Infernal War Machines
Infernal war machines are vehicles built in the Nine Hells and fueled by the souls of the damned. Smaller war machines carry raiding parties or scouts. Larger, more menacing war machines can crush entire hordes of demons or deliver shock troops behind enemy lines.
Infernal war machines are made of infernal iron and bristle with spikes, blades, chains, and siege weapons. An infernal war machine's engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel.
These rules includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Stat Blocks
Stat blocks for four sample infernal war machines are presented in this appendix. An infernal war machine's statistics function like those for creatures, with the following additional considerations.
Creature and Cargo Capacity
Creature capacity describes how many creatures can ride the infernal war machine comfortably. More creatures can fit by squeezing or by clinging to the outside of the vehicle.
Cargo capacity specifies how much cargo the infernal war machine can carry.
Armor Class
An infernal war machine is typically made of infernal iron and has an Armor Class of 19 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage.
Ability Scores
An infernal war machine has the s ix ability scores and corresponding modifiers. Its size and weight determines its Strength. Dexterity represents its handling and maneuverability. A vehicle's Constitution reflects its durability and quality of construction. Infernal war machines usually have a score of 0 in Intelligence, Wisdom, and Charisma.
If an infernal war machine has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.
Hit Points
An infernal war machine's hit points can be restored by making repairs to the vehicle (see "Repairs"). When an infernal war machine drops to 0 hit points, it ceases to function and is damaged beyond repair, and any souls trapped in the vehicle's furnace are released to the afterlife (see "Soul Fuel").
Damage Threshold
Infernal war machines have bulk or armor that allows them to shrug off minor hits. A vehicle with a damage threshold has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold value, in which case it takes damage as normal. Any damage that fails to meet or exceed the vehicle's damage threshold is considered superficial and doesn't reduce the vehicle's hit points.
Mishap Threshold
If an infernal war machine takes damage from a single source equal to or greater than its mishap threshold, it must roll on the Mishaps table.
Actions Stations and Crew
An infernal war machine doesn't have actions of its own. It relies on crew to occupy stations and use their actions to operate the vehicle's various functions. Any option that appears in the Action Stations section of an infernal war machine’s stat block requires an action to perform.
Rules
Rules for infernal war machines are summarized below.
Magical Elements
An infernal war machine's engine, furnace, and weapons are magical and become in operable within an antimagic field. When the engine or furnace comes into contact with such an effect, the infernal war machine shuts down and can't be restarted until both the engine and the furnace are free of the field.
Opportunity Attacks
Infernal war machines provoke opportunity attacks as normal. When an infernal war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn't have total cover and is within reach.
Action Stations
A creature can use an action of the station it's occupying. Once a creature uses a station's action, that action can't be used again until the start of that creature's next turn. Only one creature can occupy each station.
A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal.
Helm
The helm of an infernal war machine is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate. An infernal war machine with no driver automatically fails Dexterity saving throws.
A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the infernal war machine's ability scores.
Drive. While the infernal war machine's engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course.
If the driver is incapacitated, leaves the helm, or does nothing to alter the infernal war machine's course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver's last turn until it hits an obstacle big enough to stop it.
Bonus Actions. As a bonus action, the driver can do one of the following:
Start the infernal war machine's engine or shut it off. Cause the infernal war machine to take the Dash or Disengage action while the vehicle's engine is running.
Insert a soul coin or pour a flask of demon ichor into the engine's furnace (see "Soul Fuel'" and "Demon Ichor Boost" below).
Weapon Stations
Each of an infernal war machine's weapons takes up a station on the vehicle.
One weapon can be replaced with another (see "AlternativeWeapon Stations"), provided the crew requirement needed to operate the replacement weapon is the same.
Soul Fuel
The engine at the heart of every infernal war machine has a furnace fueled by soul coins. Among the vehicle's helm controls is a narrow slot into which soul coins can be fed. Soul coins placed in this slot tumble into the furnace, which is two size categories smaller than the vehicle containing it.
