Huge Construct, Any Alignment
Armor Class 19
Hit Points 300 (30d10)
Speed 100 ft.
STR
18 (+4)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +6, CON +7
Skills Performance +2
Damage Immunities Fire, Poison, Psychic
Senses Passive Perception 5
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Damage Threshold: 10

Mishap Threshold: 20

Creature Capacity: 4 Medium creatures

Cargo Capacity: 500 lb.

Crushing Wheels. The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage. This trait can’t be used against a particular creature more than once each turn.

Prone Deficiency. If the Tormentor rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.

Magic Weapons. The Tormentor’s weapon attacks are magical.

Soul Spike Armor

The vehicle is covered with spikes inscribed with blasphemous symbols. Luminous, ghostly figures impaled on these spikes wail and reach out in agony.

If a creature that isn’t a devil dies within 30 feet of the infernal war machine, its soul (if it has one) is torn from its body and joins the wailing throng impaled on the spikes. As long as its soul remains trapped, a creature can’t be raised from the dead by any means. A trapped soul is freed if the vehicle is destroyed, if the spike anchoring it is the target of a remove curse spell or similar magic, or if the spike is destroyed. Each spike is a Small object with AC 19, 15 hit points, and resistance to all damage except radiant damage.

Actions

Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Camcar.

2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 40 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.

Explosive Catapult (Requires 1 Crew and Grants Half Cover). Ammunition: 10 Explosives. Ranged Weapon Attack: +5 to hit, range 60 ft., 5ft radius within range. Hit: 19(3d10+3) fire damage and 6(1d10) bludgeoning damage.

Spiked Ram (Controlled by Driver). When moving at least 15ft and when you're slamming into another vehicle you can cause the vehicle to make a DC 13 dexterity saving throw or cause it to turn over. Melee Attack: +6 to hit, one target. Hit: 10(2d6+1) piercing damage.

Reactions

Juke. If the Camcar is able to move, the driver can use its reaction to grant the Camcar advantage on a Dexterity saving throw.

CAMPHAYFEVER

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