents
Introduction..................... 3 Weapons .................... 19
Statistics ................... 3 Armor ...................... 19
Legendary Creatures .......... 5 Appendix ....................... 21
Creatures........................ 6 Credits ...................... 22
People.......................... 16 Fonts Used ................. 22
Customizing Others .......... 16 References: ................ 22
Encounters...................... 18 Creators ................... 22
Difficulty .................. 18
Unique Items.................... 19

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Introduction
Moira here with a handy and things are either highly mutated
helpful guide to surviving in our animals or combinations of other
current world environment. Here I animals. They are almost always
will be covering the types of hostile and usually extremely
creatures you may come across in dangerous.
your travels and what they are Animals are what is left of
capable of. pre-war animals. They are usually
irradiated and mutated in some way
but still resemble their original
Statistics form. In some cases, there is no
A creature’s stats, or stat block, mutation or it is not noticeable.
provide a quick rundown of the These are occasionally dangerous.
creature and what it can do. This Crustaceans are some of what
helps those adventuring types has happened to our sea life.
decide if it’s a good idea to deal Being sea creatures, they can
with it. breathe underwater and swim
easily. These creatures have hard
outer shells (well armored) and
Size soft inside bits. Almost always
The creatures have been organized dangerous and usually found near
into a set of sizes: Tiny, Small water.
Medium, Large, Huge, and Amphibians are any other see
Gargantuan. This is used to get a life that isn’t a crustacean.
general size of the creature, for These creatures are like most
research purposes this is used to other with soft outsides and hard
decide threat level. bones inside. They, like
crustaceans, can breathe water and
Size Categories swim well. They tend to be just as
Size Space Examples dangerous as others and are found
Tiny 2 1/2 x 2 1/2 ft. Cat
in the same places as crustaceans.
Small 5 x 5 ft. Giant Rat
Medium 5 x 5 ft. Molerat Humanoids are the most
Large 10 x 10 ft. Radscorpion common of the “creatures” in the
Huge 15 x 15 ft. Deathclaw wastes. (I’m one.) They are
Gargantuan 20 x 20 ft. Behemoth
typical broken into three main
sections: Human, Ghoul, and
Type Supermutant. I could go on but you
Type helps describe the general already know about them, don’t
physiology of the creature and its you? They like cities, towns, and
gene heritage. This is also useful other forms of civilization.
as certain types of things are Insects are what has
better against certain types of happened to our tiny friends.
creatures. Things like giant ants and
This document contains the radroachs are results of insects
following creature types: being irradiated. Insets are
generally larger versions of the
Abominations are acts bugs and such from before the war
against nature and all that is and are always hostile but only
good in this world. These unholy occasionally dangerous.

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Robots are our pre-war


friends. These useful things have
Speed
been working around the clock to
do whatever they have been Speed is how far a creature can
programed to ever since the bombs move during its turn. This is good
fell. They are generally hostile information to know since you may
when found in the wastes but can be able to outrun some things.
be reprogramed. Be careful thou as Speed typically refers to
shoddy programing and degrading ground movement but may also refer
parts may cause failures in to other movement types, e.g.:
hacking attempts. Burrow, Climb, Fly, and Swim. If a
creature has a speed in any of
these then the creature does not
Armor Class need another action to do any of
Most creatures in the wastes don’t them.
wear armor so their Armor Class
(AC) is just based on their
S.P.E.C.I.A.L. Scores
Agility and natural armor, if any.
If the creature has natural armor
or wears armor it will be noted. Saving Throws
Do let me know if you find some oddities. It
would be much appreciated. Proficiency by Challenge
Level Bonus Level Bonus
Health 0 +2 14 +5
1/8 +2 15 +5
Creatures usually die when they 1/4 +2 16 +5
run out of health, or life. 1/2 +2 17 +6
The creature’s average 1 +2 18 +6
2 +2 19 +6
health is presented alongside a 3 +2 20 +6
formula for finding any variations 4 +2 21 +7
in health. An example would be 2d8 5 +3 22 +7
variation averaging to 9 health. 6 +3 23 +7
7 +3 24 +7
The type of Hit Die for a monster 8 +3 25 +8
is determined by its size, see 9 +4 26 +8
char bellow. 10 +4 27 +8
11 +4 28 +8
12 +4 29 +9
Hit Dice by Size 13 +5 30 +9
Monster Size Hit Die Average HP per Die
Tiny d4 2 1/2
Small d6 3 1/2 Skills
Medium d8 4 1/2
Large d10 5 1/2
Huge d12 6 1/2 Strengths & Weaknesses
Gargantuan d20 10 1/2