An infernal war machine's furnace consumes a soul coin instantly, expending all the coin's remaining charges at once and destroying the coin in the process. The soul trapped in the coin becomes trapped in the furnace instead, powering the infernal war machine for a duration determined by how many charges the soul coin had when it was consumed: 1 charge, 24 hours; 2 charges, 48 hours; 3 charges, 72 hours. If it's still trapped in the furnace when this duration ends, the soul is destroyed. Not even divine intervention can restore a soul destroyed in this manner.
Regardless of its size, a furnace can hold any number of souls, their screams of anguish audible out to a range of 60 feet. Each new soul fed to the furnace adds more fuel to the vehicle, allowing it to run longer.
Demon Ichor Boost
Pouring a flask of demon ichor into an infernal war machine's furnace increases the vehicle's speed by 30 feet for 1 minute. While the vehicle's speed is increased in this way, roll a d20 at the s tart of each of the driver's turns. On a 1, the vehicle suffers the Furnace Rupture result on the Mishaps table.
Mishaps
Roll on the Mishaps table when one of the following occurs to an infernal war machine while it's in motion:
The infernal war machine takes damage from a single source equal to or greater than its mishap threshold.
The infernal war machine fails an ability check (or its driver fails an ability check using the vehicles ability) by more than 5.
If a mishap has a repair DC, the mishap can be ended by making repairs to the vehicle (see "Repairs" below).
d20 Mishap Repair DC
1 Engine Flare. Fire erupts from the engine and engulfs the vehicle. Any creature that starts its turn on or inside the vehicle takes 10 (3d6) fire damage until this mishap ends. 15 (Dex)
2-4 Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and Dexterity saving throws until this mishap ends. 15 (Str)
5-7 Furnace Rupture. The vehicle's speed decreases by 30 feet until this mishap ends. 15 (Str)
8-10 Weapon Malfunction. One of the vehicle's weapons (DM's choice) can't be used until this mishap ends. If the vehicle has no functioning weapons, no mishap occurs. 20 (Str)
11-13 Blinding Smoke. The helm station fills with smoke and is heavily obscured until this mishap ends. Any creature in the helm station is blinded by the smoke. 15 (Dex)
14-16 Shedding Armor. The vehicle's damage threshold is reduced by 10 until this mishap ends. 15 (Str)
17-19 Damaged Axle. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage. 20 (Dex)
20 Flip. The vehicle flips over, falls prone, and comes to a dead stop in an unoccupied space. Any unsecured creature holding on to the outside of the vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage. None
Vehicular Exhaustion
The harsh conditions of the Nine Hells can cause an infernal war machine to stop functioning properly, until it eventually breaks down. Such wear and tear can be represented using exhaustion, with these modifications:
When an infernal war machine reaches exhaustion level 6, its hit points drop to 0, and the vehicle breaks down.
The only way to remove the effects of exhaustion on an infernal war machine is to repair the vehicle.
Repairs
When an infernal war machine is damaged, suffers a mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. The creature making the repairs must meet the following criteria:
The creature can't operate the vehicle's helm or one of its weapon stations while making repairs.
The creature must be within reach of the damaged area in need of repair.
The creature must have the right tools for the job (smith's tools or tinker's tools, for example).
Before beginning repairs, a creature must decide whether the repairs are aimed at ending a mishap, removing a level of exhaustion, or restoring the damaged vehicle's hit points. Each option is discussed below.
End a Mishap
A creature can use its action to make an ability check based on the nature of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it's proficient with the tools used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can't be repaired.
Remove Exhaustion
If the infernal war machine has one or more levels of exhaustion, a creature can spend 1 hour or more trying to reduce the vehicle's exhaustion level. The vehicle must be stationary, and the creature must have spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Intelligence check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle's exhaustion level decreases by 1. If the check fails, the vehicle's exhaustion level remains unchanged, though the repair can be attempted again using the same replacement parts.
Restore Hit Points
If the infernal war machine has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4+2 hit points. If the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts.
