This page contains transcripts of the Fallout 76 Vault Dweller's Survival Guide, Bestiary section. Note that this page only includes the text from each description; for detailed information on the variant statistics, see the respective creature or robot pages. Some of the statistics listed in the guide are also outdated as of the gameplay overhaul with One Wasteland For All.
- 1 ENEMY ENCOUNTERS
- 1.1 ANGLERS
- 1.2 ASSAULTRONS
- 1.3 BEE SWARMS
- 1.4 BEHEMOTHS
- 1.5 BLOATFLIES
- 1.6 BLOODBUGS
- 1.7 CARGOBOTS
- 1.8 CAVE CRICKETS
- 1.9 DEATHCLAWS
- 1.10 EYEBOTS
- 1.11 FERAL GHOULS
- 1.12 FOG CRAWLERS
- 1.13 GLOWING ONES
- 1.14 GULPERS
- 1.15 HERMIT CRABS
- 1.16 HONEY BEASTS
- 1.17 LIBERATORS
- 1.18 MEGA SLOTHS
- 1.19 MIRELURKS
- 1.20 MIRELURK HUNTERS
- 1.21 MIRELURK KINGS
- 1.22 MIRELURK QUEENS
- 1.23 MIRELURK SPAWN
- 1.24 MOLE MINERS
- 1.25 MOLE RATS
- 1.26 MONGRELS
- 1.27 MR. HANDIES
- 1.28 MR. GUTSIES
- 1.29 MUTANT HOUNDS
- 1.30 PROTECTRONS
- 1.31 RAD ANTS
- 1.32 RAD ROACHES
- 1.33 RAD STAGS
- 1.34 RAD TOADS
- 1.35 RADRATS
- 1.36 RADSCORPIONS
- 1.37 ROBOBRAINS
- 1.38 SCORCHBEASTS
- 1.39 SCORCHBEAST QUEENS
- 1.40 THE SCORCHED
- 1.41 SENTRY BOTS
- 1.42 STINGWINGS
- 1.43 SUPER MUTANTS
- 1.44 TICKS
- 1.45 VERTIBOTS
- 1.46 WOLVES
- 1.47 YAO GUAIS
- 1.48 ASAM TURRETS
- 1.49 MACHINE-GUN TURRET MK SERIES
- 1.50 WALL-MOUNTED TURRETS
- 2 NONHOSTILE CRITTERS
- 3 CRYPTIDS
Appalachia has one of the most diverse ecosystems seen in a Fallout title to date. Step from one region to another and you'll deal with new creatures, new enemies, new climates, and new dangers. Even if you were to visit the same location twice, odds are you’d find new creatures, and some enemies are so rare that you may only see them once or twice during your entire journey.
How, then, are you supposed to know the best way to tackle enemies if you're not sure if you'll meet them more than once? We're so glad you asked.
THIS CHAPTER COVERS THE ANIMALS, ROBOTS, AND HUMANOID ENEMIES STREWN ABOUT APPALACHIA. AS YOU LEVEL UP, SO DO YOUR ENEMIES, INHERITING NEW STRENGTH AND OFTEN NEW LOOKS. DON'T WORRY. WE'VE COVERED ALL OF THOSE TOO. READ ON TO LEARN ABOUT EVERY ENEMY TYPE YOU CAN EXPECT TO FIND, ALONG WITH THEIR DIFFERENT FORMS THAT YOU'LL SEE AS YOU LEVEL UP.
Anglers aren't fast, per se, but their stride allows them to glide over terrain with little resistance. They fight exclusively with melee, but their resistances and aggressive natures make them hard to kill.
Assaultrons are highly aggressive attackers that will pursue their targets until they've blended them into people juice. Aside from trying to grind their victims up with their claw hands, some Assaultrons also fire lasers from their hands, and some even have the ability to cloak themselves, making them almost invisible. They are also capable of firing a massive, powerful laser, which they charge as they attack you. If their heads look like they're completely engulfed in flames, duck and take cover. They are about to fire their super-laser and you don't want to be anywhere near it when it goes off.