A creature’s Endurance Senses


modifier also affects the amount
of health it has. Its Endurance
modifier is multiplied by the Challenge
number of Hit Dice the creature Words
has and then added. For example, Experience by Challenge
with an Endurance of 12 (+1 Level XP Level XP
modifier) and the earlier 2d8 Hit 0 0 or 10 14 11,000
1/8 25 15 13,000
Dice, it has 2d8 + 2 health (about
1/4 50 16 15,000
11).

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Level XP Level XP Reactions


1/2 100 17 18,000
1 200 18 20,000
2 450 19 22,000
3 700 20 15,000 Limited Usage
4 1,100 21 33,000
5 1,800 22 41,000
6 2,300 23 50,000 Equipment
7 2,900 24 62,000
8 3,900 25 75,000
9 5,000 26 90,000
10 5,900 27 105,000 Legendary Creatures
11 7,200 28 120,000
12 8,400 29 135,000
13 10,000 30 155,000
Legendary Actions

Actions
A Legendary Creature’s Lair

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Creatures
Speed: 40ft.
Albino Radscorpion
Huge Insect S P E C I A L
17 10 14 6 2 8 10
Armor Class: 16 (natural armor) (+3) (+0) (+2) (-2) (-4) (-1) (+0)
Health: 65 (7d12 + 14)
Speed: 40ft., burrow 20ft. Senses: passive Perception 10
Challenge: 1/4 (50 xp)
S P E C I A L
16 9 15 3 1 13 10 Charge: If the bighorner moves at
(+3) (-1) (+2) (-4) (-5) (+1) (+0) least 20 feet straight toward a
target and then hits it with a ram
Senses: blindsight 60ft., passive attack on the same turn, the
Perception 9 target takes an extra 7 (2d6)
Challenge: 4 (1,100 xp) damage. If the target is a
creature, it must succeed on a DC
Actions 13 Strength saving throw or be
Multiattack: The radscorpion makes knocked down.
three attacks: two with its claws
and one with its sting. Actions
Claw: Unarmed Attack: +4 to hit, Ram: Unarmed Attack: +5 to hit,
reach 5ft., one target. Hit: 7 reach 5ft., one target. Hit: 10
(2d4 + 3) blunt damage, and the (2d6 + 3) blunt damage.
target is grappled (escape DC 13). Hooves: Unarmed Attack: +5 to hit,
The radscorpion has two claws, reach 5ft., one target. Hit: 10
each of which can grapple only one (2d6 + 3) blunt damage.
target.
Sting: Unarmed Attack: +4 to hit,
reach 5ft., one target. Hit: 11 Bloatfly
(2d8 + 3) piercing damage, and the Medium Insect
target must make a DC 14 Endurance
saving throw, taking 26 (4d12)
Bloodbug
poison damage on a failed save, or
half as much damage on a Medium Insect
successful one.
Bloodworm
Angler Small Abomination
Large Amphibian
Brahmiluffs
Assaultron Large Animal
Medium Robot
Armor Class: 9
Health: 22 (3d10 + 6)
Bighorner Speed: 40ft.
Huge Animal
S P E C I A L
17 10 14 6 2 8 10
Armor Class: 9 (+3) (+0) (+2) (-2) (-4) (-1) (+0)
Health: 25 (3d12 + 6)

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Senses: passive Perception 10


Challenge: 1/4 (50 xp)
Cat
Charge: If the brahmiluff moves at Tiny Animal
least 20 feet straight toward a
target and then hits it with a ram Armor Class: 12
attack on the same turn, the Health: 2 (1d4)
target takes an extra 7 (2d6) Speed: 40ft., climb 30ft.
damage. If the target is a
S P E C I A L
creature, it must succeed on a DC 3 12 10 7 3 15 10
13 Strength saving throw or be (-4) (+1) (+0) (-2) (-4) (+2) (+0)
knocked down.
Skills: Stealth +4
Actions Senses: passive Perception 13
Ram: Unarmed Attack: +5 to hit, Challenge: 0 (10 xp)
reach 5ft., one target. Hit: 10
(2d6 + 3) piercing damage. Keen Smell: The cat has advantage
Hooves: Unarmed Attack: +5 to hit, on Perception checks that rely on
reach 5ft., one target. Hit: 8 smell.
(2d4 + 3) blunt damage.
Actions
Claws: Unarmed Attack: +0 to hit,
Brahmin reach 5ft., one target. Hit: 1
Large Animal slashing damage.

