23 (19 while motionless)
30
120 ft.
fire, poison, psychic
blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
30 (damage threshold 5, mishap threshold 10)
If the Devil's Ride 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.
If the Devil's Ride falls prone, it can't right itself and is incapacitated until pulled upright.
On its turn, the driver of the Devil's Ride 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 Devil's Ride 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 its next turn. If the check fails by 5 or more, the Devil's Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.
Drive and steer the Devil's Ride.