Overwhelmingly big and powerful, Behemoths are never to be taken lightly. As melee-based enemies, their long legs and arms help them close gaps quicker than most enemies. If it's anywhere near you, run fast and hard. It primarily attacks by slamming its mace down in front of it, but if you approach its side, it will stomp on the ground, damaging anything near it. Get far enough away and it will throw projectiles at you. Nowhere is safe when a Behemoth is around, so get as far away as possible.
All the irritation of an actual fly, but with the added bonuses of being giant and shooting stingers. Bloatflies aren't hard to kill, but they sure can be hard to see and hit. They don't deal a lot of damage, nor can they take a lot. If you want to end the fight quickly, just activate V.A.T.S. and zap 'em.
Bloodbugs scratch, sting, and bite, but what does it all really mean? They don't deal a lot of damage and they are killed by very little damage in return. Sometimes you meet a creature that's trying its little heart out for little gain and you have to ask yourself, "Why?" Hit it with a bat and end this existential crisis.
Typically found in the Mire, Cave Crickets are more creepy than they are dangerous. Can their melee attacks hurt you? Of course! But it's damage you can take without breaking a sweat. Just be warned: They have high Damage Resistance, which makes it nearly impossible to kill them quickly without an energy weapon in hand.
As scary as they are powerful, Deathclaws are the kings of beasts across the whole of Appalachia. If you see one, avoid it unless you have specific reason to kill one. They are fast and their claws will make you regret even facing them in the first place. Try to keep an obstacle between you and it, or climb on top of something it can't climb.
Feral Ghouls are highly aggressive, persistent, and some of the fastest creatures in Appalachia. Once they decide to attack you, they'll chase you down no matter where you go. Their attacks only involve them swatting you with their hands, but don't take them lightly. They typically attack in groups; if you're not careful, they'll surround you and turn you into a bloody mess. To deal with them, your best bet is to give them the same aggression they showed you. Pull out your most powerful weapon and take them out as they approach. The only other option is to get on top of something they can't climb and pick them off from there.
Fog Crawlers are very slow melee-focused enemies with high resistances. You'll have a hard time killing them with weaker weapons, but you can easily avoid them by sprinting. If they appear in groups with other monsters, you might be in for some trouble. But on their own they pose little threat to anything but your patience.
Gulpers aren't the brightest bulbs of the bunch, but they are slippery little devils. They'll chase you down and give you a quick nibble from their tiny, sharp teeth. Even if you're sprinting, they'll catch up with you. You best bet is to either get on top of something they can't climb, or take them down directly. Run and they'll get you—always remember that.
Hermit Crabs are gigantic, van-wearing crustaceans with Rad-infected claws and resistance to just about anything under the sun. They are hard to outrun, but they have a hard time getting through tight spaces—use those to your advantage. If you want to have any hope of killing them, you must target their bodies and not the car attached to their backs; shooting that will yield no results.
They don't have many attacks, but they hit hard and are insanely persistent. Find a space they can't climb through, like a house or a van, and attack from there. Taking them on directly will cost you a lot more than it's worth.
Honey Beasts are slow, but they are resilient. They aren't particularly deadly, but you definitely don't want them anywhere near you. When they are close to enemies, they release Bee Swarms from the hive on their backs. It can be really easy to get locked in a cycle of trying to kill Bee Swarms, rather than taking the Honey Beast on directly. Attack and kill them at a distance and they'll never get the chance to let a Bee Swarm free.
Liberators aren't particularly strong on their own, but their agility, small size, and numbers often make them a fearsome enemy. You'll have to avoid laser and melee attacks, so don't be afraid to hop behind cover if things start getting hot. Use V.A.T.S. to cut their numbers down quickly. The fewer of them there are, the less damage potential they possess.
Mega Sloths might look intimidating at first glance, but they are very surmountable. They aren't fast, but you allow them to get in close, they'll swipe at you with their giant claws or shake poison spores from their backs, dealing poison damage over time. If you keep your distance, they'll pelt you with rocks. Keep your distance and strafe to avoid getting pelted by the rocks. If it can't hit you, it can't hurt you. Pull out a powerful gun and give it hell.
