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Tonks

Tonks x, x CR x 0 xp

  • Armor class x (x)
  • Hit points x (x)
  • Speed x
  • STRx (-5)
  • DEXx (-5)
  • CONx (-5)
  • INTx (-5)
  • WISx (-5)
  • CHAx (-5)

Save Throws:x

Skills:x

Damage Resistances:x

Damage Immunities:x

Condition Immunities:x

Senses:x

Languages:x

Challenge:CR x (0 xp)

Crew Positions: Driver, Gunner, 4 Medium Passengers. It takes 15ft of movement to enter a seat. Once in the seat, the crew may take crew actions. If they use an action to close the hatch to their seat, they gain the benefits of total cover, and are telepathically connected to all other seated crew.
The door to each position can be opened from the inside as an action or as a DC 30 Athletics check or destroyed with a Melee Attack as part of the tank that has 40HP.
For the purposes of Area of Effect attacks, the Driver, Gunner, and Passenger compartments all have total cover from each other.

Actions

Driver Actions. Drivers must be proficient in Land Vehicles or make a DC 20 Investigation check. The vehicle must have a qualified driver to start and function at all.
Once seated and buttoned up, the vehicle's senses become the Driver's senses. They are behind total cover, and cannot directly see anything outside the tank - instead relying on indirect viewing.
When the Driver uses their action to drive, they add the result of an Animal Handling check to the tank's normal movement. With a driver, the Tank may then take a Dash, Dodge, Ram, or Crew Help action, which grants advantage to all crew members.

Gunner Actions. Gunners must be proficient in Land Vehicles or make a DC 15 Investigation check. Once seated in the gunner's seat, they may take an action to Load or Fire one of the Tank's Main Weapons. Each of these weapons expends one of the Tank's Hit Die as ammunition.
Once loaded, the Gunner can use an action to fire the weapon. The Save DC or Attack roll is determined by the DM.

Loader Actions. Loaders must be Small sized or larger, and be proficient in Land Vehicles or make a DC 10 Investigation check. If they are within 5ft of the main weapon, they may use their action to Load.

Healing. The vehicle requires 24 hours to gain the benefit of a Short rest, and 7 days to gain the benefits of a Long Rest.
To repair the ship conventionally, anyone proficient in relevant Tools may spend 8 hours repairing the Vehicle, adding the result of a Survival check to the vehicles Temp HP.
Mending may be used to patch specific battle damage, but does not add HP.

Passenger Actions. While sealed in the compartment, Passengers have total cover but can indirectly see outside the tranport. If there are only 2 passengers or 4 small passengers, and they are proficient in Land Vehicles (or make a DC 15 INT check as an action), they may operate the tank's Side Weapons as if Gunners.

Battle Train

Battle Train Gargantuan Object, Loot Value 10,000, unaligned CR 10 5,900 xp

  • Armor class 20 (Natural)
  • Hit points 217 (15d20+60)
  • Speed 30 ft
  • STR20 (+5)
  • DEX10 (0)
  • CON18 (+4)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Save Throws:Add Driver PB during Dodge Action.

Damage Resistances:Non-Magical Physical, Necrotic
Damage Threshold: 15

Damage Immunities:Poison, Psychic

Condition Immunities:Not a Creature

Senses:Blindsight 60ft. (Blind beyond this radius), Psv Per 10, Carry 600lbs., Push 1,200lbs., Weight 10,200

Languages:Can only project master's voice.

Challenge:CR 10 (5,900 xp)


Crew Positions: Driver (DC 20), Gunner (DC 15), Loader (DC 10). It takes 15ft of movement to enter a position. Once in the seat, the crew may take crew actions.
While the gun is up and activated, the gunner is exposed.
While seated, the driver and loader have good cover, gaining +4 to their AC.

Main Weapon: Medium Cannon.
Note: The train is 10ft wide, but when the driver takes the Dash action, it's path becomes 20ft wide.

