| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 10 | +0 | +0 |
| CON | 10 | +0 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 10 | +0 | +0 |
| CHA | 5 | −3 | −3 |
An unstoppable, horse-drawn engine of destruction worthy of the open battlefield — the Battlewagon. Designed to feel like a mobile fortress of war, capable of crushing enemies, housing crew, and shaking the battlefield with its presence.
Crewed Vechicle: Requires at least 1 driver. 7 Positions open for Gunner Defenders.
Troop Transport: Capacity for up to 10 medium creatures or equivalent cargo.
Heavy Armor: The Battlewagon provides half cover to anyone inside; three-quarters cover to anyone behind the outer plating. It is resistant to non-magical weapon damage unless targeting its wheels directly (AC 16, HP 50 each).
Warhorse drawn: Each horse is trained and bonded to the wagon. While attached:
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They are considered a single unit for control (collective HP: 80, but each horse is still a creature for targeting).
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If one horse falls, speed is reduced by 15 ft. and maneuverability suffers.
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They have advantage on saves against fear and are immune to being frightened while pulling the wagon.
Action Surge: Two Actions Per Turn
RAMMING SPEED!!:
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Melee Weapon Attack: +8 to hit, Reach 5 ft., One target.
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Hit: 4d10 bludgeoning damage + 4d6 force.
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Special: When charging 30+ ft in a straight line, creatures Large or smaller must make a DC 16 Strength save or be knocked prone or launched 10 ft aside (DM's choice). Structures take double damage.
Barrage Fire: If manned, up to four archers can fire swivel mounted ballistae.
- Each weapon fires two bolts
- +6 to hit, range 240ft, 3d10 piercing per bolt
Turn: The Wagon can take a bonus action to turn. Maximum turn rate is 90 degrees by final position.
Trample: Ride through enemies (DC 14 Dex save or take 2d10 bludgeoning, knocked prone)
Reaction Name. Enter the description for your action.
Legendary Actions:
Low CR creatures are instantly killed when hit by weapons/actions of this battlewagon.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Optional Upgrades
Players can invest gold or materials into upgrading their Battlewagon:
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Spiked Roller Blades (1500 gp): Any creature that tries to board the wagon from the sides takes 2d6 slashing damage.
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Iron Shutters (1800 gp): Can seal off all arrow slits and doors as an action. Wagon becomes airtight and immune to gas-based effects.
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Magitek Furnace (3,500 gp): Allows once-per-day activation of Steam Surge (wagon moves 120 ft this round, enemies within 10 ft make DC 17 Strength save or be thrown 15 ft away).
Roles & NPC Crew Options
Players can assign NPCs or hirelings to operate different parts of the wagon. Some examples:
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Driver (Essential): Controls the warhorses and maneuvers the wagon. Can use Dash or Dodge action with the wagon.
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Engineer: Maintains siege weapons, performs emergency repairs (DC 15 Tinker’s Tools check to restore 10 HP per short rest).
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Lookout/Spotter: Grants advantage on Perception checks and can warn of ambushes.
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Gunner(s): Operate siege weapons. Up to 2.
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Commander: Uses Tactical Orders (1/round): Allow a crew member or PC to make an attack, reload, or use Help as a bonus action.
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Alchemist: Mixes battlefield concoctions to be used with alchemical mortar, provides 1 special shell per combat.
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Wall-Scaling Hooks (250 gp): Deploys climbing spikes from the front to break through palisades or low barricades.
Mounted Siege Weapons Options:
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Alchemist’s Fire Mortar(2,500 gp): Lobs alchemical shells (range 60 ft arc, 10 ft blast, 4d6 fire on hit, ignites terrain).
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Thunderthrower Cannon (5,000 gp): 1/short rest, deafening blast cone (30 ft cone, DC 15 Con save or be deafened and knocked prone).
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.
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