Mirelurks primarily follow the same rules of engagement: shoot their bodies, not the shell on their backs. Don't try to circle them (they are actually quite fast and can easily keep up with their foe) and keep your distance. If you can follow these rules, you'll have little trouble with these pesky sea spiders.
Hunters don't have the same back protection that normal Mirelurks have. Instead they rely on spitting projectiles and speed to take down their foes. Keep your distance and circle them while shooting to make quick work of any Hunters you meet.
Extremely resistant to energy weapons, Mirelurk Kings can be a real bear to take down. They aren't particularly fast, and unlike their smaller offspring, they can't keep up with an enemy that is circle-strafing them. They shoot projectiles and can turn invisible, reappearing only when they are ready to strike your blind side. They can take a whole lot of effort and focus to defeat, but they can definitely be defeated.
Mirelurk Queens are giant and fast, and their poisonous spit is truly deadly. They are hard to avoid and hard to kill. Your best bet is to get as far away as possible and attack from a distance. Their spit can travel long distances and is fired in a volley, rather than one shot at a time. They also birth Mirelurk Spawn to help aid them in taking down their prey. Mirelurk Queens are truly dangerous; tread carefully.
Not intimidating on their own, Mirelurk Spawn are slow and easy to kill. They are only truly dangerous when spawned by a Mirelurk Queen; the combination of fighting both the Spawn and the Queen makes for one challenging fight.
These pests are so irritating you'll be praying for another bomb to drop in the off chance it removes them from the face of the planet. They may not be powerful, they may not have many attacks, but dang it they are persistent and like to attack in groups. They'll bury themselves underground, then pop up right next to you. They are also quite small, making them harder to hit than most enemies. If you see one, turn on V.A.T.S. and send it to the great molehill in the sky. You'll be doing us all a favor.
Mongrels are fodder enemies. They aren't fast, they don't hit hard, and they don't have much health. They attack very similarly to Mole Rats, but slower and without the ability to bury themselves. A few hits from anything is all it takes to take one down.
Mr. Handy can be hard to get away from, but it doesn't have enough health to truly be a threat. It mostly attacks with melee strikes, but it can also pull out a pretty mean flamethrower if you're out of its reach. If you see a Mr. Handy coming for you, don't run. Pull out any weapon and hit it a few times to send it to the scrapyard.
This is Mr. Handy's meaner, tankier cousin. There aren't many differences between Mr. Handy and Mr. Gutsy, aside from resistances, but be prepared to deal with Mr. Gutsy's much more robust arsenal. Each Gutsy can come with a variety of weapons, but they'll mostly rely on lasers and ballistic weapons to take you down.
Mutant Hounds are rarely seen away from the sides of their Super Mutant masters. They aren't terribly difficult to fight by themselves, but they do add a good bit of pressure to any Super Mutant encounter. They do little more than chase and bite, but they have decent resilience, which makes for a good distraction in the middle of a chaotic battle.
Protectrons aren't very threatening. Sure, they shoot lasers, but those lasers hardly do damage and they can't take much of a beating. Aim for their head dome and they'll drop like a busted toaster in a garbage can.
Rad Ants aren't particularly dangerous. They aren't very fast and their only attack strategy is to chase and bite. Even in large numbers, they are still very manageable. Just watch your toes and you'll be just fine.
Rad Roaches are hardly a threat. In fact, you're more likely to die from a heart attack when one of these things unexpectedly falls from the ceiling than you are to die from their attacks. Just listen for the telltale nasty bug noise they make to know when they're near; then stomp them back to the Stone Age.
Rad Stags are mostly nonhostile, but some of them will attack you with little warning (i.e., Erratic, Rabid, Devolved, and Glowing Rad Stags). They aren't very strong, nor are they fast, but they do have delicious meat that's worth pursuing them for.
Rad Toads look more like creatures from some dark, forgotten dimension than anything actually resembling a toad. Their attacks also match their terrifying appearance. Whipping you with their three tongues, biting you with their gnarled teeth, or leaving exploding egg mines all over the ground to make escape more dangerous, the Rad Toad is not a creature to ignore. Thankfully they are painfully slow, so get some distance and erase these abominations from your realm.
