Huge unknown, Any Alignment
AC 18 Reinforced Plates    Initiative −2 (8)
HP 300 (15d4)
Speed 60 ft., Decreases 15ft per warhorse killed.
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
Senses Passive Perception 10
Languages None
CR 30 (XP 155,000; PB +9)
Traits

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:

  • They are considered a single unit for control (collective HP: 80, but each horse is still a creature for targeting).

  • If one horse falls, speed is reduced by 15 ft. and maneuverability suffers.

  • They have advantage on saves against fear and are immune to being frightened while pulling the wagon.

 

Actions

Action Surge: Two Actions Per Turn

RAMMING SPEED!!: 

  • Melee Weapon Attack: +8 to hit, Reach 5 ft., One target.

  • Hit: 4d10 bludgeoning damage + 4d6 force.

  • 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

 

 

 

Bonus Actions

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)

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Actions:

Low CR creatures are instantly killed when hit by weapons/actions of this battlewagon.

Mythic Actions

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:

  • Spiked Roller Blades (1500 gp): Any creature that tries to board the wagon from the sides takes 2d6 slashing damage.

  • Iron Shutters (1800 gp): Can seal off all arrow slits and doors as an action. Wagon becomes airtight and immune to gas-based effects.

  • 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:

  • Driver (Essential): Controls the warhorses and maneuvers the wagon. Can use Dash or Dodge action with the wagon.

  • Engineer: Maintains siege weapons, performs emergency repairs (DC 15 Tinker’s Tools check to restore 10 HP per short rest).

  • Lookout/Spotter: Grants advantage on Perception checks and can warn of ambushes.

  • Gunner(s): Operate siege weapons. Up to 2.

  • Commander: Uses Tactical Orders (1/round): Allow a crew member or PC to make an attack, reload, or use Help as a bonus action.

  • Alchemist: Mixes battlefield concoctions to be used with alchemical mortar, provides 1 special shell per combat.

  • Wall-Scaling Hooks (250 gp): Deploys climbing spikes from the front to break through palisades or low barricades.

Mounted Siege Weapons Options:

  • Alchemist’s Fire Mortar(2,500 gp): Lobs alchemical shells (range 60 ft arc, 10 ft blast, 4d6 fire on hit, ignites terrain).

  • 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.

codyn1010

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