Armor Class: 9
Health: 22 (3d10 + 6) Cazador
Speed: 40ft. Large Insect

S P E C I A L
16 10 14 6 2 8 10 Centaur
(+3) (+0) (+2) (-2) (-4) (-1) (+0) Large Abomination

Senses: passive Perception 10


Challenge: 1/4 (50 xp) Coyote
Medium Animal
Charge: If the brahmin moves at
least 20 feet straight toward a Armor Class: 12
target and then hits it with a ram Health: 5 (1d8 + 1)
attack on the same turn, the Speed: 40ft.
target takes an extra 7 (2d6)
damage. If the target is a S P E C I A L
12 12 12 7 3 12 10
creature, it must succeed on a DC (+1) (+1) (+1) (-2) (-4) (+1) (+0)
13 Strength saving throw or be
knocked down. Senses: passive Perception 13
Challenge: 1/8 (25 xp)
Actions
Ram: Unarmed Attack: +5 to hit, Keen Hearing & Smell: The coyote
reach 5ft., one target. Hit: 6 has advantage on Perception checks
(1d6 + 3) blunt damage. that rely on hearing or smell.
Hooves: Unarmed Attack: +5 to hit, Pack Tactics: The coyote has
reach 5ft., one target. Hit: 8 advantage on attack rolls against
(2d4 + 3) blunt damage. a creature if at least one of the

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coyote’s allies is within 5 feet


of the creature and the ally isn’t Charge: If the deathclaw moves at
incapacitated. least 20 feet straight toward a
target and then hits it with a ram
Actions attack on the same turn, the
Bite: Unarmed Attack: +3 to hit, target takes an extra 7 (2d6)
reach 5ft., one target. Hit: 4 damage.
(1d6 + 1) piercing damage. If the
target is a creature, it must Actions
succeed on a DC 11 Strength saving Multiattack: The deathclaw makes
throw or be knocked down. three attacks: two with its claws
and one with its horns.
Claws: Unarmed Attack: +8 to hit,
Cyberdog
reach 5ft., one target. Hit: 31
Medium Animal (4d12 + 5) slashing damage.
Horns/Ram: Unarmed Attack: +8 to
Armor Class: 12 hit, reach 5ft., one target. Hit:
Health: 6 (1d8 + 2) 18 (3d8 + 5) piercing damage.
Speed: 40ft.
Deathclaws are essentially Satan
S P E C I A L
14 12 14 7 3 12 10 in both appearance and threat.
(+2) (+1) (+2) (-2) (-4) (+1) (+0) These large reptile-like creatures
are known best for their claws,
Senses: passive Perception 13 duh, and their horns. It is not
Challenge: 1/8 (25 xp) recommended to ever approach one
for any reason, ever.
Keen Hearing & Smell: The dog has
advantage on Perception checks
Deathclaw Alpha
that rely on hearing or smell.
Huge Abomination
Actions
Armor Class: 17 (natural armor)
Bite: Unarmed Attack: +3 to hit,
Health: 115 (11d12 + 44)
reach 5ft., one target. Hit: 5
Speed: 40ft.
(1d6 + 2) piercing damage. If the
target is a creature, it must S P E C I A L
succeed on a DC 12 Strength saving 22 10 18 7 6 14 10
throw or be knocked down. (+6) (+0) (+4) (-2) (-2) (+2) (+0)

Skills: Stealth +6
Deathclaw Senses: passive Perception 10
Huge Abomination Challenge: 7 (2,900 xp)

