Beastiary
Overview
Creatures are animals, humans, and their mutated counterparts encountered in the Wasteland and surrounding areas.
Legendary Creatures
Most creature types have a chance to spawn as a legendary variant, as well as tiered named variants leading up to the legendary creature. A legendary creature will always drop a weapon or a piece of armor with unique modifiers. For more information on these modifications, see Legendary effects.
In combat, legendary creatures are very powerful as they are stronger than non-legendary creatures of the same type (see below for specific differences), and they are often among the highest-leveled variants a player is capable of running into at their particular level. For example, a level 30 player seems more likely to encounter a legendary super mutant brute (approx. level 22) than a legendary super mutant (approx. level 10), but the lower-level encounter is still possible.
If the damage from a weapon is not enough to kill a legendary enemy and they survive a hit with less than 50% of their health remaining, they will mutate, regaining all health and growing stronger. A mutated legendary enemy gains a glowing aura to show that it has mutated. They gain the following enhancements when the mutate.
- Hit Points: Fully recover, Max increase by 50%
- SPECIAL: Gain +6 to all
- Damage Resistance: Increases by Endurance
- Damage Dealt: Increases by +6 with all attacks
- To Hit: Increases by +10 with all attacks
- Drops: +100% drops a random Legendary Item
Spawn Chance Table
The normal base chance of a creature spawning as Legendary increases with player level.
Player Level Normal Legendary Chance %
> 0 0
> 5 10
> 20 12
> 30 15
> 40 18
> 50 20
Creature Size & Speed
A creatures Size and Agility determines its speed. A creature gains 5ft of extra movement for every 3 points it has in Agility. The following list is the base speed of creatures by size before its Agility is added.
- Small: 25ft
- Medium: 30ft
- Large: 35ft
- Huge: 40ft
SPECIAL Cap
Creatures of the wasteland evolve differently then humanoids. Humanoid's have a maxe base cap of 10. All other creatures have a max base cap of 20. Base cap means you cannot increase your SPECIAL beyond your base max cap during your level up. Other things can push you beyond the cap such as clothes, chems and bobbleheads.
Glowing One
Glowing ones are creatures who have absorbed so much radiation that they literally glow with its excesses. They have become living conduits of radiation to the point that radiation not only heals their combat injuries but can be forcibly released from their bodies. They are most often considered to be some of the most dangerous in the wasteland. Glowing ones also emit radiation involuntarily, so they can still be dangerous after their death. Glowing ones gain the following enhancements in addition to their base forms.
- Hit Points: Increases by half their maximum.
- Damage: Can deal either their normal or radiation damage.
- Aura: 10ft aura of low radiation. 5ft aura of mild radiation. (1d4 for low, 2d4 for mild)
- Body: When hit with a unarmed or melee attack their body expels radiation dealing radiation damage equal to their Endurance.
- Pack: Ghouls tend to follow Glowing ones roll a d4 for every size category starting with small.
- Wave: When a glowing one is reduced 30% or below health it immediately emmits a 30ft wave of Heavy Radiation (3d4). Everyone in the area takes damage and all ghouls even dead ones recover hit points equal to the damage. If they were dead they are revived.
Level Increases
As you level up and delve deeper into the wasteland, so does your enemies. Wheether through hardships or defeating other creatures and settlers they become stronger and more difficult to deal with. Every creature has a level up Tier described below. Each tier represents the difficulty of the creature with Normal being everyday lower end enemies up to Master being the most dangerous of foes such as deathclaws.
*Note* Always round down.
You only need to put in skill points for the base level when making a creature. Also, when adding skill points to a creature you can only add a certain amount to each skill per level up based on their tier. Additionally, a creatures skill bonus cannot exceed three times their level. (ex. a 5th level creature can have a max bonus of 15 points in a skill). Each tier of creature has a cap to its max bonus skill points.
Tier Upgrade
Each creature ranks up when they reach level 30. Normal creatures have their Tiers set to Expert and Expert creatures have their tiers set to Master once they reach level 30.
