Gargantuan unknown
Armor Class 14 (13 while motionless)
Hit Points 100 (1d4)
Speed 100 ft.
STR
18 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Passive Perception 1
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Defenses. The vehicle has a damage threshold of 10, and a mishap threshold of 20.

Helm. While the vehicle’s engine is on, the driver can propel the vehicle up to its speed or bring it to a dead stop. While the vehicle is moving, the driver can steer it along any course. If the driver is incapacitated, leaves the helm, or does nothing to alter the vehicle's course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver's last turn until it hits an obstacle big enough to stop it.

A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the vehicle's ability scores.

Prone Deficiency. If the vehicle falls prone, it can't right itself and is incapacitated until pulled upright.

Actions
 
Bonus Actions

Bonus Actions. A creature driving the vehicle can use a bonus action to perform one of the following:

  • Start the vehicle’s engine or shut it off.
  • Cause the vehicle to take the Dash or Disengage action while the vehicle's engine is running.

Description

Cargo Capacity. 500 lbs
Creature Capacity. 12 Medium creatures.
Fuel. Motor-vehicles are powered by internal combustion engines fueled by gasoline. Each gallon of gasoline cost 5 sp and fuels the vehicle for 1 hour. A van can store 20 gallons of gas.
Opportunity Attacks. Motor-vehicles movement provoke opportunity attacks as normal. When a vehicle provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn't have total cover and is within reach.
Mishaps. Roll on the Mishaps table when one of the following occurs to a vehicle while it's in motion:
  • The vehicle takes damage from a single source equal to or greater than its mishap threshold.
  • The vehicle fails an ability check (or its driver fails an ability check using the vehicle’s ability) by more than 5.
  • If a mishap has a repair DC, the mishap can be ended by making repairs to the vehicle (see "Repairs" below).
Mishaps
D20 Mishap
1 Engine Flare. Fire erupts from the engine and engulfs the vehicle. Any creature that starts its turn on or inside the vehicle takes 10 (3d6) fire damage until this mishap ends. Repair DC 15 (Dex)
2-4
Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and Dexterity saving throws until this mishap ends. 
Repair DC 15 (Str)
5-7
Popped Tire. The vehicle's speed decreases by 30 feet until this mishap ends.
Repair DC 15 (Str)
8-10
Weapon Malfunction. One of the vehicle's weapons (DM's choice) can't be used until this mishap ends. If the vehicle has no functioning weapons, no mishap occurs.
Repair DC 20 (Str)
11-13
Blinding Smoke. The helm station fills with smoke and is heavily obscured until this mishap ends. Any creature in the helm station is blinded by the smoke.
Repair DC 15 (Dex)
14-16
Shedding Armor. The vehicle's damage threshold is reduced by 10 until this mishap ends.
Repair DC 15 (Str)
17-19
Damaged Axle. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage.
Repair DC 20 (Dex)
20 Flip. The vehicle flips over, falls prone, and comes to a dead stop in an unoccupied space. Any unsecured creature holding on to the outside of the vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage.
Vehicular Exhaustion. Harsh conditions can cause a motor-vehicle to stop functioning properly until it eventually breaks down. Such wear and tear can be represented using exhaustion, as described in appendix A of the Player's Handbook, with these modifications:
  • When a vehicle reaches exhaustion level 6, its hit points drop to 0, and the vehicle breaks down.
  • The only way to remove the effects of exhaustion on a vehicle is to repair it.
Repairs. When a vehicle is damaged, suffers a mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. The creature making the repairs must meet the following criteria:
  • The creature can't operate the vehicle's helm or one of its weapon stations while making repairs.
  • The creature must be within reach of the damaged area in need of repair.
  • The creature must have the right tools for the job (smith's tools or tinker's tools, for example).
Before beginning repairs, a creature must decide whether the repairs are aimed at ending a mishap, removing a level of exhaustion, or restoring the damaged vehicle's hit points. Each option is discussed below.
  • End a Mishap. A creature can use its action to make an ability check based on the nature of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it's proficient with the tools used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can't be repaired.
  • Remove Exhaustion. If the sedan has one or more levels of exhaustion, a creature can spend 1 hour or more trying to reduce the vehicle's exhaustion level. The vehicle must be stationary, and the creature must have spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Intelligence check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle's exhaustion level decreases by 1. If the check fails, the vehicle's exhaustion level remains unchanged, though the repair can be attempted again using the same replacement parts.
  • Restore Hit Points. If the motorbike has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. If the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts.
Crashing. When a vehicle crashes into something that could reasonably damage it, such as an iron wall or another vehicle of its size or bigger, the vehicle comes to a sudden stop and takes 1d6 bludgeoning damage for every 10 feet it moved since its last turn (maximum 20d6). Whatever the vehicle struck takes the same amount of damage. If this damage is less than the vehicle’s damage threshold, the vehicle takes no damage from the crash.
Regardless of whether or not the vehicle takes damage, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking 1d6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save. Creatures secured by a seatbelt automatically succeed on this saving throw, and if the vehicle is equipped with airbags they deploy, giving creatures inside resistance to this damage but getting in the way of operating the vehicle.
Crashing Into Creatures. A vehicle can crash into a creature by entering its space. The creature can use its reaction to attempt to get out of the vehicle's way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals 1d6 bludgeoning damage to the creature for every 10 feet the vehicle moved since its last turn (maximum 20d6).
A vehicle that is at least two size categories bigger than the creature it crashed into can continue moving through that creature's space if the vehicle has any movement left. Otherwise, the vehicle comes to a sudden stop, and each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking 1d6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save. Creatures secured by a seatbelt automatically succeed on this saving throw, and if the vehicle is equipped with airbags they deploy, giving creatures inside resistance to this damage but getting in the way of operating the vehicle.
Falling. When a motor-vehicle goes over a cliff or otherwise falls, the vehicle and all creatures on or inside it take damage from the fall as normal (1d6 bludgeoning damage per 10 feet fallen, maximum 20d6) and land prone.
Eloadia

Comments

Posts Quoted:
Reply
Clear All Quotes