| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +9 |
| DEX | 10 | +0 | +0 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +5 |
| WIS | 11 | +0 | +0 |
| CHA | 9 | −1 | −1 |
Attachment. Christine will become attached to driver, possessively so. Driver with have to make Animal Handling check, DC (12) to calm Christine. Failure. Any passengers (not the driver) make a DC (10) Dex. check or are thrown from vehicle.
Fire Absorption. Whenever Christine is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt
DMG Resistance. Piercing, Slashing,
Immunities. Infernal, Fire, Poison, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.
Senses. Darkvison 120ft (when headlights lit)
Ramming. Melee Weapon Attack: +6 to hit, reach 15 ft., all target 10ft area. Hit: 12 (2d10 + 4) [bludgeoning] damage. If Christine travels >20ft, targets make Constitution saving throw DC (12) or takes the Prone condition.
Fiery High Beam. Ranged Weapon Attack: +8 to hit, range 10/120 ft., 5ft wide, straight line. Hit: 16 (4d6 + 6) [fire] damage. Con saving throw DC (15). Failure. (Blinded)
Bonus Action: Entice; Christine emits a cloud of pheromone laced exhaust fumes. Reach. 15ft, selected target. Constitution saving throw, DC (12), Failure Target becomes "Driver".
Driver. Driver is in command of Christine. Until Driver makes Constitution saving throw Driver's alignment changes to Christine's.
Possesive;
Every hour "Driver" is in command of Christine, "Driver" loses a piece of the soul.
Constitution Ability Point suffers -1 to total. Once Constitution reaches 0 "Driver" dies.
Driver's Constitution recovers +1 every hour no longer in command of Christine
Description
Christine, 1958 Plymouth, cherry red and possessed by the spirit of a daemon. Infernal vehicle always in search of a master serve and eventually consume.
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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