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Infernal War Machines

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nfernal war machines are vehicles built in the Nine
Hells and fueled by the souls of the damned. Smaller Stat Blocks
war machines carry raiding parties or scouts. Larger, An infernal war machine’s statistics function like those for
more menacing war machines can crush entire creatures, with the following additional considerations.
hordes of demons or deliver shock troops behind
enemy lines. Creature and Cargo Capacity
Infernal war machines are made of infernal iron
and bristle with spikes, blades, chains, and siege weapons. Creature capacity describes how many creatures can ride the
An infernal war machine’s engine roars a bass, growling infernal war machine comfortably. More creatures can fit by
rumble with an undertone of agonized screams as its furnace squeezing or by clinging to the outside of the vehicle.
burns souls for fuel. Cargo capacity specifies how much cargo the infernal war
machine can carry.
Summary Armor Class
Infernal War Machines have a lot of rules, but only a few are An infernal war machine is typically made of infernal iron
critical to keep in mind: and has an Armor Class of 19 + its Dexterity modifier. While
Infernal War Machines are treated like normal creatures the vehicle is not moving, attack rolls made against it have
in most cases. advantage.
They can carry passengers, and those passengers can
occupy action stations to control elements like driving and Hit Points
weapons. An infernal war machine’s hit points can be restored by
They must accelerate to reach top speed and decelerate to making repairs to the vehicle (see “Repairs"). When an
stop. infernal war machine drops to 0 hit points, it ceases to
If damaged, they must be repaired instead of healed. function and is damaged beyond repair, and any souls
They use Soul Fuel as gas. trapped in the vehicle’s furnace are released to the afterlife
If they get damaged or driven too fast bad things can (see "Soul Fuel").
happen.

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Speed (Homebrew Rule)
Damage Threshold
Infernal war machines have bulk or armor that allows them Infernal war machines have three numbers for speed, which
to shrug off minor hits. A vehicle with a damage threshold represent their acceleration, cruising speed, and maximum
has immunity to all damage unless it takes an amount of speed. For example, the Demon Grinder's speed listing is
damage equal to or greater than its damage threshold value, 25/100/150, giving it an acceleration of 25, a cruising speed
in which case it takes damage as normal. Any damage that of 100, and a maximum speed of 150.
fails to meet or exceed the vehicle’s damage threshold is
considered superficial and doesn’t reduce the vehicle’s hit Acceleration (Homebrew Rule)
points. Acceleration is the amount of feet an infernal war machine
can increase or decrease it's speed by in a single round. For
Mishap Threshold example, a machine with an acceleration can move 25 feet in
If an infernal war machine takes damage from a single its first round of movement, increase to 50 feet its second
source equal to or greater than its mishap threshold, it must round, increase to 75 feet it's third round, decrease to 50 feet
roll on the Mishaps table. The DM has this table and will it's fourth round, etc.
delight in not showing it to you. An infernal machine will not move less than it's current
speed minus its acceleration number in a round, unless it hits
something. :)
Cruising Speed (Homebrew Rule)
Cruising speed is the maximum speed an infernal war
machine can safely move in a round. Any amount above this
speed will require a roll on the Vehicle Control table. Your
DM will very much enjoy keeping this table hidden from you,
but will let you know that war machines being helmed by
characters with dexterity bonuses will benefit from those
bonuses.
Maximum Speed (Homebrew Rule)
This is the fastest an infernal war machine can move without
special modifications.
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.
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.

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Soul Fuel
Rules The engine at the heart of every infernal war machine has a
Rules for infernal war machines are summarized below. furnace fueled by soul coins. Among the vehicle’s helm
controls is a narrow slot into which soul coins can be fed.
Magical Elements Soul coins placed in this slot tumble into the furnace, which
is two size categories smaller than the vehicle containing it.
An infernal war machine’s engine, furnace, and weapons are An infernal war machine’s furnace consumes a soul coin
magical and become inoperable within an antimagic field. instantly, expending all the coin’s remaining charges at once
When the engine or furnace comes into contact with such an and destroying the coin in the process. The soul trapped in
effect, the infernal war machine shuts down and can’t be the coin becomes trapped in the furnace instead, powering
restarted until both the engine and the furnace are free of the the infernal war machine for a duration determined by how
field. many charges the soul coin had when it was consumed: 1
charge, 24 hours; 2 charges, 48 hours; 3 charges, 72 hours. If
Opportunity Attacks it’s still trapped in the furnace when this duration ends, the
Infernal war machines provoke opportunity attacks as soul is destroyed. Not even divine intervention can restore a
normal. When an infernal war machine provokes an soul destroyed in this manner.
opportunity attack, the attacker can target the vehicle or any Regardless of its size, a furnace can hold any number of
creature riding on or inside it that doesn’t have total cover souls, their screams of anguish audible out to a range of 60
and is within reach. feet. Each new soul fed to the furnace adds more fuel to the
vehicle, allowing it to run longer.
Action Stations Demon Ichor Boost
A creature can use an action of the station it’s occupying. Pouring a flask of demon ichor into an infernal war machine’s
Once a creature uses a station’s action, that action can’t be furnace doubles its acceleration and increases the vehicle’s
used again until the start of that creature’s next turn. Only maximum speed by 50 feet for 1 minute. It's cruising speed
one creature can occupy each station. remains unchanged. While the vehicle’s speed is increased in
A creature not occupying an action station is either in a this way, roll a d20 at the start of each of the driver’s turns.
passenger seat or clinging to the outside of the vehicle. It can On a 1, the vehicle suffers the Furnace Rupture result on the
take actions as normal. Mishaps table.
Helm
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.
Insert a soul coin or pour a flask of demon ichor into the
engine’s furnace (see “Soul Fuel” and “Demon Ichor
Boost” below) .
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 “Alternative
Weapon Stations"), provided the crew requirement needed to
operate the replacement weapon is the same.

