Raider Captain Statblock ║ Fallout D&D
Raider Stat Block
Raiders

Medium Human (raider), Any Non-lawful Alignment


STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)

Armour
Class
15 (Studded Scrap Leather Armour)
Hit
Points
65 (10d8+20)
Speed 30 ft.
Challenge
Rating
2 (450 XP)

Saving Throws: Str +4, Dex +5, Wis +2 +2

Skills: Athletics +4, Deception +4

Senses: Passive Perception 10

Languages: Common


Traits
Lesser Weapons Licence: The Raider Captain can carry one melee weapon and one ranged weapon from the actions listed below.
Actions
Multiattack: The Raider Captain makes three melee attacks or two ranged attacks.
Rusty Blade: Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 3) piercing damage.
Baseball Bat: Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 3) bludgeoning damage.
Fire Handaxe: Melee Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 3) slashing damage.
10mm Pistol: Ranged Weapon Attack: +1 to hit, range 80/200 ft., one target.
Hit: 5 (1d8+2) piercing damage.
Pipe Pistol: Ranged Weapon Attack: +5 to hit, range 80/200 ft., one target.
Hit: 4 (1d6+2) piercing damage.
Pipe Rifle: Ranged Weapon Attack: +1 to hit, range 80/320 ft., one target.
Hit: 5 (1d6+3) piercing damage.
Reactions
Parry: The Raider Captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Bio
The Raider Captain is a figure of brutal authority in the fractured wasteland. They command through a blend of fear and opportunistic savagery. These individuals, hardened by their unforgiving environment, typically rise to positions of note by demonstrating a ruthless efficiency in acquiring resources and eliminating potential rivals. They are not necessarily the strongest or most physically imposing of Raiders, but rather possess a keen understanding of wasteland survival and the psychology of their volatile crews. They are often skilled scavengers, mechanics, or tacticians, adapting pre-war technology and wasteland ingenuity to their violent ends. Their leadership style varies, ranging from outright tyranny to a more manipulative approach, but always with an underlying threat of swift and merciless violence. A raider Captain's survival hinges on their ability to maintain control, ensuring their gangs remain a cohesive, if slighlty chaotic, force in the constant struggle for survival in the nuclear wastelands.