Car
Car CR: 1
STR
22 +6
DEX
16 +3
CON
18 +4
INT
10 +0
WIS
6 -2
CHA
3 -4
Run Over - If the car moves from at least 10 feet away towards a person they must make a DC 14 dex save or be knocked prone to the nearest unoccupied space and take 4D6 bludgeoning. On a success nothing happens Hang On - The side or top of the armored car can be boarded with a bonus action. If the car begins moving the one who boards must make a DC 12 Con save or fall prone to the nearest unoccupied space and take 2D6 bludgeoning Explosion - If the armored car is destroyed by an attack that ignites the fuel tank (bullets, fire, explosives) the car will explode from its gas tank being ignited and anyone within 10ft of the car must make a DC 12 dex save or take 6d6 fire damage, or half of that on a success. If the car’s gas tank is not ignited when it is destroyed it can be at any time with a bullet, fire, or explosive to the same effect.
Part Damage
Door - A door can be broken open with a DC 14 Str Check or by sustaining 15 damage Tires - Any hits on a tire deal no damage to the car but do reduce its speed by 25 for every wheel. Destroying all four tires immobilizes the vehicle. Only attacks specifically targeting the wheels will effect movement, DC attacks will not effect speedRemove these ads. Join the Worldbuilders Guild
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