Radrats are pests more than actual threats. They aren't very fast and their only means of offense is biting with its two giant teeth. It's not a very dangerous enemy, but it can be a massive pain to land hits on. We suggest using V.A.T.S. the second you see this enemy to take it out swiftly.
Radscorpions are resilient and aggressive. They attack exclusively with melee attacks, but they are fast enough and hard enough to kill that they can reach you before you can kill them, unless you're packing some serious firepower. Their stinger hits you with a burst of Rads, while their pincers are quick and painful. Get somewhere high to avoid taking damage from this thing.
Robobrains are the army knife of killer robots. They attack with ballistic projectiles and electrical bursts, and they like to pepper the field with smoke bombs, making it significantly harder to track them. They keep their distance and don't move very fast, making cover easier to use and more beneficial to hide behind. They are very durable, but if you aim for the brain they are named for, you'll have them decommissioned in moments flat.
Scorchbeasts are devastating, flying death machines who never leave home without an entourage of Scorched to back them up. Their primary method of attack involves them shooting sonic beams of energy from their mouths while they hover in the air. They'll also fly overhead and dust the surrounding area with irradiated dust, which will fill up your Rads faster than you can sprout a new digit.
Once on the ground, Scorchbeasts become significantly easier to deal with. They'll still shoot sonic beams, but you'll have a much better idea of where they're headed. If you get in too close, it will swat you with a deadly melee attack. If it covers its face with its wings, run as far away as you can. Moments later the Scorchbeast will unleash a powerful explosion of energy around its body.
Scorchbeasts are no joke; never take them lightly (or one-on-one). If you don't have a team with you, stay away from fissure sites and duck and cover if you see one fly overhead. Finally, if you're in a flat area with little cover, avoid challenging them altogether. If you have no place to hide, you have no hope to win.
The queen of the Scorched and undisputed ruler of the skies, the Scorchbeast Queen is everything a Scorchbeast is and then some. On top of the standard Scorchbeast moves, the Queen attacks with its freezing gale winds. It will blanket the field with pockets of deep cold and can shoot out freezing bursts of cold toward anyone on the ground. Once on the ground, it will behave like the Scorchbeasts you know and love. Queens are powerful and nearly indestructible. Expect to do a lot of prepping and planning if you and your team hope to survive the encounter.
Scorched come in many flavors and are never seen outside of a group. They aren't hard to kill and are easily beaten with basic tactics: kill the melee enemies first, then take on the gun-toting Scorched from behind cover. The difficulty that comes with fighting Scorched is entirely based on what weapons they carry, how many of them there are, and what level each of them is.
These robots are walking arsenals of deadly weaponry. To make matters worse, they have high resistances and are relentless in their pursuit of their prey. Don't try to face one down if you like living. Use mines, get behind cover, and do NOT let one box you into a corner. Its miniguns will shred you in moments, as will its melee attacks.
If you manage to defeat one, loot it quickly and run like hell! After about 60 seconds the Sentry Bot's remains will detonate, creating a massive explosion where it used to stand.
Sting Wings don't have a lot of health, but they can be a real pain to kill. They tend to use stick-and-move tactics over a direct assault. Expect them to fly in, stab you with their stinger, then fly away before you can retaliate. You can try to practice your marksmanship skills to take them out, but we suggest immediately using V.A.T.S. to swiftly take them out.
Super Mutants are formidable foes—anyone who's played a past Fallout game knows that. They are battle-hardened soldiers that attack with every kind of implement of destruction. Deal with them as you would any soldier: take cover, avoid their attacks, and return attacks of your own. They are formidable in large groups and should never be underestimated.
Ticks are hoppy little bloodsuckers that are hard to shake. If they are able to attack you a handful of times, they'll swell with blood, which will cause them to slow down. Unfortunately they can use this blood as an irradiating projectile, which also has the consequence of shrinking them back to size, allowing them to attack at their normal speed.
There's little you can do to avoid Ticks, so it's best to just go on the offense and attack them before they can attack you.
