INFERNAL WAR MACHINE:
DEVIL’S RIDE
Large vehicle (500 lb.)
Creature Capacity 1 Medium creature
A two-wheeled war machine that handles like a Cargo Capacity 100 lb.
motorcycle, with spiked wheels and a cowl shaped Armor Class 23 (19 while stationary).
vaguely like a grinning devil's visage, with horns for Hit Points 30 (damage threshold 5, mishap threshold 10)
handle bars. What the vehicle lacks in weapons, it makes Speed 120 ft.
up for with speed and maneuverability.
STR DEX CON INT WIS CHA
CREATURE CAPACITY 14 (+2) 18 (+4) 12 (+1) 0 0 0
Creature capacity describes how many creatures can ride
the infernal war machine comfortably. More creatures Damage Immunities fire, poison, psychic
can fit by squeezing or by clinging to the outside. Condition Immunities blinded, charmed, deafened, frightened,
paralysed, petrified, poisoned, stunned, unconscious
ABILITY SCORES
Strength determines size and weight, Dexterity Jump. If the Devil’s Ride moves at least 30 feet in a straight line, it
represents handling and maneuverability, Constitution can clear a distance of 60 feet when jumping over a chasm, ravine,
reflects durability and quality of construction. For each or other gap.
encounter, a vehicle may use the Dash action a number
Prone Deficiency. If the Devil’s Ride falls prone, it can’t right itself
of times equal to its Constitution modifier. Each
and is incapacitated until pulled upright.
additional Dash runs the risk of damaging the vehicle.
Stunt. On its turn, the driver can expend 10 feet of movement to
HIT POINTS 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
An infernal war machine’s hit points can be restored by
least 10 feet in a straight line. If the driver succeeds on a CD 10
making repairs. When an infernal war machine drops to Dexterity check using the bike’s Dexterity, the stunt is successful. If
0 hit points, it is damaged beyond repair. the check fails by 5 or more, the Devil’s Ride wipes out leaving it
DAMAGE THRESHOLD
and the driver prone.
Infernal war machines have bulk or armor that allows
them to shrug off minor hits. A vehicle with a damage Helm (Requires 1 Crew and grants ½ cover). Drive and steer.
threshold has immunity to all damage unless it takes
Harpoon Flinger (Requires 1 Crew and grants ½ cover).
damage equal or greater than its threshold. Any less is
Ammunition: 10 Harpoons. Ranged Weapon Attack: +5 to hit, range
considered superficial and doesn’t reduce hit points.
120 ft., one target. Hit: 2d8 piercing damage.
MISHAP THRESHOLD
In an infernal war machine takes damage from a single [Link] driver can use its reaction to grant the Devil’s Ride
source equal or greater than its mishap threshold, it advantage on a Dexterity saving throw.
must roll on the Mishaps table.
.
HELM
The helm is a chair with wheel, levers, pedals, and other
controls. A driver proficient with land vehicles can and
its proficiency bonus to ability checks and saving throws.
Drive. The driver can use an action to propel the
vehicle up to its speed or bring it to a dead stop. While
moving the driver can steer it along any course.
Bonus Action. The driver can do one of the following:
• Start the infernal war machine’s engine or shut it off.
• Take the Dash or Disengage action.
• Insert a soul coin or pour a flask of demon ichor into
the engine’s furnace.
FUEL
The magical furnace at the heart of a war machine is
fueled by soul coins or demon ichor. Soul coins power the
vehicle for 24-72 hours, 1 flask of demon ichor for 8.
When using soul coins, adding a flask of demon ichor
provides a speed boost of 30 feet for 1 minute. Using
demon ichor alone reduces maximum speed by 20 ft.
REPAIRS
A creature can attempt to make repairs to the vehicle
with the right tools, even while on the move.