Armoured Vault Dweller Statblock ║ Fallout D&D
Vault Dweller Stat Block
Armoured Vault Dweller

Medium Human (Vault Tec.), Any lawful Alignment


STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
9 (-1)
CHA
10 (+0)

Armour
Class
16 (Vault Tec. Armour, Riot Shield)
Hit
Points
65 (10d8+20)
Speed 30 ft.
Challenge
Rating
2 (450 XP)

Skills: Athletics +4, Persuasion +2, Medicine +2

Senses: Passive Perception 12

Languages: Common


Traits
Limited Carry Space: The Armoured Vault Dweller can only carry one of the rifles listed below. The rifle cannot be used at the same time as the shield. If the riot shield is not being carried sthen you need to reduce -2 to the Armour Class rating listed above.
Actions
Multiattack: The Armoured Vault Dweller can make either three melee attacks with the dagger, or the Armoured Vault Dweller can make two ranged attacks - one with either rifle (See Limited Carry Space trait for details.) then the 10mm pistol. If carrying their shield, the Armoured Vault Dweller can make two ranged attacks with the 10mm pistol.
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.
Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4+3) bludgeoning damage.
Dagger: Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target.
Hit: 5 (1d4+3) bludgeoning damage.
10mm Pistol : Ranged Weapon Attack: +5 to hit, reach 80/200 ft., one target.
Hit: 5 (1d8) piercing damage.
Pump Shotgun: Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target.
Hit: 10 (4D4) piercing damage.
Hunting Rifle: Ranged Weapon Attack: +5 to hit, reach 120/400 ft., one target.
Hit: 11 (2D10) piercing damage.
Bio
"Fool me once, shame on you; fool me twice, shame on me." Following the attack, the Vault Dwellers learned that they were ill prepared for such a dangerous and often cruel world. Lots of good, honest Vault Dwellers got hurt. They made a promise, it won't happen again. The days of the Vault being sheltered are over. These Vault Dwellers are different. Driven by a newfound sense of urgency and a desperate need for protection, they formed a makeshift security detail, or militia, to safeguard themselves and their home. These Vault Dwellers push themselves through daily combat training and endurance courses. This militia quickly learned to rely on their ingenuity, resourcefulness and which end of the gun to point at dangerous intruders. The Vault also found that people living in the wastelands were more than happy to aid in their defences in exchange for living in a save, underground home in this post post apocalyptic hellscape.