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Remove Exhaustion
Mishaps If the infernal war machine has one or more levels of
Roll on the Mishaps table when one of the following occurs to exhaustion, a creature can spend 1 hour or more trying to
an infernal war machine while it’s in motion: reduce the vehicle’s exhaustion level. The vehicle must be
stationary, and the creature must have spare parts to make
The infernal war machine takes damage from a single the necessary repairs. After 1 hour of repair work, the
source equal to or greater than its mishap threshold. creature makes a DC 15 Intelligence check, adding its
The infernal war machine fails an ability check (or its proficiency bonus to the check if it’s proficient with the tools
driver fails an ability check using the vehicle’s ability) by used to make repairs. If the check succeeds, the vehicle’s
more than 5. exhaustion level decreases by 1. If the check fails, the
vehicle’s exhaustion level remains unchanged, though the
If a mishap has a repair DC, the mishap can be ended by repair can be attempted again using the same replacement
making repairs to the vehicle (see “Repairs” below). parts.
Restore Hit Points
If the infernal war machine has taken damage but has at least
Mishap Table Omitted 1 hit point, a creature can spend 1 hour or more trying to
patch the hull and replace damaged parts. The vehicle must
Lol be stationary, and the creature must have the spare parts to
I guess you could Google it if you really want, make the necessary repairs. After 1 hour of repair work, the
but where's the fun in that? creature makes a DC 15 Dexterity check, adding its
proficiency bonus to the check if it’s proficient with the tools
used to make repairs.
If the check succeeds, the vehicle regains 2d4 + 2 hit
points. If the check fails, the vehicle regains no hit points, but
the repair can be attempted again using the same
Vehicular Exhaustion replacement parts.
The harsh conditions of the Nine Hells can cause an infernal Crashing
war machine to stop functioning properly, until it eventually When an infernal war machine crashes into something that
breaks down. Such wear and tear can be represented using could reasonably damage it, such as an iron wall or another
exhaustion with these modifications: vehicle of its size or bigger, the infernal war machine comes
When an infernal war machine reaches exhaustion level 6, to a sudden stop and takes 1d6 bludgeoning damage for
its hit points drop to 0, and the vehicle breaks down. every 10 feet it moved since its last turn (maximum 20d6).
The only way to remove the effects of exhaustion on an Whatever the vehicle struck takes the same amount of
infernal war machine is to repair the vehicle. damage. If this damage is less than the infernal war
machine’s damage threshold, the vehicle takes no damage
Repairs from the crash.
When an infernal war machine is damaged, suffers a mishap, Regardless of whether or not the infernal war machine
or gains one or more levels of exhaustion, a creature can takes damage, each creature on or inside the vehicle when it
attempt to make repairs to the vehicle. The creature making crashes must make a DC 15 Strength saving throw, taking
the repairs must meet the following criteria: 1d6 bludgeoning damage for every 10 feet the vehicle moved
since its last turn (maximum 20d6), or half as much damage
The creature can’t operate the vehicle’s helm or one of its on a successful save.
weapon stations while making repairs.
The creature must be within reach of the damaged area in
need of repair.
The creature must have the right tools for the job (smith’s
tools or tinker’s tools, for example).
Before beginning repairs, a creature must decide whether
the repairs are aimed at ending a mishap, removing a level of
exhaustion, or restoring the damaged vehicle’s hit points.
Each option is discussed below.
End a Mishap
A creature can use its action to make an ability check based
on the nature of the mishap (see the Mishaps table), with
disadvantage if the vehicle is moving. The creature adds its
proficiency bonus to the check if it’s proficient with the tools
used to make the repairs. A successful check ends the
mishap. A mishap with no repair DC can’t be repaired.

