Devil's Ride

Large vehicle (500 lb.), Unaligned

Armor Class

23 (19 while motionless)

Hit Points

30

Speed

120 ft.

Damage Immunities

fire, poison, psychic

Condition Immunities

blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Challenge

Hit Points

30 (damage threshold 5, mishap threshold 10)

Jump

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.

Prone Deficiency

If the Devil's Ride falls prone, it can't right itself and is incapacitated until pulled upright.

Stunt

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.

Actions

Helm (Requires 1 Crew and Grants Half Cover)

Drive and steer the Devil's Ride.