Armor Class: 16 (natural armor) Keen Smell: The ant queen has
Health: 95 (10d12 + 30) advantage on Perception checks
Speed: 40ft. that rely on smell.
Charge: If the deathclaw moves at
S P E C I A L least 20 feet straight toward a
20 10 17 7 3 14 10
(+5) (+0) (+3) (-2) (-4) (+2) (+0) target and then hits it with a ram
attack on the same turn, the
Skills: Stealth +5 target takes an extra 7 (2d6)
Senses: passive Perception 10 damage.
Challenge: 6 (2,300 xp)

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Actions Health: 95 (10d12 + 30)


Multiattack: The deathclaw makes Speed: 40ft.
three attacks: two with its claws
and one with its horns. S P E C I A L
17 11 16 4 2 13 10
Claws: Unarmed Attack: +8 to hit, (+3) (+0) (+3) (-3) (-4) (+1) (+0)
reach 5ft., one target. Hit: 38
(5d12 + 6) slashing damage. Senses: blindsight 60ft., passive
Horns/Ram: Unarmed Attack: +8 to Perception 10
hit, reach 5ft., one target. Hit: Challenge: 4 (1,100 xp)
19 (3d8 + 6) piercing damage.
Keen Smell: The ant queen has
Dog advantage on Perception checks
that rely on smell.
Medium Animal
Queen’s Sent: Fire ants defending
a queen gain advantage on all
Armor Class: 12
attack rolls.
Health: 5 (1d8 + 1)
Speed: 40ft.
Actions
S P E C I A L Multiattack: The ant makes three
13 12 12 7 3 12 10 attacks: two with its bite and one
(+1) (+1) (+1) (-2) (-4) (+1) (+0)
with its fire spit.
Bite: Unarmed Attack: +5 to hit,
Senses: passive Perception 13
reach 5ft., one target. Hit: 7
Challenge: 1/8 (25 xp)
(1d8 + 3) blunt damage, and the
target is grappled (escape DC 13).
Keen Hearing & Smell: The dog has
The ant can only grapple one
advantage on Perception checks
target at a time.
that rely on hearing or smell.
Fire Spit: Ranged Attack: +5 to
hit, range 10/20ft., one target.
Actions Hit: 13 (3d8) fire damage, and the
Bite: Unarmed Attack: +3 to hit, target also takes additional 2d8
reach 5ft., one target. Hit: 4 fire damage for 1d8 rounds or
(1d6 + 1) piercing damage. If the until put out.
target is a creature, it must
succeed on a DC 11 Strength saving
throw or be knocked down. Fire Ant Soldier
Large Insect
Eyebot Armor Class: 14 (natural armor)
Small Robot Health: 52 (7d10 + 14)
Speed: 40ft.
Feral Ghoul
S P E C I A L
Medium Humanoid (Ghoul) 15 9 15 2 1 13 10
(+2) (-1) (+2) (-4) (-5) (+1) (+0)

Feral Ghoul Reaver Senses: blindsight 60ft., passive


Medium Humanoid (Ghoul) Perception 9
Challenge: 2 (450 xp)
Fire Ant Queen
Keen Smell: The ant has advantage
Huge Insect
on Perception checks that rely on
Armor Class: 15 (natural armor) smell.

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Gazelle
Actions Large Animal
Multiattack: The ant makes two
attacks: one with its bite and one Armor Class: 10
with its fire spit. Health: 13 (2d10 + 2)
Bite: Unarmed Attack: +4 to hit, Speed: 50ft.
reach 5ft., one target. Hit: 6
(1d8 + 2) blunt damage, and the S P E C I A L
target is grappled (escape DC 12). 16 10 12 10 2 10 10
(+3) (+0) (+1) (+0) (-4) (+0) (+0)
The ant can only grapple one
target at a time. Senses: passive Perception 10
Fire Spit: Ranged Attack: +4 to Challenge: 1/2 (100 xp)
hit, range 5/10ft., one target.
Hit: 9 (2d8) fire damage, and the Charge: If the gazelle moves at
target also takes additional 2d6 least 20 feet straight toward a
fire damage for 1d6 rounds or target and then hits it with a ram
until put out. attack on the same turn, the
target takes an extra 7 (2d6)
Fire Ant Worker damage.
Medium Insect
Actions
Armor Class: 13 (natural armor) Ram: Unarmed Attack: +5 to hit,
Health: 45 (7d8 + 14) reach 5ft., one target. Hit: 9
Speed: 40ft., burrow 20ft. (2d6 + 3) piercing damage.
Hooves: Unarmed Attack: +5 to hit,
S P E C I A L reach 5ft., one target. Hit: 8
14 9 14 2 1 14 10
(+2) (-1) (+2) (-4) (-5) (+2) (+0)
(2d4 + 3) blunt damage.

