Large Construct, Neutral
Armor Class 17 Natural
Hit Points 60 (10d6)
Speed 60 ft.
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Fire
Damage Immunities Psychic
Senses Passive Perception 1
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Heavy amour 

heavy armour can be equipped to increase the amour class by 2, but accelerate bonus action is removed 

Driver
Being seated provides additional protection to the driver, granting them partial cover, but the passenger is reliant entirely on their own armour class, as well as how they secure themselves in the vehicle. The passenger’s movement is limited, but in turn, they have more freedom with their actions and bonus actions to defend the vehicle and mess with the competition. 

capacity
The standard array accelerator can fit either two medium-sized creatures, one medium and two small creatures, or four small creatures. Beyond that, the driver loses their ability to Accelerate on their bonus action due to the excess weight.

Spiked armour

When subjected to a ram attack if spiked amour is equipped  the attacker is dealt 1d6 piercing damage per 20ft the attacker moved to a maximum of 20d6

 

 

Actions

Dash

move another segment,

 

Ramming 

+6 to hit, reach 5 ft., one target. (1d6 for every 10ft) bludgeoning damage. If the ram moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 14 Strength saving throw or move one section in the opposite direction

Swap

The passenger and driver can also swap places at the expense of an action

firing weapons or spells from the cockpit.

ACIDIC BILE SPRAYER

Acidic Bile Sprayer (Requires 1 crew) Acidic bile sprays from a nozzle in a 30-foot cone.

Each creature in the cone must make a DC 12 Dexterity saving throw, taking 4d8 acid damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is dissolved, leaving behind any objects it was carrying or wearing.

FLAMETHROWER

Flamethrower (Requires 1 Crew). Fire shoots out of the weapon's nozzle in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being carried or worn.

HARPOON LAUNCHER

+6 to hit, 2d6 piercing damage, this Harpoon launcher has only one large Harpoon when it fires, this harpoon has a 120 ft chord which it extends on. while the chord is tight, it can be broken with a DC 13 dexterity or strength check using a slashing weapon. On a hit, the target creature must make a Dex saving throw DC15. On a failed saving throw the harpoon becomes lodged inside of the target.

Heavy Crossbow

+6 to hit 1d10 piercing damage, 10 bolts provided 

Bonus Actions

Accelerate

move a third segment in one turn. The Accelerate bonus action is negated by additional weight on the car, such as heavy armour, a hindrance applied by an opponent, or an extra passenger and weapon 

Reel In

If the harpoon missed, the User may use a bonus action to reel it back in fully and regain the harpoon When a target is grappled by the harpoon launcher the user of the harpoon launcher may choose to reel them in with it, when they do this, if the target resists, the Target must make a Dexterity saving throw DC 15. On a failed save the target takes 2d6 piercing damage, gets dragged 60 feet closer to the user, and falls prone. On a successful save the target takes 2d6 piercing damage and the harpoon unlodges itself from their body.

 

Djcreed0

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