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Devils work tirelessly to create new and more powerful
Crashing into Creatures engines of war to stem the demonic tides flowing out of the
An infernal war machine can crash into a creature by Abyss. In addition, infernal war machines can be equipped
entering its space. The creature can use its reaction to with more unusual weapons and armor.
attempt to get out of the vehicle’s way, doing so and taking no
damage with a successful DC 10 Dexterity saving throw. If Alternative Weapon Stations
the saving throw fails, the vehicle slams into the creature and One weapon station can be switched for another, but the
deals 1d6 bludgeoning damage to the creature for every 10 infernal war machine can’t have more weapon stations than it
feet the vehicle moved since its last turn (maximum 20d6). normally has. A handful of alternative weapon stations are
An infernal war machine that is at least two size categories described in this section.
bigger than the creature it crashed into can continue moving
through that creature’s space if the infernal war machine has Acidic Bile Sprayer
any movement left. Otherwise, the vehicle comes to a sudden This hose weapon is attached to demonic organs that
stop, and each creature on or inside the infernal war machine produce an acidic bile that dissolves flesh on contact.
when it crashes must make a DC 15 Strength saving throw, Acidic Bile Sprayer (Requires 1 Crew and Grants Half
taking 1d6 bludgeoning damage for every 10 feet the vehicle Cover, Recharge 5–6). Acidic bile sprays from a nozzle in a
moved since its last turn (maximum 20d6), or half as much 30-foot cone. Each creature in the cone must make a DC 12
damage on a successful save. Dexterity saving throw, taking 40 (9d8) acid damage on a
Falling failed save, or half as much damage on a successful one. A
creature reduced to 0 hit points by this damage is dissolved,
When an infernal war machine goes over a cliff or otherwise leaving behind any objects it was carrying or wearing.
falls, the vehicle and all creatures on or inside it take damage
from the fall as normal (1d6 bludgeoning damage per 10 feet
fallen, maximum 20d6) and land prone.

Fiendish Variations
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Gilded Death Armor
Flamethrower Gold stolen or bartered from the archdevil Mammon plates
Although useless against demons, this weapon is great the vehicle’s exterior. This gold can’t be removed without
against flammable creatures and objects. destroying the vehicle and turns to dust when the infernal
Flamethrower (Requires 1 Crew and Grants Half war machine drops to 0 hit points. Gilded death armor grants
Cover). Fire shoots out of the weapon’s nozzle in a 60-foot the infernal war machine resistance to bludgeoning, piercing,
line that is 5 feet wide. Each creature in the line must make a and slashing damage.
DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on
a failed save, or half as much damage on a successful one. Soul Spike Armor
The fire ignites any flammable objects in the area that aren’t The vehicle is covered with spikes inscribed with
being carried or worn. blasphemous symbols. Luminous, ghostly figures impaled on
these spikes wail and reach out in agony.
Infernal Screamer If a creature that isn’t a devil dies within 30 feet of the
A writhing humanoid torso made of melting wax juts out infernal war machine, its soul (if it has one) is torn from its
from this station, with a barbed hand crank between its body and joins the wailing throng impaled on the spikes. As
shoulder blades. The figure telepathically shrieks in agony long as its soul remains trapped, a creature can’t be raised
when the crank is turned. from the dead by any means. A trapped soul is freed if the
Infernal Screamer (Requires 1 Crew and Grants Half vehicle is destroyed, if the spike anchoring it is the target of a
Cover). The screamer’s operator targets one creature it can remove curse spell or similar magic, or if the spike is
see within 120 feet of the screamer. The target must make a destroyed. Each spike is a Small object with AC 19, 15 hit
DC 15 Wisdom saving throw, taking 26 (4d12) psychic points, and resistance to all damage except radiant damage.
damage on a failed save, or half as much damage on a
successful one. Magical Gadgets
Styx Sprayer Devils like to bedeck their infernal war machines with
This flexible hose is connected to a tank that holds 30 gallons fiendish gadgets to bedevil foes. Such gadgets are usually
of water from the River Styx. Each use of the weapon activated from the helm station.
depletes 10 gallons of the water. Refilling the tank requires
access to the Styx. Necrotic Smoke Screen
Styx Sprayer (Requires 1 Crew and Grants Half Cover; The vehicle’s driver can activate this magical device as a
3 Uses). Ranged Spell Attack: +5 to hit, range 30 ft., one bonus action, causing the vehicle to expel a 30-foot cube of
creature. Hit: The creature is struck by water from the River opaque smoke directly in front of it or behind it. The cloud is
Styx and targeted by a feeblemind spell (save DC 20). An stationary and lasts for 1 minute. The area within it is heavily
already feebleminded creature is immune to this effect, as is obscured. Any creature that enters the cloud for the first time
a creature adapted to the River Styx. If the target fails its on a turn or starts its turn there takes 21 (6d6) necrotic
saving throw and the spell’s effect on it is not ended within 30 damage. A strong wind disperses the cloud. This device
days, the effect becomes permanent, whereupon the creature needs 24 hours to recharge before it can be used again.
loses all its memories and becomes a near-mindless shell of
its former self. At that point, nothing short of divine Teleporter
intervention can undo the effect. The vehicle’s driver can activate this magical device as a
bonus action, causing the vehicle to teleport to an unoccupied
Armor Upgrades space that the driver can see up to 300 feet away from the
vehicle’s current position. All creatures and objects in contact
An infernal war machine can receive one armor upgrade. with the vehicle are teleported along with it. This device
Sample upgrades are described below. needs 24 hours to recharge before it can be used again.
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 immune to the effects of
extreme cold.

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