Level Up Table
Normal
Hit Points: End + 1 for ever 5 levels (lvl 10 is END + 2 hp)
Special: Increase 1 at Random ever 10 levels
Skills: 1x their base Intelligence 3 Max per skill
Max Bonus: 40
XP: Increases by 1
All Resistences: 1/4 of current every 10 levels
Expert
Hit Points: End + 1/4 their level
Special: Increase 1 at Random ever 6 levels
Skills: 2x their base Intelligence 5 Max per skill
Max Bonus: 80
XP: Increases by 1.5
All Resistences: 1/4 of current every 8 levels
Master:
Hit Points: End + Half their level
Special: Choose 1 ever 5 levels
Skills: 3x their base Intelligence 7 Max per skill
Max Bonus: None
XP: Increases by 2
All Resistences: 1/4 of current every 6 levels
Humanoid
Humanoids follow the exact same rules as player characters which can make them some of the deadliest enemies in the game. As an addition, they gain the following traits to them depending on DM.
Humanoid XP when killed is set at a 7 and follows the Expert XP increase with each level. If using a special trait then it uses the Master XP increase.
Ghoul
Feral-These Ghouls have lost their mind and humanity. Their speed is now doubled and their Unarmed Attacks are considered Fast. They lose the ability to use equipment and cannot use or manipulate objects. Additionally, their classification changes to Monster.
Human
Chem Fueled-These humans have used chems for so long they are a permanent effect. Choose 2 Chems, they are always under their effects.
Super Mutant
Big Boy- These are Super Mutant Behemoths! These big boys are the size of a building standing around 20ft tall. Triple their SPECIAL scores and double their hit points. Increase their cripple chance to 30%. Additionally, their classification is changed to Monster.
Synth
Corsair- These are the top end of the Synth Ladder. Completely unidentifiable from any other human by the senses. Can only be located by a special radio signal from a pip boy or similar device. They can turn invisible as an action and stay invisible until the end of their next turn even if they take a hostile action.
Non-humanoid
Brahmin
Base Level 3 Size Large Base HP 230 Base XP 9
Strength 8 Dmg Res. 10 Eng Res 0 Rad Res 10
Perception 3 Tags: Athletics, Survival, Unarmed
Endurance 7 Always Drops: Brahmin Steak x1d8
Charisma 2
Intelligence 2
Agility 1
Luck 1
Special Traits: Can carry twice its normal Carry Weight
Level Up: Normal
Classification: Beast
Cat
Dog
Base Level 1 Base HP 30 Base XP 5
Strength 6 Dmg Res. 5 Eng Res 5 Rad Res 5
Perception 5 Tags: Athletics, Detection, Unarmed
Endurance 4 Always Drops: Hound Meat
Charisma 2
Intelligence 4
Agility 4
Luck 3
Special Traits: Gain a +25 to all Detection Checks
Level Up: Normal
Classification: Beast
Gazelle Gametitle-fo4nw.png
Gorilla
Ghoulrilla Gametitle-fo4nw.png
Mole Rat
Base Level 1 Size Small Base HP 15 Base XP 5
Strength 5 Dmg Res. 0 Eng Res 5 Rad Res IMN
Perception 3 Tags: Detection, Unarmed, Sneak
Endurance 2 Always Drops: Mole Rat Meat
Charisma 1 30% chance to drop: Mole Rate Teeth
Intelligence 3 Burrow Speed of 30ft
Agility 4
Luck 1
Special Traits:
Molerat Disease: Cause maolerat disease on hit, triggers disease check if above 25%
Family Plan: Gain +1 to hit, +1 damage for every Mole Rate within 10ft
Level Up: Normal
Classification: Beast
Mutant hound
Rad rabbit Gametitle-fo4fh.png
Rad-rat Gametitle-fo4nw.png
Radstag
Wolves (Far Harbor) Gametitle-fo4fh.png
Yao guai
Reptiles
Deathclaw
Base Level 22 Size Large Base HP 510 Base XP 35
Strength 14 Dmg Res. 20 Eng Res 250 Rad Res IMN
Perception 8 Tags: Detection, Throwing, Unarmed
Endurance 12 Always Drops: Deathclaw Steak
Charisma 2 10% chance to Drop: Deathclaw Claws
Intelligence 6
Agility 10
Luck 4
Special Traits: Takes double damage to torso. Swap Torso and Head Hit location numbers.
