Tormentor
Baldur's Gate: Descent Into Avernus p. 218
- Size
- Huge
- Type
- infernal vehicle (3,000 lb.)
- Alignment
- unaligned
- AC
- 21 (19 while motionless)
- Hit Points
- 60
- Speed
- 100 ft.
- Immunities
- fire, poison, psychic
- Condition Immunities
- blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Traits
Hit Points
60 (damage threshold 10, mishap threshold 20)
Crushing Wheels
The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone.If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage.This trait can't be used against a particular creature more than once each turn.
Prone Deficiency
If the Tormentor rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Magic Weapons
The Tormentor's weapon attacks are magical.
Raking Scythes
When the Tormentor moves within 5 feet of a creature that isn't prone or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 (2d10 + 2) slashing damage.
A creature moves out of the way and takes no damage if it succeeds on a DC 13 Dexterity saving throw.A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw.
Actions
(Requires 1 Crew and Grants Three-Quarters Cover)
Drive and steer the Tormentor
Harpoon Flinger (Requires 1 Crew and Grants Half Cover)
Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Reactions
Juke
If the Tormentor is able to move, the driver can use its reaction to grant the Tormentor advantage on a Dexterity saving throw.
Other data
description
The Tormentor handles like a dune buggy and is designed for raiding and scouting. Bladed iron wheels drive the vehicle forward.