Large Construct (Fiend), Chaotic Evil
AC 13 Natural Armour    Initiative +3 (13)
HP 47 (5d12 + 8)
Speed 120 ft.
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
Skills Intimidation +4
Resistances Lightning, Piercing, Slashing
Senses Darkvision While head lights are lit.; Passive Perception 10
Languages Common telepathic with Driver
CR 10 (XP 5,900; PB +4)
Traits

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)

Actions

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 Actions

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.

Reactions

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.

Monster Tags: constructfiend

FehlEhwor

Comments

Posts Quoted:
Reply
Clear All Quotes