Senses: blindsight 60ft., passive Gecko


Perception 9 Medium Animal
Challenge: 1 (200 xp)

Keen Smell: The ant has advantage Gecko (Fire)


on Perception checks that rely on Medium Animal
smell.
Gecko (Golden)
Actions Medium Animal
Bite: Unarmed Attack: +4 to hit,
reach 5ft., one target. Hit: 6
(1d8 + 2) blunt damage. Gecko (Green)
Fire Spit: Ranged Attack: +4 to Medium Animal
hit, range 5/10ft., one target.
Hit: 4 (1d8) fire damage, and the
Giant Ant Queen
target also takes additional 1d4
fire damage for 1d6 rounds or Huge Insect
until put out.
Armor Class: 15 (natural armor)
Health: 95 (10d12 + 30)
Fog Crawler Speed: 40ft.
Large Crustacean
S P E C I A L
17 11 16 4 2 13 10

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(+3) (+0) (+3) (-3) (-4) (+1) (+0) Actions


Multiattack: The ant makes two
Senses: blindsight 60ft., passive attacks: one with its bite and one
Perception 10 with its sting.
Challenge: 4 (1,100 xp) Bite: Unarmed Attack: +4 to hit,
reach 5ft., one target. Hit: 6
Keen Smell: The ant queen has (1d8 + 2) blunt damage, and the
advantage on Perception checks target is grappled (escape DC 12).
that rely on smell. The ant can only grapple one
Queen’s Sent: Giant ants defending target at a time.
a queen gain advantage on all Sting: Unarmed Attack: +4 to hit,
attack rolls. reach 5ft., one target. Hit: 6
(1d8 + 2) piercing damage, and the
Actions target must make a DC 12 Endurance
Multiattack: The ant makes three saving throw, taking 22 (4d10)
attacks: two with its bite and one poison damage on a failed save, or
with its sting. half as much damage on a
Bite: Unarmed Attack: +5 to hit, successful one.
reach 5ft., one target. Hit: 7
(1d8 + 3) blunt damage, and the
Giant Ant Worker
target is grappled (escape DC 13).
The ant can only grapple one Medium Insect
target at a time.
Sting: Unarmed Attack: +5 to hit, Armor Class: 13 (natural armor)
reach 5ft., one target. Hit: 7 Health: 45 (7d8 + 14)
(1d8 + 3) piercing damage, and the Speed: 40ft., burrow 20ft.
target must make a DC 14 Endurance
S P E C I A L
saving throw, taking 22 (4d10) 14 9 14 2 1 14 10
poison damage on a failed save, or (+2) (-1) (+2) (-4) (-5) (+2) (+0)
half as much damage on a
successful one. Senses: blindsight 60ft., passive
Perception 9
Challenge: 1 (200 xp)
Giant Ant Soldier
Large Insect Keen Smell: The ant has advantage
on Perception checks that rely on
Armor Class: 14 (natural armor) smell.
Health: 52 (7d10 + 14)
Speed: 40ft.
Actions
S P E C I A L Bite: Unarmed Attack: +4 to hit,
15 9 15 2 1 13 10 reach 5ft., one target. Hit: 6
(+2) (-1) (+2) (-4) (-5) (+1) (+0) (1d8 + 2) blunt damage.
Sting: Unarmed Attack: +4 to hit,
Senses: blindsight 60ft., passive reach 5ft., one target. Hit: 6
Perception 9 (1d8 + 2) piercing damage.
Challenge: 2 (450 xp)

Keen Smell: The ant has advantage Giant Mantis


on Perception checks that rely on Medium Insect
smell.
Giant Rat
Small Animal

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(1d6 + 1) blunt damage, and that


