Large Construct, Unaligned
Armor Class 11 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 50 ft.
STR
18 (+4)
DEX
8 (-1)
CON
21 (+5)
INT
1 (-5)
WIS
5 (-3)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 7
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Animated Vehicle. The carriage can carry up to 6 Medium creatures inside of it, and up to 4 on top. If more than 2 creatures are inside or on top of the carriage, creatures in that location must squeeze to fit, and if more than 6 are inside the carriage they are too tightly cramped to fight or cast spells. Large creatures count as 4 toward this limit, while Small and Tiny creatures count as 1/2. Creatures inside the carriage have three-quarters cover against attacks and effects that originate outside the carriage, while creatures on top of it have half cover against effects originating below or distant from the carriage.

Antimagic Susceptibility. The carriage is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the carriage must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the carriage remains motionless, it is indistinguishable from a normal carriage.

Charge. If the carriage moves at least 20 feet straight toward a target and then hits it with slam attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeedon a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Trample. The carriage can enter a smaller creature’s space. The first time it enters a creature’s space on a turn, that creature must make a DC 14 Dexterity saving throw or take 5 (1d10) bludgeoning damage. If the saving throw fails by 5 or more, the creature is also knocked prone.

 

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (2d6 + 4) bludgeoning damage.

Description

Far more efficient than horses, an animated carriage can function for decades after its creation without any upkeep aside from cleaning and simple structural repairs. They come in a variety of designs and styles, from simple utilitarian versions to ornate noble coaches. They are tireless and can travel with enough speed to leave behind the majority of simple predators found in the dangerous wilds, making them excellent for carrying passengers and supplies long distances. They do not excel in open battle however, being too lightly armored and armed for it. Some special versions have been iron plated, festooned in spikes and sent careening into enemy lines to cause as much damage as possible, but there are better designs for that sort of thing. The most effective use of a simple animated carriage in a fight is to move fast and let the riders and passengers fight from within or atop it as needed to drive off whatever threat is coming. At the very least they are moderately bulky, just due to their size and heavy wooden frames. They can take some punishment before breaking apart.

Matteco

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