Clown Transport. A Clown-o-Mobile holds 12 Small Clowns. So long as it still contains Clowns, it can use the Send in the Clowns action. If it uses this action while it contains 3 or fewer Small Clowns, it disgorges all remaining Clowns rather than rolling a d4.
Damage suffered by the Clown-o-Mobile also damages the Clowns inside. 1/4 of the total damage suffered by the Clown-o-Mobile (rounded down) is carried over to any new Small Clowns it disgorges. If the Clown-o-Mobile is destroyed, all Small Clowns inside it are killed as well.
Rearview Mirrors. A creature can never get advantage on an attack roll against a Clown-o-Mobile by flanking or being behind the Clown-o-Mobile.
Send in the Clowns (Recharge 4+). 1d4 Small Clowns exit the car, appearing within 5ft of the Clown-o-Mobile. These Clowns act on the Clown-o-Mobile's initiative.
Giant Springy Boxing Glove. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 15 (3d6 + 4) bludgeoning damage. A creature hit by this attack must succeed on a DC 15 Strength saving throw or be pushed back 10ft in a straight line.
Honk Horn. The Clown-o-Mobile honks its horn, playing a loud, annoying tune that goes on slightly too long.
Description
A Clown-o-Mobile is the primary vehicular support for the Clown forces. Part cavalry weapon and part troop transport, no one is sure how so many clowns can fit into its tiny frame, where the giant boxing gloves on springs are stored, or even how the thing locomotes (some say they are powered by pure hate and laughter) since there is no driver readily visible.
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