Armor Class: 12 target is grappled (escape DC 11).
Health: 7 (2d6) The hermit crab has two claws,
Speed: 30ft. each of which can grapple only one
target.
S P E C I A L
7 10 11 4 2 15 10
(-2) (+0) (+0) (-3) (-4) (+2) (+0) Mirelurk
Medium Crustacean
Senses: darkvision 60ft., passive
Perception 10
Challenge: 1/8 (25 xp) Mirelurk Hunter
Medium Crustacean
Keen Smell: The rat has advantage
on Perception checks that rely on
Mirelurk King
smell.
Pack Tactics: The rat has Large Amphibian
advantage on an attack roll
against a creature if at least one Mirelurk Queen
of the rat’s allies is within 5 Gargantuan Crustacean
feet of the creature and the ally
isn’t incapacitated.
Mister Gutsy
Actions Medium Robot
Bite: Unarmed Attack: +4 to hit,
reach 5ft., one target. Hit: 4 Mister Handy
(1d4 + 2) piercing damage. Medium Robot

Glowing One Molerat


Medium Humanoid (Ghoul) Medium Animal

Hermit Crab Armor Class: 10


Medium Crustacean Health: 13 (2d8 + 4)
Speed: 30ft., burrow 10ft.
Armor Class: 15 (natural armor)
S P E C I A L
Health: 13 (3d8) 13 12 10 5 2 10 10
Speed: 30ft., swim 30ft. (+1) (+1) (+0) (-3) (-4) (+0) (+0)

S P E C I A L Senses: darkvision 30 ft., passive


13 9 11 3 1 15 10
(+1) (-1) (+0) (-4) (-5) (+2) (+0)
Perception 11
Challenge: 1/4 (50 xp)
Skills: Stealth +4
Senses: passive Perception 9 Keen Smell: The molerat has
Challenge: 1/8 (25 xp) advantage on Perception checks
that rely on smell.
Amphibious: The hermit crab can
breathe air and water. Actions
Multiattack: The molerat makes two
Actions attacks: one with its bite and one
Claw: Unarmed Attack: +3 to hit, with its claws.
reach 5ft., one target. Hit: 4

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Bite: Unarmed Attack: +3 to hit, 13 12 10 5 2 10 10


(+1) (+1) (+0) (-3) (-4) (+0) (+0)
reach 5ft., one target. Hit: 4
(1d6 + 1) piercing damage.
Senses: darkvision 30 ft., passive
Claws: Unarmed Attack: +3 to hit,
Perception 11
reach 5ft., one target. Hit: 6
Challenge: 1/4 (50 xp)
(2d4 + 1) slashing damage.
Keen Smell: The pigrat has
Mongrel advantage on Perception checks
Medium Animal that rely on smell.

Armor Class: 12 Actions


Health: 5 (1d8 + 1) Multiattack: The pigrat makes two
Speed: 40ft. attacks: one with its bite and one
with its claws.
S P E C I A L Bite: Unarmed Attack: +3 to hit,
13 12 12 7 3 12 10
(+1) (+1) (+1) (-2) (-4) (+1) (+0) reach 5ft., one target. Hit: 4
(1d6 + 1) piercing damage.
Senses: passive Perception 13 Claws: Unarmed Attack: +3 to hit,
Challenge: 1/8 (25 xp) reach 5ft., one target. Hit: 6
(2d4 + 1) slashing damage.
Keen Hearing & Smell: The mongrel
has advantage on Perception checks Protectron
that rely on hearing or smell.
Medium Robot
Pack Tactics: The rat mongrel
advantage on an attack roll
against a creature if at least one Rad Chicken
of the mongrel’s allies is within Tiny Animal
5 feet of the creature and the
ally isn’t incapacitated.
Radroach
Actions Small Insect
Bite: Unarmed Attack: +3 to hit,
reach 5ft., one target. Hit: 4 Radscorpion
(1d6 + 1) piercing damage. If the Large Insect
target is a creature, it must
succeed on a DC 11 Strength saving Armor Class: 15 (natural armor)
throw or be knocked down. Health: 52 (7d10 + 14)
Speed: 40ft., burrow 20ft.

S P E C I A L
Night Stalker 15 9 15 3 1 13 10
Medium Abomination (+2) (-1) (+2) (-4) (-5) (+1) (+0)

Senses: blindsight 60ft., passive


Pigrat Perception 9
Medium Animal Challenge: 3 (700 xp)

Armor Class: 10
Actions
Health: 13 (2d8 + 4)
Multiattack: The radscorpion makes
Speed: 30ft.
three attacks: two with its claws
S P E C I A L
and one with its sting.