Crashing
When an infernal war machine crashes into something that could reasonably damage it, such as an iron wall or another vehicle of its size or bigger, the infernal war machine comes to a sudden stop and takes 1d6 bludgeoning damage for every 10 feet it moved since its last turn (maximum 20d6). Whatever the vehicle struck takes the same amount of damage. If this damage is less than the infernal war machine's damage threshold, the vehicle takes no damage from the crash.
Regardless of whether or not the infernal war machine takes damage, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking 1d6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save.
Crashing into Creatures
An infernal war machine can crash into a creature by entering its space. The creature can use its reaction to attempt to get out of the vehicle's way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals 1d6 bludgeoning damage to the creature for every 10 feet the vehicle moved since its last turn (maximum 20d6).
An infernal war machine that is at least two size categories bigger than the creature it crashed into can continue moving through that creature's space if the infernal war machine has any movement left. Otherwise, the vehicle comes to a sudden stop, and each creature on or inside the infernal war machine when it crashes must make a DC 15 Strength saving throw, taking 1d6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save.
Falling
When an infernal war machine goes over a cliff or otherwise falls, the vehicle and all creatures on or inside it take damage from the fall as normal (1d6 bludgeoning damage per 10 feet fallen, maximum 20d6) and land prone.
Fiendish Variations
Devils work tirelessly to create new and more powerful engines of war to stem the demonic tides flowing out of the Abyss. In addition, infernal war machines can be equipped with more unusual weapons and armor.
Alternative Weapon Stations
One weapon station can be switched for another, but the infernal war machine can't have more weapon stations than it normally has. A handful of alternative weapon stations are described in this section.
Acidic Bile Sprayer
This hose weapon is attached to demonic organs that produce an acidic bile that dissolves flesh on contact.
Acidic Bile Sprayer (Requires 1 Crew and Grants Half Cover, Recharge 5-6). Acidic bile sprays from a nozzle in a 30-foot cone. Each creature in the cone must make a DC 12 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is dissolved, leaving behind any objects it was carrying or wearing.
Flamethrower
Although useless against demons, this weapon is great against flammable creatures and objects.
Flamethrower (Requires 1 Crew and Grants Half Cover). Fire shoots out of the weapon's nozzle in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) 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.
Infernal Screamer
A writhing humanoid torso made of melting wax juts out from this station, with a barbed hand crank between its shoulder blades. The figure telepathically shrieks in agony when the crank is turned.
Infernal Screamer (Requires 1 Crew and Grants Half Cover). The screamer's operator targets one creature it can see within 120 feet of the screamer. The target must make a DC 15 Wisdom saving throw, taking 26 (4d12) psychic damage on a failed save, or half as much damage on a successful one.
Styx Sprayer
This flexible hose is connected to a tank that holds 30 gallons of water from the River Styx. Each use of the weapon depletes 10 gallons of the water. Refilling the tank requires access to the Styx.
Styx Sprayer (Requires 1 Crew and Grants Half Cover; 3 Uses). Ranged Spell Attack: +5 to hit, range 30 ft., one creature. Hit: The creature is struck by water from the River Styx and targeted by a feeblemind spell (save DC 20). An already feebleminded creature is immune to this effect, as is a creature adapted to the River Styx. If the target fails its saving throw and the spell's effect on it is not ended within 30 days, the effect becomes permanent, whereupon the creature loses all its memories and becomes a near-mindless shell of its former self. At that point, nothing short of divine intervention can undo the effect.
Armor Upgrades
An infernal war machine can receive one armor upgrade. Sample upgrades are described below.
Canian Armor
The infernal iron used to make the vehicle was mined on Cania, the coldest layer of the Nine Hells. An infernal war machine with Canian armor has an Armor Class of 22 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage. The infernal war machine also has immunity to cold damage in addition to its other damage immunities, and it's immune to the effects of extreme cold.
Gilded Death Armor
Gold stolen or bartered from the archdevil Mammon plates the vehicle's exterior. This gold can't be removed without destroying the vehicle and turns to dust when the infernal war machine drops to 0 hit points. Gilded death armor grants the infernal war machine resistance to bludgeoning, piercing, and slashing damage.
