Creature Capacity and Crew. This vehicle fits 2 primary pilots, 3 secondary gunner pilots and 8 medium creature passengers.
Cargo Capacity. 420 lb without modifications or reduced crew seating.
Damage & Mishap Threshold. Damage threshold 5, mishap threshold 10.
Prone Deficiency. If the vehicle rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Primary Cockpits. The vehicle has two primary cockpits. The primary cockpits can hold 1 pilot each, and are used to pilot the vehicle on land and on water, respectively.
Secondary Cockpits. The 3 secondary cockpits can hold 1 pilot each and can wield any melee or ranged weapon, even if it possesses the two-handed property, so long as it has been specialized for vehicle attachment.
Cockpit. The vehicle has an interior space of size Large, 5 separate cockpits, and 8 additional passenger seats. If a cockpit is unoccupied, any creature of medium size or smaller can enter the cockpit by spending half their movement. Passengers receive three-quarters cover with the windows closed. While mounted inside any of the weapons systems cockpits, a creature has half cover from any external threats. The upper weapons (5th) cockpit is 20 ft. off the ground; melee combatants at ground level need at least a 20 ft. reach to directly engage with a creature inside this cockpit.
Pilotable. A creature mounted inside the primary cockpit of the vehicle can spend their action to attempt to gain control of the vehicle, provided they possess keys capable of doing so. A hostile creature must succeed on an Intelligence check with DC equal to 16 + the creator's Intelligence modifier to attempt to control the vehicle. On a success, the creature assumes control of the vehicle until either the creature dismounts or is incapacitated. The key-holding pilot of the vehicle takes control of it as soon as they enter the cockpit, without spending their action to do so. A creature controlling the vehicle from within the cockpit is referred to as its pilot. While in a primary cockpit, a pilot can not wield a shield or weapon while simultaneously controlling the vehicle.
Combat With Pilot. In combat, if the vehicle has a pilot it shares initiative count with the pilot and takes its turn at the same time as the pilot. The vehicle can take an action, bonus action, and reaction at the cost of its pilot's action, bonus action, and reaction, respectively. If the vehicle wields or carries an attachment which requires attunement, it gains the specified benefits of the item if the pilot has knowledge of the proper usage of the item. The vehicle can take one action, bonus action, and reaction per round of combat per pilot operating the vehicle. Even if its pilot changes during that round of combat, this only applies to TAV features.
Combat Without Pilot. In combat, if the vehicle does not have a pilot with a key, it does not share initiative count with its pilot and takes its full turn to shut off and lock all doors. The pilot can used keyed commands to order the vehicle to start the alarm, lock/unlock doors or open/close a door or window (bonus action required). If no command is given, the vehicle automatically idles and locks on its turn. If the vehicle carries an attachment which requires attunement, it gains the specified benefits of the item if the pilot has knowledge of the proper usage of the item.
Mendable. If the proper tools are used to repair (mending) the vehicle, it regains 2d8 hit points. If the vehicle has broken down/stalled within the last hour, the player can use their tools during a long rest to jury-rig it, provided they are within 5 ft. of it and they expend the necessary materials. The vehicle returns to life after 1 minute and may roll all of its hit dice, regaining that much health but does not regain any armor lost.
Jump (land & water only) If the vehicle moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.
Crushing Wheels. The vehicle can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 6 (2d6) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 6 (2d6) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
For each creature past the 3rd affected by this trait per turn, the pilot must roll a DC 13 Arcana saving throw or lose 1 point of vehicle damage threshold per failed save.
Fuel: The engine of this machine is fueled by diesel. Among the vehicle's cockpit controls is a button which opens a hatch into which fuel can be fed.
The vehicle consumes the fuel instantly, expending all the fuel containers' remaining charges (d100) at once and destroying the fuel in the process. This powers the machine for a duration determined by how many charges the fuel container had when it was consumed: 1 charge, 4 hours; 2 charges, 8 hours; 3 charges, 12 hours.
Attachment Slots: The vehicle has 7 attachment slots: Hood, Tires, Trunk, Right door weapon system, Left door weapon system and Sunroof weapon system.
Extra Attacks. The vehicle makes one attack for each active weapon systems cockpit.
Primary Weapon Systems Cockpit Attack:
(Requires pilot's action.) Flamethrower (Requires 1 Crew and Grants Half Cover). Fire shoots out of the weapon's nozzle in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 12 Dexterity saving throw, taking 16 (2d8) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being carried or worn.
Secondary Weapon Systems Cockpit Attack:
(Requires pilot's action.) 2 Harpoon guns (Each Station Requires 1 Crew and Grants Half Cover). Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage.
Chainsaw Zombie Shredder Bull-bar. (Requires pilot's bonus action.) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d12) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the vehicle. Any nonmetal items the target was holding or carrying are destroyed as well.
Key Fob. (Requires pilot's bonus action.) Use the vehicles keyed commands to lock/unlock doors or open/close a single door or window.
Smokescreen (3/Day). (Requires the pilot's bonus action.) The vehicle's driver can activate this attached device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1 minute. The area within it is heavily obscured. A strong wind disperses the cloud.
Shake Off. When a hostile creature attempts to mount the vehicle, the pilot can attempt to throw them off. Until the start of the vehicle's next turn, each creature that attempts to mount it must succeed on a DC 13 Dexterity saving throw or be thrown off the vehicle, taking 2d6 bludgeoning damage and being knocked prone. The vehicle imposes disadvantage on the save of the creature which triggered this reaction.
Description
Description
XL HUMVEE CUSTOM TAV MK 5
13 seats total with room for a suitcase in the trunk.
With 5 seats lowered, 8 seats and room for a queen mattress.
2 Drivers seats. The dash is devoid of steering wheel. 2 key slots on the dash, 1 green 1 blue.
The left driver seat green key makes the steering wheel pop out of the dash.
The right driver seat blue key makes the helm wheel pop out of the dash.
The central console has a red key that makes weapon systems pop out of the roof and sides.
Central console also hides a safe that can be opened with any of the 3 keys
5 Crew Positions (Pilot A, Pilot B, Gunner A, Gunner B, Gunner C)
Truck has 7 attachment points, Hood, Tires, Right door, Left door, Sunroof and Trunk.
Truck has 3 keys and 3 manuals, 1 red, 1 green, 1 blue. Manuals need to be read to utilize vehicle functionality If you spend 48 hours over a period of 6 days or fewer studying the book
Truck has AC of 16.and fuel capacity of 3d100. Different vehicle modes require different amounts of fuel. (Especially if multiple modes are deployed at once)
All passengers receive 3 quarters cover with the windows up due to rebar protection. Half cover with windows down/ weapon systems deployed. Gunner C on the roof always gets half cover.
Current Attachments:
Hood: Chainsaw Zombie Shredder Bullbar + Snorkel
Sunroof: Custom flamethrower attachment (needs stainless steel fuel hose, general repair)
Trunk: Smokescreen
Tires: Chain-Covered Runflat Tires
Left Door: Disabled Weapon Attachement
Right Door: Disabled Weapon Attachement
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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