Huge Construct, Neutral
Armor Class 18 Plated armor
Hit Points 100 (20d10)
Speed 100 ft.
STR
16 (+3)
DEX
10 (+0)
CON
18 (+4)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Immunities Fire, Poison, Psychic
Senses Passive Perception 1
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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.

Actions

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.

 

Bonus Actions

Helm

Overdrive. As a bonus action, the driver can do one of the following:

  • Start the infernal war machine’s engine or shut it off.
  • Cause the infernal war machine to take the Dash or Disengage action while the vehicle’s engine is running.
  • Insert a soul coin into the engine’s furnace (see “Soul Fuel”).

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.

Shotgun (1 Crew, grants Half Cover). Sitting in the Shotgun seat exposes a creature, but gives them a better view without having to drive the vehicle.
Passenger (3 Medium creatures, up to 6 if Squeezing). Grants vision and Three-Quarters Cover from the front & back and Total Cover from the sides of the van. Passengers are blinded to the sides of the van. Two Small or Tiny creatures can occupy the same Passenger spot without Squeezing.
A passenger can crawl the the exterior of the van. A creature clinging to the outside of the van can use an action to pour demon ichor into the exterior intake of the infernal engine (see “Demon Ichor Boost”).

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
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3
1
Coming Soon
ImelinCain

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