Raider (5e Fallout Supplement)

Raider

Medium humanoid (any race), any non-lawful alignment


Armor Class 10 Energy; Melee, Explosive; 10 Ballistic; 13 (Raider Armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10
Languages Common
Challenge 1/4 (50 XP)


Rad Pool. The Raider has a rad pool of 15 points.

ACTIONS

Note: Raiders typically only have one weapon

Pipe .38 Pistol. Ranged Weapon Attack: +3 to hit, range 20/80 ft., one target. Hit: 3 (1d4 + 1) ballistic damage. Must be reloaded as an action after 13 shots.

Pipe .45 Revolver. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. Hit: 4 (1d6 + 1) ballistic damage. Must be reloaded as an action after 6 shots.

Pipe .308 Bolt-Action Pistol. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 5 (1d8 + 1) ballistic damage. Must be reloaded as an action after 6 shots.

Pipe .38 Rifle. Ranged Weapon Attack: +3 to hit, range 30/200 ft., one target. Hit: 3 (1d4 + 1) ballistic damage. Must be reloaded as an action after 20 shots.

Pipe .45 Revolver Rifle. Ranged Weapon Attack: +1 to hit, range 40/300 ft., one target. Hit: 4 (1d6 + 3) ballistic damage. Must be reloaded as an action after 6 shots.

Pipe .308 Bolt-Action Rifle. Ranged Weapon Attack: +3 to hit, range 50/400 ft., one target. Hit: 5 (1d8 + 1) ballistic damage. Must be reloaded as an action after 6 shots.

Pipe Shotgun. Ranged Weapon Attack: +3 to hit, range 10/20 ft., one target. Hit: 7 (1d12 + 1) ballistic damage. Must be reloaded as an action after each shot.

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


The typical wasteland ruffian, raiders survive by antagonizing smaller communities in hopes of extorting supplies. This stat block can be used to represent almost any low-tier humanoid who lives outside of an established community, including scavengers and hunters.

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