Big Toss: Can throw objects the size of cars up to 120ft dealing 6d6 bludgeoning damage.
Head Smash: Can use its head to attack. On Hit, does normal unarmed damage and Staggers the creature for 1 round.
Unbalanced: Gets -100 to Climb and Jump checks
Insta-Kill: The Deathclaw can grapple as a bonus action. If it does it can make a Claw Attack. If it hits and the target is under 25% health it instantly dies (Immune in Power Armor)
Heavy Melee: Increase Unarmed Attacks damage dice to a d12 and add an additional two dice when rolling damage.
Level Up: Master
Classification: Monster
Gatorclaw Gametitle-fo4nw.png
Amphibians
Gulper Gametitle-fo4fh.png
Birds
Raven
Rad chicken Gametitle-fo4fh.png
Watcher
Fish
Angler Gametitle-fo4fh.png
Dolphin whale
Fish (Fallout 4)
Arthropods
Bloatfly
Base Level 1 Size Small Base HP 10 Base XP 3
Strength 6 Dmg Res. 6 Eng Res 15 Rad Res IMN
Perception 8 Tags: Detection, Throwing, Sneak
Endurance 1 Always Drops: Bloatfly Meat
Charisma 1 Can fly up to 60ft
Intelligence 2
Agility 4
Luck 2
Special Traits: They throw their own larva as a ranged attack up to 120ft. They deal 1d8 acid damage. they deal an additional 1d4 damage for ever 30ft closer to their target.
Pack Travelers: It is rare that these creatures travel alone and usually travel with others of its kind or travels with Bloodbugs or Stingwings.
Level Up: Normal
Classification: Beast
Giant Ant
Base Level 20 Size Medium Base HP 78 Base XP 5
Strength 6 Dmg Res. 0 Eng Res 0 Rad Res 0
Perception 4 Tags: Athletics, Detection, Unarmed
Endurance 4 Always Drops: Ant Meat
Charisma 2
Intelligence 2
Agility 3
Luck 2
Special Traits: Resistant to bludgeoning, Weakness to piercing.
Frenzy: If their antenna is crippled they go into a frenzy and attack any creature in range.
Colony: They travel in packs of 3-6 at all times.
Level Up: Normal
Classification: Beast
Flying Ant Swarm
Base Level 30 Size Small Base HP 50 Base XP 5
Strength 3 Dmg Res. 0 Eng Res 0 Rad Res 0
Perception 2 Tags: Athletics, Detection, Unarmed
Endurance 3 Always Drops: Ant Meat x ants
Charisma 2 Fly speed of 30ft
Intelligence 2
Agility 7
Luck 2
Special Traits: Single shot Ranged weapons get -20 to hit
Flying Swarm: They travel as a group at all times. Their size increases by the number in the swarm. 4-6 is Medium, 7-9 is Large, 10+ Huge. Each flying ant has its own hit points and attacks.
Level Up: Normal
Classification: Beast
Giant Fire Ant
Base Level 22 Size Large Base HP 104 Base XP 15
Strength 6 Dmg Res. 0 Eng Res 500 Rad Res 0
Perception 8 Tags: Athletics, Detection, Unarmed
Endurance 4 Always Drops: Ant Meat
Charisma 4
Intelligence 3
Agility 3
Luck 2
Special Traits: Resistant to bludgeoning, Weakness to piercing.
Gastric Saliva: If you cripple the head it explodes in a 30ft radius dealing 2d10+50 fire damage.
Fire Spit: Can spit a line of fire up to 30ft or a cone up to 15ft dealing 4d6+Endurance damage. This is considered an unarmed skill check.