Actions

Relentless Locomotion. The Train cannot have its movement stopped by any non-magical means. Any creature in the train's path must make a STR Save vs the Driver's Animal Handling (DC 15 min). This requires no action other than movement, but each car that damages a Large creature reduces movement by 10ft.
On success, the creature is moved 5ft away from the train and takes half damage.
On failure, Large and Smaller creatures are knocked prone and take 58 (5d20) Bludgeoning damage from the engine and 42 (4d20) from each car.
Creatures Huge and larger force the train to take the Ram action and are damaged thusly.

Stopping the Train. To stop the train normally, the Driver must expend one of the train's Hit Dice, and succeed on an Animal Handling check, adding 1d20+3 to the roll. The DC to stop the train is its current movement speed.
Casting Dispel Magic on the engine forces the train and all in or on it to make a CON save vs the caster's Spell Save DC. On fail, the train immediately shuts off, and all creatures that failed their save are thrown forward a number of feet equal to the train's movement in the last round and take equivalent falling damage. When stopped in this way, the train cannot be restarted until it succeds a CON Save. Each attempt requires Mending or relevant tools check equal to the Caster's save DC.

Starting the Train. A qualified driver may start the train as an Action. Once started, the train will always use it's full movement speed to advance forward. If the train is on rails, it's speed is doubled.

Ram. As the Driver's Action, The Tank may ram any target within its movement. This attack cannot miss and deals an amount of Force damage equal to any amount of the ship's hit die as decided by the Driver. These die are consumed as if during a short rest and deal damage to both the target and the Tank. Both the Target and the Tank may make a CON save vs the Driver's Land Vehicles (WIS) skill check for half damage. Before rolling, the Driver may decide that both fail this save.

Train Car

Train Car Gargantuan Object, with Train, unaligned CR 4 1,100 xp

  • Armor class 15 (Natural)
  • Hit points 217 (10d20+60)
  • Speed 0 without train.
  • STR20 (+5)
  • DEX10 (0)
  • CON14 (+2)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Save Throws:Use +2 for all.

Damage Resistances:Non-Magical Physical, Necrotic
Damage Threshold: 10

Damage Immunities:Poison, Psychic

Condition Immunities:Not a Creature

Senses:Can carry 16 Medium or 32 Small creatures.

Languages:Can only project master's voice.

Challenge:CR 4 (1,100 xp)


Crew Positions: Brakeman (DC 10). The Brakeman can detatch the car as an action while it is not moving. If it is moving, it requires an Athletics check with a DC equal to half the train's movement speed. The car will continue moving forward at its current speed, losing 5ft per turn until it reaches 0ft.
The Brakeman can apply the brakes safely as an action, reducing the speed by 10ft per turn.
They may apply the Emergency Brakes as an action, causing the car to lose as much speed as their Athletics check. This may cause creatures on the cars to take falling damage.
They may lock the brakes as an action when it reaches 0ft of movement, setting the DC to move the car with an Athletics check.

Actions

To fire the Cannon:It takes two actions to fire this cannon. One to load, one to fire. A Gunner may Fire or Load the cannon as an action. Qualified Loaders may take the Load action.
The firing creature must select a shot, and roll a d20, adding their DEX to the roll. They may add their Proficiency if they are proficient in Land Vehicles or Firearms. This roll represents the Attack or relevant Save DC's for the following shot options:

Cannon Ball. Ranged Weapon Attack Roll, Range 600/2,400 ft.
Hit. 55 (10d10) Bludgeoning damage vs Large or greater target only.

Explosive Shot. Ranged Weapon Ability, Range 150ft.
All Creatures within a 15ft Diameter Sphere of the target area take 28 (8d6) Bludgeoning damage.
Creatures can make a DEX Save for half damage. Failure by 5 or more and they are pushed 5ft away from the point of impact and knocked prone. Failure by 10 or more and they are also stunned until the end of their next turn.

Chain Shot. Ranged Weapon Ability, Range 100ft.
All creatures within a 100ft line from the cannon take 44 (8d10) Bludgeoning damage. The chain stops once it has dealt all of its damage.
Creatures can make a DEX Save for half damage. Failure by 10 or more and they take double damage.

GrapeShot. Creatures within a 60ft cone take 52 (8d12) Piercing damage, or half with a successful DEX Save.