Wondrous Item, artifact (requires attunement by a by a creature of chaotic good or chaotic evil alignment.)

Description: This isn't just any classic car. Baby is a black 1967 Chevrolet Impala Sport Sedan, remarkably well-maintained despite the wear and tear of countless battles. The trunk is deceptively large, often holding an arsenal far greater than it appears possible. The interior, though worn, is comfortable and surprisingly resilient to damage. The radio, permanently tuned to classic rock, often seems to play just the right song for the moment.


Properties:
* Size: Huge vehicle (car)
* Creature Capacity: 1 driver, 3 passengers comfortably. Can fit more in a pinch.
* Cargo Capacity: 1,000 lbs (effectively unlimited due to the trunk's magical properties)
* Armor Class: 17 (reinforced steel)
* Hit Points: 300
* Damage Immunities: Poison, Psychic
* Damage Resistances: Bludgeoning, Piercing, Slashing from nonmagical attacks
* Condition Immunities: Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Prone, Stunned, Unconscious
* Speed: 120 ft. (drive); can travel across any terrain with no penalty to speed, ignoring difficult terrain.

Drives Like a Dream: Baby automatically succeeds on any saving throw or ability check made to avoid hazards or maintain control while driving, as long as the attuned creature is at the wheel.
Trunk of Holding: The trunk of Baby functions as a bag of holding, with the following modifications: its capacity is effectively limitless, and items stored within it can be retrieved as a bonus action. Additionally, any mundane weapon or ammunition stored within the trunk for at least 1 minute is considered magical for the purpose of overcoming resistances and immunities.
Supernatural Resilience: Baby regains 1d10 hit points at the start of each of its turns, provided it has at least 1 hit point. If Baby is reduced to 0 hit points, it is rendered inoperable but not destroyed. It can be fully repaired by spending 100 gp and 8 hours of work, during which time a celestial or fiend (depending on the attuner's alignment) might appear to oversee the repairs, offering cryptic advice.
Always There: As an action, the attuned creature can summon Baby to an unoccupied space within 30 feet of them, provided Baby is on the same plane of existence. Baby appears exactly as it was when last left, including any passengers or cargo. This ability can be used once per long rest.
Anti-Demonic Wards: Baby is imbued with powerful wards against demonic influence. While within 30 feet of Baby, the attuned creature and up to three creatures of their choice gain advantage on saving throws against spells and abilities cast by fiends. Fiends within 30 feet of Baby have disadvantage on attack rolls and saving throws.
Sentient Loyalty: Baby is semi-sentient and fiercely loyal to its attuned master. If the attuned creature is in grave danger (as determined by the DM), Baby might instinctively maneuver to protect them, ramming into enemies, providing cover, or even creating a distraction. The DM determines the specific action Baby takes.


Curse (Optional - for a more "artifact" feel):
* Road Rager: While attuned to Baby, you gain a fierce, protective streak. If a creature attacks Baby or someone inside it, you must succeed on a DC 15 Wisdom saving throw or become enraged, gaining advantage on attack rolls against that creature until the end of your next turn. During this rage, you cannot willingly move more than 30 feet from Baby.
* Echoes of the Past: At the DM's discretion, Baby might sometimes "play" memories of past events or previous owners through its radio or interior, offering cryptic clues, warnings, or even visions relevant to the current adventure.

Notes: by a creature of chaotic good or chaotic evil alignment.

goddeese

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