Level Up: Expert
Classification: Beast
Cave cricket Gametitle-fo4nw.png
Bloodworm Gametitle-fo4nw.png
Fog crawler Gametitle-fo4fh.png
Hermit crab Gametitle-fo4fh.png
Bloodbug
Mirelurk
Base Level 12 Size Medium Base HP 180 Base XP 19
Strength 8 Dmg Res. 12 Eng Res 75 Rad Res IMN
Perception 6 Tags: Detection, Unarmed, Sneak
Endurance 6 Always Drops: Mirelurk Meat
Charisma 2 30% chance to drop: Mirelurk Shell
Intelligence 4 Swim Speed of 30ft
Agility 4
Luck 2
Special Traits: Travels in groups of 3+
Shell Protection: While not attacking its shell protects all areas reducing all Non-Energy damage to 1. This has no effect if you can see under the shell such as being below it.
Trap Containment: When stepping on a trap such as a mine, it takes double damage and reduces the radius to just the creature.
Heavy Melee: Increase Unarmed die level to d12 and add an additional dice when rolling damage.
Level Up: Expert
Classification: Monster
Radroach
Base Level 1 Size Small Base HP 3 Base XP 5
Strength 4 Dmg Res. 0 Eng Res 0 Rad Res 0
Perception 4 Tags: Detection, Unarmed, Sneak
Endurance 1 Always Drops: Radroach Meat
Charisma 1 Wall Crawl: Can stick and walk on walls
Intelligence 2 Fly Speed of 25ft
Agility 4
Luck 1
Special Traits:
Family Plan: Gain +1 to hit, +1 damage for every Radroach within 10ft
Swarm: Their strength lies with their numbers; most likely to find 4-7 radroaches at a time.
Level Up: Normal
Classification: Beast
Radscorpion
Base Level 7 Size Medium Base HP 125 Base XP 11
Strength 7 Dmg Res. 8 Eng Res 25 Rad Res 0
Perception 9 Tags: Athletics, Detection, Unarmed
Endurance 6 Always Drops: Radscorpion Meat
Charisma 2 Underground Vision: Can see while Burrowed
Intelligence 4 Burrow Speed of 30ft
Agility 4
Luck 1
Special Traits: Makes 2 unarmed attacks, 1 stinger attack per round.
Stinger: This attack deals 3d6 poison damage. Can be targeted, if dealt 40 damage it falls off and cannot be used. Considered Right Leg.
Strong Unarmed: The dice for unarmed increases to d10 and increase the number of dice by one.
Level Up: Expert
Classification: Beast
Stingwing
Extraterrestrials
Alien
Robots
These creatures cannot gain the Glowing One ability unless otherwise stated.
Mr. Handy
Base Level 7 Size Medium Base HP 150 Base XP 12
Strength 9 Dmg Res. 10 Eng Res 0 Rad Res IMN
Perception 9 Tags: Detection, ENG Weapons, Unarmed
Endurance 6 Always Drops: Fuel x 2d10, Gear x 1d8
Charisma 5 Fly speed of 45ft, Can hover in place
Intelligence 9 30% Drop Mr. Handy Buzzsaw x 1d2
Agility 5
Luck 2
Special Traits: Vulnerable to Energy
Flamethrower: Can shoot fire in a 10ft cone dealing 2d6 fire damage. This can be sustatined using a bonus action and does not have to roll again to hit those it already it if they are still in the area.
Buzz Blades: Very Fast speed dealing 1d4+1 slashing damage
Last Resort: When it falls below 20% health, on its turn it charges at the nearsest group of enemies within its range and explodes dealing 6d10+15 fire damage.