Vertibots are typically found escorting Cargobots. They aren't terribly difficult to destroy if you have cover to hide behind; being in the open is a completely different story. They are resilient to ballistic attacks, so rely on Explosive and Energy damage to take them down quickly.
Wolves are simple creatures and aren't particularly dangerous. They tend to attack in packs and can whittle your health down little by little as they each attack from all sides. Their main method of attack is to charge up and bite, which you can easily avoid by staying on the move. Their Resistances are incredibly low, so taking them out is a breeze.
Yao Guai aren't combat experts, but that is of little importance when you consider how near-indestructible they are. Their main method of attack is to charge and swipe you with their claws until you die. They hit hard and are relentless, but if you can get an object between you and them (or get on top of something they can't climb, like a car) they can be pretty easy to manipulate.
Automated Surface to Air Missile Turrets (ASAM Turrets) aren't hostile unless you shoot them by mistake (or on purpose; we're not here to judge). They are usually seen in military camps and can be utilized to shoot down Scorchbeasts that are roaming the skies.
If you do agitate one, simply find cover, wait for it to fire a volley of missiles, then pop up and get a few rounds into it. Repeat this process until you dismantle it.
MACHINE-GUN TURRET MK SERIES
The Machine-Gun Turret MK I is rarely hostile to humans. In fact, these turrets are usually used to defend areas from hostile creature attacks. They can be endlessly repaired, provided you have the components to do so, and they can be a major help in situations that require you to hold down a position.
Wall-Mounted Turrets are like bees: one of them is painful but relatively harmless; get attacked by several at once, however, and you're be in a world of trouble. They are easily destroyed so long as you don't just stand in front of them soaking up damage while trying to dismantle them.
These sweet, innocent creatures mean no harm to anyone. They are a reminder that even at the end of the world, there are still creatures who only care for peace. They also taste delicious! Hunt 'em, gut 'em, and throw 'em on the grill! It's dog eat dog out here! Or maybe human eat cat is more appropriate... Either way, get out there and fetch you some delicious meat—except from the Cargobot. Don't eat that. That's a robot. You don't want that in your mouth.
Appalachia is no stranger to myths about strange and deadly creatures. Unfortunately, some of those myths are true. We list all the Cryptids in Appalachia here. These creatures are often elusive, particularly strange, and are almost certainly deadly. Keep a watchful eye out for them; Lord knows they'll be watching out for you.
FLATWOODS MONSTER ENCOUNTERS
This rather elusive, floating, alien-like creature is named after one of the first towns you'll visit on your adventures through Appalachia. If you stumble upon it in the wild, odds are it will disappear before you can even get a shot off.
Encounter it again and it will almost certainly challenge you to a fight. Regularly check the town it's named after and you might just surprise it instead of the other way around.
The Grafton Monster is a bulky, hulking white mass of power. It soaks up damage like a plant soaks up the sun and it can hit like a wrecking ball. Your first visit to Charleston will almost certainly put you face-to-face with one of these deadly beasts. Keep your distance at all costs if you want to make it out in one piece.
The Mothman is definitely one of the creepier enemies in the game, but it's surprisingly not that hard to fight. It has a lot of resistance and it teleports around the map, but it only has two attacks, both of which are easy to avoid.
Its primary attack comes while it flutters in the air. It will continuously fire out projectiles until it teleports again. To avoid these, just sidestep them. They are hard to see and fast, but sidestepping will avoid them entirely.
Its second attack is a large discharge of energy around its body. If you see it curl its wings around itself, back off and you'll be fine. The rest of the fight is simply dealing enough damage to defeat it.
Wendigos are fast, powerful, and terrifying. Their method of attack is to charge you relentlessly and swing their long, powerful claws at you. If you stay at a distance from one long enough, it will stick its hand in its mouth, then belt out an ear-shattering roar, which will damage you if you're anywhere near it.
The simplest strategy for taking out a Wendigo is to run, get some distance, then shoot. Staying still will work in the Wendigo's favor more than yours. Putting an object between you and the Wendigo, or climbing on top of something it can't climb, can turn the tides in your favor, but you'll have to constantly be prepared to avoid its roar.