Feral Ghoul Statblock ║ Fallout D&D
Feral Ghoul Stat Block
Feral Ghoul Header

Medium Ghoul (Radiated), Chaotic Evil


STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)

Armour
Class
8
Hit
Points
22 (3d8 + 9)
Speed 20 ft.
Challenge
Rating
1/4 (50 XP)

Damage Immunities: Nectrotic, Radiant, Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Understands the languages it knew in life but can't speak it


Abilities
Irradiated Determination: If damage reduces the Feral Ghoul to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is from a critical hit or if the damage dealt is 3x greater than the Feral Ghoul's current health. On a success, the Feral Ghoul drops to 1 hit point instead.
Radiation Brain: The Feral Ghoul can perfectly recall any path it has traveled during its lifetime. Feral Ghouls may also occasionally remeber splintered aspects from their former human lives that make them either act on inmpulse or erratically.
Pack Tactics: The Feral Ghoul has advantage on an attack roll against a creature if at least one of the ghoul's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Bio
Feral ghouls are the horrifying result of extreme and prolonged radiation exposure. Once human, these creatures have devolved into mindless, aggressive beings driven by primal instinct. Their minds have decayed, leaving behind only a feral thirst for violence and a relentless pursuit of any living thing. Their irradiated bodies are incredibly resilient, granting them immunity to further radiation and poison. They are very hard to kill and extremely dangerous in high numbers.