Wild Ride

The Wild Ride is a modified version of Conner's Choice. In addition to the features found in the original, the Wild Ride has a built in Ram.   The Ram has the following properties: HP: 100 AC: 20   As an Attack Action while the vehicle is in motion, the driver may charge at a creature. The target must make a DC 15 Dexterity Saving Throw. On a fail, the target and the ram takes 3D6 Bludgeoning Damage and the target (if size Large or smaller) will be knocked prone. The ram is considered a magical weapon. On a save, the creature and the ram take half damage and the creature is not knocked prone. In order to do this, the vehicle must move at least 10 feet before attempting this. In addition, regardless on the target creature failing the save or succeeding, the driver must make a Dexterity Check using the vehicle's Dexterity Modifier DC10. On a success, the driver and vehicle continue as normal. On a failed check the vehicle and all occupants fall prone and the vehicle comes to a dead stop.
Manufacturer
Owning Organization
Price
50,500 GP
Rarity
Very Rare
Width
7 Feet
Length
15 Feet
Height
8 Feet
Weight
500 Pounds
Speed
120 Feet / Turn (6 Seconds)
Complement / Crew
1
Cargo & Passenger Capacity
0

DnD 5e SRD Decent Into Avernus

Connor's Choice

Vehicle

Very Rare Transmutation

Creature Capacity: 1 Cargo Capacity: 100 lbs 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 Connor's Choice 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 Connor's Choice falls prone, it can't right itself and is incapacitated until pulled upright.     Stunt: On it's turn, the driver of Conner's Choice 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 Conner's Choice 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 it's next turn. If the check fails by 5 or more, the Connor's Choice and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.       ACTION STATION: Helm (requires 1 crew and grants half cover): Drive and steer the Connor's Choice.       REACTIONS: Juke: If the Connor's Choice is able to move, the driver can use it's Reaction to grant the Connor's Choice advantage on a Dexterity Saving Throw.

Cost: 30,000 GP
Weight: 500 lbs

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