| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +14 |
| DEX | 14 | +2 | +2 |
| CON | 19 | +4 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 13 | +1 | +9 |
| CHA | 6 | −2 | −2 |
Abyssal Will (Once Per Turn). If the chariot fails a saving throw, it can choose to succeed and take a number of d10 Radiant damage equal to the amount it failed the saving throw by.
Charge. If the chariot moves at least 30 feet straight toward a target and then hits it with a melee attack or forces the creature to fail a saving throw on the same turn, the target is knocked prone.
Siege Monster. The chariot deals double damage to objects and structures.
Multiattack. The Chariot makes two attacks: either Radiant Cleave or Slam in any combination.
Radiant Cleave. Dexterity Saving Throw: DC 19, each creature in a 20ft Cone. Failure: 24 (4d8 + 6) Radiant damage. Success: Half damage.
Slam. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Small Shock (Once per day). Dexterity Saving Throw: DC 19, each creature in a 45-ft radius Sphere centered on a point the Chariot can see within 1000 ft at the start of the Chariot's next turn. Failure: 308 (77d7) Lightning damage to each creature within the sphere. Success: Half damage.
Lightrush (Recharge 4 - 6). Dexterity Saving Throw: DC 19, each creature in a 1000-foot-long, 30-foot-wide Line. Failure: 52 (8d12) Bludgeoning and 22 (4d10) Radiant damage. Success: Half damage, and the creature is pushed to the nearest edge of the Line. Success or Failure: The Chariot takes 22 (4d10) Radiant damage, and moves to the closest unoccupied space to the opposite end of the Line.
Burnout. The Chariot takes 18 (4d8) Radiant damage, and at the start of it's next turn, until the end of that turn, whenever it deals Radiant damage it deals the maximum amount.
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