Infernal War Machines

Infernal war machines are vehicles built in the Nine Hells and fueled by the souls of the damned. Smaller war machines carry raiding parties or scouts. Larger, more menacing war machines can crush entire hordes of demons or deliver shock troops behind enemy lines.   Infernal war machines are made of infernal iron and bristle with spikes, blades, chains, and siege weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel.  

Creature & Cargo Capacity

Creature capacity describes how many creatures can ride the infernal war machine comfortably. More creatures can fit by squeezing or by clinging to the outside of the vehicle.   Cargo capacity specifies how much cargo the infernal war machine can carry.

Armor Class

An infernal war machine is typically made of infernal iron and has an Armor Class of 19 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage.

Ability Scores

An infernal war machine has the six ability scores and corresponding modifiers. Its size and weight determines its Strength. Dexterity represents its handling and maneuverability. A vehicle’s Constitution reflects its durability and quality of construction. Infernal war machines usually have a score of 0 in Intelligence, Wisdom, and Charisma.   If an infernal war machine has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.

Hit Points

An infernal war machine’s hit points can be restored by making repairs to the vehicle (see “Repairs”). When an infernal war machine drops to 0 hit points, it ceases to function and is damaged beyond repair, and any souls trapped in the vehicle’s furnace are released to the afterlife (see “Soul Fuel”).

Damage Threshold

Infernal war machines have bulk or armor that allows them to shrug off minor hits. A vehicle with a damage threshold has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold value, in which case it takes damage as normal. Any damage that fails to meet or exceed the vehicle’s damage threshold is considered superficial and doesn’t reduce the vehicle’s hit points.

Mishap Threshold

If an infernal war machine takes damage from a single source equal to or greater than its mishap threshold, it must roll on the Mishaps table (see "Mishaps").

Actions Stations and Crew

An infernal war machine doesn’t have actions of its own. It relies on crew to occupy stations and use their actions to operate the vehicle’s various functions. Any option that appears in the Action Stations section of an infernal war machine’s stat block requires an action to perform.  

Rules

Rules for infernal war machines are summarized below.

Magical Elements

An infernal war machine’s engine, furnace, and weapons are magical and become inoperable within an antimagic field. When the engine or furnace comes into contact with such an effect, the infernal war machine shuts down and can’t be restarted until both the engine and the furnace are free of the field.

Opportunity Attacks

Infernal war machines provoke opportunity attacks as normal. When an infernal war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn’t have total cover and is within reach.

Action Stations

A creature can use an action of the station it’s occupying. Once a creature uses a station’s action, that action can’t be used again until the start of that creature’s next turn. Only one creature can occupy each station.   A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal.  

Helm

The helm of an infernal war machine is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate. An infernal war machine with no driver automatically fails Dexterity saving throws.   A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the infernal war machine’s ability scores.   Drive. While the infernal war machine’s engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course.   If the driver is incapacitated, leaves the helm, or does nothing to alter the infernal war machine’s course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver’s last turn until it hits an obstacle big enough to stop it.   Bonus Actions. As a bonus action, the driver can do one of the following:
  • Start the infernal war machine’s engine or shut it off.
  • Cause the infernal war machine to take the Dash or Disengage action while the vehicle’s engine is running.

Weapon Stations

Each of an infernal war machine’s weapons takes up a station on the vehicle.   One weapon can be replaced with another (see “@Alter”), provided the crew requirement needed to operate the replacement weapon is the same.
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