Lightning Bike
Large vehicle (500 lb)Creature Capacity 1 Medium creature
Cargo Capacity 100 lb
Cargo Capacity 100 lb
Armor Class 23 (19 while
motionless)
Hit points 30 (damage threshold 5, mishap threshold 10)
Speed 120 ft.
Str Dex Con Int Wis Cha
14 (-2) 18
(+4) 12 (+1) 0 0 0
Damage Immunities poison,
psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Jump. If the
Lightning Bike 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 Lightning Bike falls prone, it can’t right itself and is incapacitated
until pulled upright.
Stunt. On its turn,
the driver of the Lightning Bike 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 Lightning Bike must move at least 10 feet in a straight line. If
the driver succeeds on a 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 Lightning Bike and all creatures riding it immediately fall prone
as the bike wipes out and comes to a dead stop.
Action Stations
Driver’s Seat (Requires 1 Crew). Drive
and steer the Lightning Bike.
Reactions
Juke. If the
Lightning Bike is able to move, the driver can use its reaction to grant the
Lightning Bike advantage on a Dexterity saving throw.
Lightning Car
Huge vehicle (3,000 lb.)
Fuel Capacity 400 miles
Creature Capacity 4 Medium creatures
Cargo Capacity 500 lb.
Fuel Capacity 400 miles
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.
Hit points 60 (damage threshold 10, mishap threshold 20)
Speed 100 ft.
Str Dex Con Int Wis Cha
16 (+3) 14 (+2) 14 (+2) 0 0 0
Damage Immunities poison,
psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Lightning
Car 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 Lightning Car rolls over and falls prone, it can’t right itself and is
incapacitated until flipped upright.
Action Stations
Driver’s Seat (Requires 1 Crew and Grants
Three-Quarters Cover). Drive and steer the Lightning Car.
Reactions
Juke. If the Lightning
Car is able to move, the driver can use its reaction to grant the Lightning Car
advantage on a Dexterity saving throw.
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