Rolling Thunder. The Chariot of Mercury generates an electrical field that extends 20ft out, allowing it to move over magically generated rails of lightning. All creatures within that field that do not have a bracer of grounding equipped must make a DC 16 CON save or take 2d10 lightning damage.
If the Chariot has multiple carriages behind it, the creature repeats the save for each carriage that is within range, which can happen due to the movement of the Chariot.
This trait can be activated or deactivated as an action by a creature within the confines of the chariot.
Heavy Metal. The Chariot is quite heavy, made primarily of Iron and Copper, and takes time to get moving.
If it was stationary, on its first turn its speed is 30 ft, minus 5ft for every carriage attached to it up to a maximum of four carriages. It's speed doubles every turn, up to a maximum of 180 ft per round (roughly 20 mph).
The lightning spell may be cast into the engine portal to increase its speed by 30ft per round.
Multi-attack. Run down is always active and based on the chariots movement, but it may also use its steam blast twice when it takes the attack action.
Run Down. If a creature is within its path of travel, it must make a Dex save or take Bludgeoning damage.
The DC and Damage are determined by the speed of the train.
The DC is 8 + 1 for every 30ft of speed above 30, and the damage is 2d6 for every 30ft above 30 (max 6 for both DC and Damage modifiers.
Steam Blast. Ranged Weapon Attack: +12 to hit, range 60 ft., 1 target. Hit: 11 (3d12 + 7) [fire] damage.
Deafening Horn (Recharge 5-6). The Chariot may let out an incredible loud blast of a horn built into the main chariot. All creatures within 100ft must make a DC 18 DEX save or become deafened for 1 minute
Honk and Swerve. If a creature would be in its path, and they wish to avoid it, it may let out a loud horn blast and swerve at the cost of a third of its movement speed, giving the creature advantage on save to avoid it, using the Run Down attack to determine DC and Damage. This is calculated after the Chariot has lost half its movement to activate the reaction.
Creatures on the chariot that are not securely holding something must make a DC12 Dex save or fall prone.
Description
This sleek machination of curved metal and pipes is a sight to behold. It is capable of travelling at great speed over any terrain, as it generates rails of magical lightning via some secret engine made by the best Gnomish Artificers.
It is capable of towing several large carriages behind it, of a similar style to the Chariot itself, each capable of holding up to 10 medium creatures comfortably.
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