Large Construct, Lawful Evil
Armor Class 18 Natural armour
Hit Points 20 (2d12 + 1)
Speed 60 ft.
STR
17 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws STR +5, CON +3
Senses Blindsight, Passive Perception 18
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

Action Name. Charge

Action Melee Attack. Melee Weapon Attack: +10 to hit, reach 30 ft. Hit: 1d20 + 2 [bludgeoning] damage.

Action Name. Bite

Action Melee Attack. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 1d20 + 1 [piercing] damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Living Carriage looks like a carriage, and hunts by standing still, then when someone gets into the carriage, it drives itself away and digests the person while it does so, as the interior is, of course, the stomach of the monster. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Urban

Sword248

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