Wanamingo (5e Fallout Supplement)

Wanamingo

Large monstrosity, unaligned


Armor Class 17 All
Hit Points 142 (15d10 + 60)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 24 (+7) 18 (+4) 14 (+2) 12 (+1) 6 (-2)

Saving Throws Charisma +4
Damage Immunities Ballistic
Condition Immunities Blind
Senses passive Perception 11
Languages
Challenge 8 (3,900 XP)


Brave. Wanamingos have advantage on saving throws against being frightened.

Alien. Upon seeing a Wanamingo for the first time, a creature must succeed a DC 17 Intelligence or Charisma saving throw or become frightened for 1 minute. They may retry this saving throw at the end of each of their turns.

Rad Pool. Wanamingos have a rad pool of 160 rads.

ACTIONS

Multiattack. Wanamingos can made 3 attacks: one with its bite, and two with its tentacles.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 7) melee damage.

Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) melee damage.


Wanamingo_render.jpg
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