Level Up: Expert
Classification: Robot
Protectron
Base Level 5 Size Medium Base HP 100 Base XP 9
Strength 9 Dmg Res. 13 Eng Res 0 Rad Res IMN
Perception 9 Tags: Detection, ENG Weapons, Unarmed
Endurance 6 Always Drops: F.Cell x 4d4, Screw x 1d4
Charisma 5 Slow Moveing: Speed reduced by 20
Intelligence 5 30% Drop Mr. Circutry x 1d2
Agility 1
Luck 2
Special Traits: Vulnerable to Energy
Twin Lasers: Has two arms as lasers and can make two attacks with a Laser Rifle per turn. 3d10+5.
Sensor Array: Gains +30 to detection checks.
Level Up: Normal
Classification: Robot
Pet Pals
You can acquire a Pet Pal by taking the Pet Pal Perk. In doing so you can choose from the following pets to aid you in your travels. Pet Pals are spirtually connected to you and only die if they are dropped to 0 hit points and you are also killed. Once a pet pall is dropped to 0 hit points it falls unconcious until it recovers hit points. If the pet feels like it is being abused it will leave the character. (ex. sending it through all the traps). It takes no action to command your Pet Pal, but you can only command it on your turn and it can only perform one action during its turn.
Note: Pet Pals dont count against the Lone Wanderer Perk
Level Up
When you level up your pet pal levels up too, it is similar to how a normal non-humanoid creature levels up with the following adjustments. Additionally, a pet pal skill bonus cannot exceed three times their level. (ex. a 5th level creature can have a max bonus of 15 points in a skill). Each tier of creature has a cap to its max bonus skill points.
Hit Points: Like Normal Player Character
Special: Increase 1 at every 10 levels
Bonus Skill Max: 50, up to 80 at level 30
Skills: 1x their base Intelligence 3 Max per skill, 2x their base Intelligence and 5 Max per skill at level 30.
Attack Dog
Base Level 1 Size Small Base HP Follow PC Rules Base XP 0
Strength 4 Dmg Res. 0 Eng Res 0 Rad Res 0
Perception 14 Tags: Athletics, Detection,, Unarmed
Endurance 4
Charisma 4
Intelligence 9
Agility 14
Luck 4
Special Traits:
Grapple Bite: Unarmed Attack, Grapples on Hit. Depending on the area hit it reduces all checks that are affiliated with that part of the body by 10. If Torso is hit then the target is knocked prone. You gain a +5 to hit the target.
Search: When searching it can sense items that cant be physically seen.
Fetch: Grabs an item not being worn or carried that is smaller then itself that it can reach.
Level Up: Special
Classification: Beast
Cat Scratch
Base Level 1 Size Small Base HP Follow PC Rules Base XP 0
Strength 1 Dmg Res. 0 Eng Res 0 Rad Res 0
Perception 4 Tags: Charm, Sneak,, Unarmed
Endurance 3
Charisma 8
Intelligence 9
Agility 14
Luck 14
Special Traits:
Clinging Scratch: Unarmed Attack, Grapples on Hit. Depending on the area hit it reduces all checks that are affiliated with that part of the body by 5. If Head is hit then the target is knocked prone and drops anything in its hands.
Purrrfect Appeal: If it succeeds on a Charm against a humanoid, you gain a +5 when interacting with that creature..
Cat Nap: When taking a short rest you and your allies within 30ft of your pet pal gain additional hit points equal to its Charisma .
Level Up: Special
Classification: Beast
Pirate Parrot
Base Level 1 Size Small Base HP Follow PC Rules Base XP 0
Strength 4 Dmg Res. 0 Eng Res 0 Rad Res 0
Perception 14 Tags: Deception, Steal, Unarmed
Endurance 4 Fly speed of 30ft.
Charisma 4
Intelligence 9
Agility 14
Luck 4
Special Traits:
Sink Beak: Unarmed Attack, Grapples on Hit. Depending on the area hit it reduces all checks that are affiliated with that part of the body by 5. If arms are hit, instead of grappling it can steal the item held in that hand.
Mimic: Remembers all humanoid voices its heard and with a successful Deception check it can mimic it perfectly.
Squak!: While your pet pal is on your shoulder you gain a +10 to Detection vs creatures that are Sneaking.
Level Up: Special
Classification: Beast