Basic Vehicle. This vehicle requires a crew to move and use actions.
Crew 2. The crew of this vehicle is one humanoid and one beast capable of pulling vehicles. The speed of this vehicle is the speed of the creature pulling it.
Transport. Anyone not assigned to a crew slot may mount or dismount using 10 feet of movement. They may use other actions as normal. Anyone mounted benefits from partial cover if they are a medium creature or smaller.
Run them over. If a medium or smaller creature is in the movement path of this vehicle, they must make a DC 16 DEX save or take 3d6 bludgeoning damage and are knocked prone.
Forced March. You can force extra effort out of the hitched animal, allowing them to dash using a bonus action. This can be used a number of times per day equal to the driver's Charisma modifier. It can be used an additional number of times equal to the driver's proficiency if they are proficient with land vehicles.
Hard Turn. Making a DC 18 vehicle control check, the cart may turn up to 90 degrees and then move 5 feet.
Description
A sturdy well built cart.
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.
Comments