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Claw: Unarmed Attack: +4 to hit, Sentry Bot


reach 5ft., one target. Hit: 6 Large Robot
(1d8 + 2) blunt damage, and the
target is grappled (escape DC 12).
The radscorpion has two claws, Stingwing
each of which can grapple only one Medium Insect
target.
Sting: Unarmed Attack: +4 to hit, Armor Class: 12
reach 5ft., one target. Hit: 7 Health: 13 (3d8)
(1d10 + 2) piercing damage, and Speed: 10ft., fly 50ft.
the target must make a DC 12
Endurance saving throw, taking 22 S P E C I A L
10 10 10 3 1 14 10
(4d10) poison damage on a failed (+0) (+0) (+0) (-4) (-5) (+2) (+0)
save, or half as much damage on a
successful one. Senses: passive Perception 10
Challenge: 1/2 (100 xp)
Radstag
Large Animal Actions
Sting: Unarmed Attack: +4 to hit,
Armor Class: 10 reach 5ft., one target. Hit: 5
Health: 13 (2d10 + 2) (1d6 + 2) piercing damage, and the
Speed: 50ft. target must make a DC 11 Endurance
saving throw, taking 10 (3d6)
S P E C I A L poison damage on a failed save, or
16 10 12 10 2 10 10 half as much damage on a
(+3) (+0) (+1) (+0) (-4) (+0) (+0)
successful one. If the poison
Senses: passive Perception 10 damage reduces the target to 0 hit
Challenge: 1/4 (50 xp) points, the target is stable but
poisoned for 1 hour, even after
Charge: If the radstag moves at regaining hit points, and is
paralyzed while poisoned in this
least 20 feet straight toward a
way.
target and then hits it with a ram
attack on the same turn, the
target takes an extra 7 (2d6) Tunneler
damage. Small Abomination

Actions
Turret
Ram: Unarmed Attack: +5 to hit,
reach 5ft., one target. Hit: 6 Small Robot
(1d6 + 3) blunt damage.
Hooves: Unarmed Attack: +5 to hit, Wolf
reach 5ft., one target. Hit: 8 Medium Animal
(2d4 + 3) blunt damage.
Armor Class: 13 (natural armor)
Robobrain Health: 11 (2d8 + 2)
Medium Robot Speed: 40ft.

S P E C I A L
Securitron 12 12 12 6 3 15 10
(+1) (+1) (+1) (-2) (-4) (+2) (+0)
Medium Robot
Skills: Stealth +4

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Senses: passive Perception 13 Health: 42 (5d10 + 15)


Challenge: 1/8 (25 xp) Speed: 40ft., swim 30ft.

Keen Hearing & Smell: The wolf has S P E C I A L


20 13 16 7 2 10 10
advantage on Perception checks (+5) (+1) (+3) (-2) (-4) (+0) (+0)
that rely on hearing or smell.
Pack Tactics: The wolf has Senses: passive Perception 13
advantage on attack rolls against Challenge: 2 (450 xp)
a creature if at least one of the
wolf’s allies is within 5 feet of Keen Smell: The yao guai has
the creature and the ally isn’t advantage on Perception checks
incapacitated. that rely on smell.

Actions Actions
Bite: Unarmed Attack: +4 to hit, Multiattack: The yao guai makes
reach 5ft., one target. Hit: 7 two attacks: one with its bite and
(2d4 + 2) piercing damage. If the one with its claws.
target is a creature, it must Bite: Unarmed Attack: +7 to hit,
succeed on a DC 11 Strength saving reach 5ft., one target. Hit: 9
throw or be knocked down. (1d8 + 5) piercing damage.
Claws: Unarmed Attack: +7 to hit,
Yao Guai reach 5ft., one target. Hit: 12
Large Animal (2d6 + 5) slashing damage.

