Creature Capacity. 6 Medium creatures
Weight 4,500 lb.
Cargo Capacity 1 ton
Damage Threshold (10). You must exceed this threshold to damage it.
Mishap Threshold (20). If it receives more than this threshold of damage per attack, it suffers a mishap.
Exhaustion Threshold (30). If it receives more than this threshold of damage per attack, it suffers a point of exhaustion.
Run Down. Avanus can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 7 (2d6) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
Prone Deficiency. If Avanus rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Magic Weapons. Avanus' weapon attacks are magical.
A creature can use an action of the station it’s occupying. Once a creature uses a station’s action, that action can’t be used again until the start of that creature’s next turn. Only one creature can occupy each station.
A creature not occupying an Action Station is either in the Shotgun seat, a passenger seat or clinging to the outside of the vehicle. It can take actions as normal, but if clinging to the outside, they must use one hand to hang on.
Action Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Tormentor.
Harpoon Flinger (Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage.
Helm
Overdrive. As a bonus action, the driver can do one of the following:
Description
Avanus handles like a heavy van. Long ago, it may have had a more armored and aggressive loadout, but in it's current state, is only useful for hauling scrap and transporting creatures.
A creature that starts their turn standing on the top or clinging to the outside of the moving vehicle without proper foot/hand holds, will need to make a DC 16 Dexterity (Acrobatics) or Strength (Athletics) check or fall from the vehicle.
Creatures that finish a Long Rest in the vehicle while it is moving must succeed a DC11 Constitution saving throw or gain 1 point of Exhaustion. A creature that is Squeezing or resting in a Station other than Passenger or Shotgun makes the save with Disadvantage.
With the right materials, tools and proficiency, the van's stations could be upgraded in various ways.
A creature operating a Station generally uses the Stats of the van itself. For example, using an Action Station with a ranged weapon, it will add the DEX bonus of the van when rolling for damage, and also typically add a base score (usually +5) when rolling attacks.
Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Tormentor.
The helm of an infernal war machine is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate. An infernal war machine with no driver automatically fails Dexterity saving throws.
A driver proficient with land vehicles can add their proficiency bonus to ability checks and saving throws made using the infernal war machine’s ability scores.
Drive. While the infernal war machine’s engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle 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 infernal war machine’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 or it runs out of fuel.
Weapon Stations
Each of an infernal war machine’s weapons takes up a station on the vehicle.
One weapon can be replaced with another (see “Alternative Weapon Stations”), provided the crew requirement needed to operate the replacement weapon is the same.
Harpoon Flinger (Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +[5 + DEX] to hit, range 120 ft., one target. Hit: 11 (2d8 + DEX) piercing damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/17/2023 6:20:01 PM
|
16
|
3
|
1
|
Coming Soon
|
Comments