Scavenger
The Scavenger handles like a small bus and is used to sift through battlefield detritus for scrap metal and other materials worth salvaging. Attached to the back of the vehicle is a swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain.
Descent into Avernus
Scavenger
Huge vehicle (9,000 lbs),
Armor Class: 20 (19 while motionless)
Hit Points: 150 (danage threshold 10, mishap threshold 20)
Speed:
100 ft
STR
20 +5
DEX
12 +1
CON
20 +5
INT
0 -5
WIS
0 -5
CHA
0 -5
Damage Immunities: Fire, Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Crushing Wheels. The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can’t be used against a particular creature more than once each turn. Magic Weapons. The Scavenger’s weapon attacks are magical. Prone Deficiency. If the Scavenger rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.
Action Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Scavenger. Grappling Claw (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends. The grappling claw can grapple only one target at a time, and the claw’s operator can use a bonus action to make the claw release whatever it’s holding. 2x Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.Creature Capacity. 8 Medium creatures
Cargo Capacity. 2 tons
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