Soul Spike Armor
The vehicle is covered with spikes inscribed with blasphemous symbols. Luminous, ghostly figures impaled on these spikes wail and reach out in agony.
If a creature that isn't a devil dies within 30 feet of the infernal war machine, its soul (if it has one) is torn from its body and joins the wailing throng impaled on the spikes. As long as its soul remains trapped, a creature can't be raised from the dead by any means. A trapped soul is freed if the vehicle is destroyed, if the spike anchoring it is the target of a remove curse spell or similar magic, or if the spike is destroyed. Each spike is a Small object with AC 19, 15 hit points, and resistance to all damage except radiant damage.
Magical Gadgets
Devils like to bedeck their infernal war machines with fiendish gadgets to bedevil foes. Such gadgets are usually activated from the helm station.
Necrotic Smoke Screen
The vehicle's driver can activate this magical 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. Any creature that enters the cloud for the first time on a turn or starts its turn there takes 21 (6d6) necrotic damage. A strong wind disperses the cloud. This device needs 24 hours to recharge before it can be used again.
Teleporter
The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to teleport to an unoccupied space that the driver can see up to 300 feet away from the vehicle's current position. All creatures and objects in contact with the vehicle are teleported along with it. This device needs 24 hours to recharge before it can be used again.
Chases on Avernus
Using the guidelines in chapter 8 of the Dungeon Master's Guide and the Avernus Chase Complications table, you can build a chase that incorporates hazards unique to Avernus. Use an infernal war machine's Constitution modifier to determine how many times it can Dash during a chase.
When a chase complication forces the vehicle to make an ability check, or the driver to make an ability check using the vehicle's ability, a mishap occurs if the check fails by 5 or more (see "Mishaps”).
Avernus Chase Complications
d20 Complication
1-2 You drive past a creature native to Avernus, and it chases after you. The DM chooses the creature.
3 A fire tornado, 300 feet high and 30 feet wide at its base, crosses your path. The vehicle avoids the tornado with a successful DC 15 Dexterity saving throw. Otherwise, the tornado envelops the vehicle, and each creature on or inside it that doesn't have total cover must make a DC 18 Dexterity saving throw, taking 99 (18d10) fire damage on a failed save, or half as much damage on a successful one.
4 A swirling cloud of dust envelops the vehicle. Any creature on or inside the vehicle that doesn't have total cover is blinded by the dust until the start of its next turn unless it's using some kind of protective eyewear.
5 Natural pillars of rock can grant cover as the vehicle swerves between them. The driver of the vehicle can make a DC 15 Dexterity check using the vehicle's Dexterity. On a success, the pillars provide three-quarters cover against attacks from other vehicles until the start of the driver's next turn.
6 Your vehicle drives into a herd of lemures, manes, or other fiends. The vehicle must make a DC 15 Strength or Dexterity check (driver's choice) to plow through the herd unimpeded. On a failed check, the herd counts as 30 feet of difficult terrain.
7 The vehicle drives off a 10-foot-high ledge and comes crashing down. Any unsecured creature on the outside of the vehicle must succeed on a DC 15 Dexterity saving throw or tumble off, taking normal damage from the fall and landing prone in an unoccupied space on the ground.
8 Uneven ground threatens to slow your vehicle's progress. The vehicle must make a DC 10 Dexterity check to navigate the area. On a failed check, the ground counts as 60 feet of difficult terrain.
9 Derelict infernal war machines dot the landscape, rusted beyond repair and half buried in the dust. If the vehicle uses Dash this turn, the driver must succeed on a DC 10 Dexterity check using the vehicle's Dexterity or crash into one of the derelict infernal war machines (see "Crashing").
10 Part of the ground gives way underneath the vehicle, causing it to roll over. The vehicle must succeed on a DC 10 Dexterity saving throw. On a success, the vehicle rolls into an upright position and can continuing moving. On a failure, the vehicle lands prone, either upside down or on its side, after coming to a dead stop. When the vehicle rolls, any unsecured creature holding on to the outside of it must succeed on a DC 20 Strength saving throw or tumble off, landing prone in an unoccupied space within 20 feet of the overturned vehicle.
