Large Construct, Any Alignment
Armor Class 18 Natural Armor
Hit Points 30 (5d10 + 3)
Speed 70 ft.
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Passive Perception 11
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Jump. If the Warbike moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.

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

Stunt. On its turn, the driver of the Warbike can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Warbike must move at least 10 feet in a straight line. If the driver succeeds on DC 10 Dexterity Check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Warbike and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.

Actions
Helm (Requires 1 Crew and Grants Half Cover). 
Drive and steer the Warbike.
 
Reactions

Juke. If the Warbike is able to move, the driver can use its reaction to grant the Devil's Ride advantage on a Dexterity Saving Throw.

 

Description

During the creation of this vehicle, the skilled artisans made an unintended error in the arcane formula, resulting in the unexpected awakening of sentience within the Warbike.

Previous Versions

Name Date Modified Views Adds Version Actions
11/4/2023 3:41:56 AM
7
1
1
Coming Soon
Grimblocke

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