Armor Class
18
Steel
Hit Points
50
(8d10 + 1)
Speed
120 ft.
STR
17
(+3)
DEX
20
(+5)
CON
17
(+3)
INT
3
(-4)
WIS
2
(-4)
CHA
3
(-4)
Saving Throws
DEX +7
Damage Vulnerabilities
Fire, Lightning
Damage Resistances
Bludgeoning, Piercing, Thunder, Ranged Attacks
Condition Immunities
Blinded, Charmed, Deafened, Frightened, Grappled, Invisible, Poisoned, Prone, Unconscious
Senses
Passive Perception 13
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Road Trash. If the car moves 20ft or more in a line, and then uses run over, it deals an extra 2d12 damage.
Actions
Headlamps. For 2 rounds after this action, any creature who starts their turn within 50ft of the car must succeed on a DC 17 Constitution saving throw or be blinded until the end of their next turn.
Run Over. Melee Weapon Attack: +7 to hit, reach 0 ft., # target. Hit: 20 (3d12 + 1) bludgeoning damage.
Reactions
Run Down. When the car is at 10 or less hit points, its speed is reduced to 0.
Comments