11-20 No complication.
War Machines
Devil's Ride
A Devil's Ride is a two-wheeled infernal war machine that handles like a motorcycle. It has spiked wheels, a screaming engine, and a cowl shaped vaguely like a grinning devil's visage, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability.
Large vehicle (500 lb.)
Creature Capacity 1 Medium creature
Cargo Capacity 100 lb.
Armor Class 23 (19 while motionless)
Hit Points 30 (damage threshold 5, mishap threshold 10)
Speed 120 ft.
Str 14 (+2) Dex 18 (+4) Con 12 (+1) Int 0 Wis 0 Cha 0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Jump. If the Devil's Ride 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.
Prone Deficiency. If the Devil's Ride falls prone, it can't right itself and is incapacitated until pulled upright.
Stunt. On its turn, the driver of the Devil's Ride can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Devil's Ride must move at least 10 feet in a straight line. If the driver succeeds on DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Devil's Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.
Action Stations
Helm (Requires 1 Crew and Grants Half Cover). Drive and steer the Devil's Ride.
Reactions
Juke. If the Devil's Ride is able to move, the driver can use its reaction to grant the Devil's Ride advantage on a Dexterity saving throw.
Tormentor
The Tormentor handles like a dune buggy and is designed for raiding and scouting. Bladed iron wheels drive the vehicle forward.
Huge vehicle (3,000 lb.)
Creature Capacity 4 Medium creatures
Cargo Capacity 500 lb.
Armor Class 21 (19 while motionless)
Hit Points 60 (damage threshold 10, mishap threshold 20)
Speed 100 ft.
Str 16 (+3) Dex 14 (+2) Con 14 (+2) Int 0 Wis 0 Cha 0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
Prone Deficiency. If the Tormentor rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Magic Weapons. The Tormentor's weapon attacks are magical.
Raking Scythes. When the Tormentor moves within 5 feet of a creature that isn't prone or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 (2d10+2) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a DC 13 Dexterity saving throw. A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw.
Action Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Tormentor.
Harpoon Flinger (Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d8+2) piercing damage.
Reactions
Juke. If the Tormentor is able to move, the driver can use its reaction to grant the Tormentor advantage on a Dexterity saving throw.
Scavenger
The Scavenger handles like a small bus and is used to sift through battlefield detritus for scrap metal and other materials worth salvaging. Attached to the back of the vehicle is a swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain.
Huge vehicle (9,000 lb.)
Creature Capacity 8 Medium creatures
Cargo Capacity 2 tons
Armor Class 20 (19 while motionless)
Hit Points 150 (damage threshold 10, mishap threshold 20)
Speed 100 ft.
Str 20 (+5) Dex 12 (+1) Con 20 (+5) Int 0 Wis 0 Cha 0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
Magic Weapons. The Scavenger's weapon attacks are magical.
Prone Deficiency. If the Scavenger rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Action Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Scavenger.
Grappling Claw (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends.
The grappling claw can grapple only one target at a time, and the claw's operator can use a bonus action to make the claw release whatever it’s holding.
2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8+1) piercing damage.
Demon Grinder
A Demon Grinder is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. Iron jaws are mounted on the front of the vehicle, which handles like a garbage truck.
Gargantuan vehicle (12,000 lb.)
Creature Capacity 8 Medium creatures
Cargo Capacity 1 ton
Armor Class 19
Hit Points 200 (damage threshold 10, mishap threshold 20)
Speed 100 ft.
Str 18 (+ 4) Dex 10 (+0) Con 18 (+4) Int 0 Wis 0 Cha 0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Demon Grinder can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
Magic Weapons. The Demon Grinder's weapon attacks are magical.
Prone Deficiency. If the Demon Grinder rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Action Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Demon Grinder.
Chomper (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6+4) 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 Demon Grinder. Any nonmagical items the target was holding or carrying are destroyed as well.
Wrecking Ball (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 40 (8d8+4) bludgeoning damage. Double the damage if the target is an object or a structure.
2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons per station. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage.