it's proficient with the tools used to make repairs. If the
check succeeds, the vehicle regains 2d4 + 2 hit points. 1f
the check fails, the vehicle regains no hit points, but the
repair can be attempted again using the same replace-
ment parts.
CRASHING
When an infernal war machine crashes into something
that could reasonably damage it, such as an iron wall
or another vehicle of its size or bigger, the infernal war
machine comes to a sudden stop and takes ld6 blud-
geoning damage for every 10 feet it moved since its last
turn (maximum 20d6). Whatever the vehicle str uck
takes the same amount of damage. If this damage is less
than the infernal war machine's damage th reshold, the
ve hicle takes no damage from the crash.
Regardless of whether or not the infernal war ma-
chine takes damage, each creature on or inside the vehi-
cle when it crashes must make a DC 15 Strength saving
throw, taking ld6 bludgeoning damage for every 10 feet
the vehicle moved since its last turn (maximum 20d6),
or half as m uch damage on a successful save.
CRASHING INTO CREATURES
An infernal war machine can crash into a creature by
entedng its space. The creature can use its reaction to
attempt to get out of the vehicle's way, doing so and tak-
ing no damage with a successful DC 10 Dexterity saving
throw. If t he saving throw fails, the vehicle slams into
the creature and deals ld6 bludgeoning damage to the
c reature for every 10 feet the vehicle moved s ince its last
turn (maximum 20d6).
An infernal war machine that is at least two size
categories bigger than the creature it crashed into can
continue moving through that creature's space if the in-
fernal war machine has a ny movement left. Otherwise,
the vehicle comes to a sudden stop, and each creature
on or inside the infernal war machine when it crashes
must make a DC 15 Strength saving throw, taking ld6
bludgeoning damage for every 10 feet the vehicle moved
since its last turn (maximum 20d6), or half as much
damage on a successful save.
FALLING
When an infernal war machine goes over a cliff or oth-
e rwise falls, the vehicle and all creatures on or inside
it take damage from the fall as normal {ld6 bludgeon-
ing damage per 10 feet fallen, maximum 20d6) and
land prone.
FIENDISH VARIATIONS
Devils work tirelessly to create new and more powerful
engines of war to stem the demonic tides flowing out
of the Abyss. fn addition, infernal war machines can be
equipped with more unusual weapons and armor.
ALTERNATIVE WEAPON STATIONS
One weapon station can be s witched for another, but the
infernal war machine can't have more weapon stations
than it normally has. A handful of alternative weapon
stations are described in t his section.
ACIDIC BILE SPRAYER
This hose weapon is attached to demonic organs that
produce an acidic bile that dissolves flesh on contact.
Acidic Bile Sprayer (Requires 1 Crew and Grants Half Cover, Re-
charge 5-6). Acidic bile sprays from a nozzle in a 30-foot cone.
Each creature in the cone must make a DC 12 Dexterity saving
throw, taking 40 (9d8) acid damage on a failed save, or half as
much damage on a successful one. A creature reduced to 0 hit
points by this damage is dissolved, leaving behind any objects
it was carrying or wearing.
FLAMETHROWER
Although useless against demons, this weapon is great
against flammable creatures and objects.
Flamethrower (Requires 1 Crew and Grants Half Cover). Fire
shoots out of t he weapon's nozzle in a 60-foot line that is 5 feet
wide. Each creature in the line must make a DC 15 Dexterity
saving throw, taking 18 (4d8) fire damage on a failed save, o r
half as much damage on a successful one. The fire ignites any
flammable objects in the area that aren't being carried or worn.
INFERNAL SCREAMER
A writhing humanoid torso made of melting wax juts out
from this station, with a barbed hand crank between its
shoulder blades. The figure telepathically shrieks in ag-
ony when the c rank is turned.
Infernal Screamer (Requires 1 Crew and Grants Half Cover).
The screamer's operator ta rgets one creature it can see within
120 feet of the screamer. The target must make a DC 15 Wis-
dom saving throw, taking 26 (4dl2) psychic damage on a failed
save, or half as much damage on a successful o ne.
STYX SPRAYER
This flexible hose is connected to a tank that holds 30
gallons of water from the River Styx. Each use of the
weapon depletes 10 gallons of the water. Refilling the
tank requires access to the Styx.
Styx Sprayer (Requires 1 Crew and Grants Half Cover; 3 Uses).
Ranged Spell Attack: +5 to hit, range 30 ft., one creature. Hit:
The creature is struck by water from the River Styx and targeted
by a feeblemind spell (save DC 20). An already feebleminded
creature is immune to this effect, as is a creature adapted to
the River Styx. If the target fails its saving throw and the spell's
effect on it is not ended within 30 days, the effect becomes
permanent, whereupon the creature loses all its memories and
becomes a near-mindless shell of its former self. At t hat point ,
nothing short of divine intervention can undo the effect.
ARMOR UPGRADES
An infernal war machine can receive one armor up-
grade. Sample upgrades are described below.
CANIAN ARMOR
The infernal iron used to make the vehicle was mined
on Cania, the coldest layer of the Nine Hells. An infernal
war machine with Canian armor has an Armor Class
of 22 + its Dexterity modifier. While the vehicle is not
moving, attack rolls made against it have advantage. The
infernal war machine also has immunity to cold damage
in addition to its other damage immunities, and it's im-
mune to the effects of extreme cold.
APPENDIX BI INFERNAL WAR MACHINES
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