Armor Class: 12 (natural armor)

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People
Customizing Others Legion Assassin

Brotherhood Elder Legion Centurion

Brotherhood Initiate Legion Explorer

Brotherhood Knight Legion Legate

Brotherhood Paladin Legion Recruit

Brotherhood Scribe Legion Veteran

Brotherhood Squire Mercenary

Commoner NCR Heavy Trooper

Doctor NCR Infantry

Enclave Hellfire Trooper NCR Ranger

Enclave Officer Raider

Enclave Remnant Ranger

Enclave Soldier Slaver

Enclave Tesla Soldier Supermutant

Ghoul Supermutant (Mariposa)

Ghoul Doctor Supermutant (Nightkin)

Ghoul Mercenary Supermutant Behemoth

Ghoul Ranger Supermutant Master

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Swampfolk Vault Dweller

Tribal

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Encounters
Difficulty

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Unique Items
 d10 DMG, finesse, two
handed, cleave up to 3
Weapons
Wonder Juice (explosive)
Master Blaster (energy, Jar of extremely flammable liquid,
laser) can be thrown or spit, found with
Powerful split laser rifle recipe for crafting more
 d8 DMG/beam, 3 beams  2d6 DMG, fire spit (6 uses
spit), 6d6 fire thrown
Murdelizer (energy, laser)
Bio destabilizer energy rifle, The Musketeer (gun, non-
recharges in sunlight auto)
 2d6 DMG, +4 against Long barrel loaded musket, ammo
biological targets can be made from scrap
 2d12 DMG, full round reload
Punt Gun (gun, shotgun)
10ga shotgun, single barrel, break Zip Gun (gun, non-auto)
action Small .22 pistol made from random
 2d10 DMG junk, doesn't appear to be a
weapon at first
 2d4 DMG, auto smuggled when
Kneecapper (gun, shotgun)
being patted down
10ga double barrel sawed off,
fires both every time
 4d10 DMG Grognak’s Replicant Axe
(melee)
The Hornet’s Nest (gun, non- Large double headed axe, real
metal and wood
auto)
 d12 DMG, two handed, heavy
40mm Grenade launcher with
modified shells
 2d4 per .22, uses 10 .22 Jack’s Glove (melee)
rounds, can be fired with Modified powerfist that replaces
less than 10 the pneumatic plate with a ripper
blade
 3d4 DMG
Snotty Launcher (energy,
plasma)
Modified incinerator that uses
plasma Armor
 4d8 DMG, plasma
Blastmaster armor (heavy)
Death’s Scythe (melee) Large bomb squad flak jacket
Large scythe, handle covered in  AC 16 no Agl, 16 Str
black tape, well-worn blade
 stealth disadvantage

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 AC 20 for blast, half DMG  The hat can store one small
blast item giving advantage on
smuggling it into places
Hellraiser raider armor
(heavy)
Thick flame-resistant cloth armor
 AC 16 no Agl, 14 Str
 stealth disadvantage
 AC 20 for fire/burn, half
DMG fire/burn

Chinese stealth armor


(light)
Thin black stealth suit, cloaks
user at will, cloak disabled on
weapon discharge, damage taken, or
sudden movement
 AC 12 + Agl
 stealth advantage
 +4 to stealth

Bloody Murder (light)


Bloodied medick’s outfit with
several scalpels all over it
 AC 10 + Agl
 +4 Medicine
 6 1d4 scalpels through

RobCo elite repairman’s


jumpsuit (light)
A RobCo jumpsuit with several
small tools and pockets through,
dirty and well used
 AC 11 + Agl
 +4 Repair
 +2 Scraping

Magician's Suit (light)


A slightly worn black suit, white
shirt, and black tie with an
accompanying top hat
 AC 11 + Agl
 +4 Perform
 +1 Charisma

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Appendix

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Credits
The Title Page image is a
recreation of the Fallout 3
Wasteland Survival Guide cover
found in the game. The recreation
is done by the creator of this
document. Skull is from unknown
internet search.

Fonts Used
This is a list of the fonts used
in the Word version of this
document.

 Courier New
 Lavi

References:
The Fallout Wikia sections:

 Fallout 1
 Fallout 2
 Fallout Tactics
 Fallout 3
 Fallout New Vegas
 Fallout 4

Other Systems were also consulted.


These are:

 Fallout Aftermath
 Fallout d20 Rules
 Fallout: The Big Apple
Wasteland
 Fallout PnP 2.0

Creators
Here is a list of the others who
helped in the creation of this
document.

Main document By: Adam Morton

Play Testing

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