Infernal war machines are vehicles built in the Nine Hells and fueled by the souls of the damned. Smaller war machines carry raiding parties or scouts. Larger, more menacing war machines can crush entire hordes of demons or deliver shock troops behind enemy lines.
Infernal war machines are made of infernal iron and bristle with spikes, blades, chains, and siege weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel.
This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Stat Blocks
Stat blocks for four sample infernal war machines are presented in this appendix. An infernal war machine’s statistics function like those for creatures, with the following additional considerations.
Creature and Cargo Capacity
Creature capacity describes how many creatures can ride the infernal war machine comfortably. More creatures can fit by squeezing or by clinging to the outside of the vehicle.
Cargo capacity specifies how much cargo the infernal war machine can carry.
Armor Class
An infernal war machine is typically made of infernal iron and has an Armor Class of 19 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage.
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.
Hit Points
An infernal war machine’s hit points can be restored by making repairs to the vehicle (see “area Repairs"). When an infernal war machine drops to 0 hit points, it ceases to function and is damaged beyond repair, and any souls trapped in the vehicle’s furnace are released to the afterlife (see “area Soul Fuel").
Damage Threshold
Infernal war machines have bulk or armor that allows them to shrug off minor hits. A vehicle with a damage threshold has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold value, in which case it takes damage as normal. Any damage that fails to meet or exceed the vehicle’s damage threshold is considered superficial and doesn’t reduce the vehicle’s hit points.
Mishap Threshold
If an infernal war machine takes damage from a single source equal to or greater than its mishap threshold, it must roll on the Mishaps table (see “area Mishaps").
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.
Rules
Rules for infernal war machines are summarized below.
Magical Elements
An infernal war machine’s engine, furnace, and weapons are magical and become inoperable within an antimagic field. When the engine or furnace comes into contact with such an effect, the infernal war machine shuts down and can’t be restarted until both the engine and the furnace are free of the field.
Opportunity Attacks
Infernal war machines provoke opportunity attacks as normal. When an infernal war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn’t have total cover and is within reach.
Action Stations
A creature can use an action of the station it’s occupying. Once a creature uses a station’s action, that action can’t be used again until the start of that creature’s next turn. Only one creature can occupy each station.
A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal.
Helm
The helm of an infernal war machine is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate. An infernal war machine with no driver automatically fails Dexterity saving throws.
A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the infernal war machine’s ability scores.
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
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 orDisengage 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 “area Soul Fuel” and “area 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 “area Alternative Weapon Stations"), provided the crew requirement needed to operate the replacement weapon is the same.
Soul Fuel
The engine at the heart of every infernal war machine has a furnace fueled by
An infernal war machine’s furnace consumes a
Regardless of its size, a furnace can hold any number of souls, their screams of anguish audible out to a range of 60 feet. Each new soul fed to the furnace adds more fuel to the vehicle, allowing it to run longer.
Demon Ichor Boost
Pouring a flask of demon ichor into an infernal war machine’s furnace increases the vehicle’s speed by 30 feet for 1 minute. While the vehicle’s speed is increased in this way, roll a
- Devil’s Ride
- Tormentor
- Demon Grinder
- Scavenger
Mishaps
Roll on the Mishaps table when one of the following occurs to an infernal war machine while it’s in motion:
- The infernal war machine takes damage from a single source equal to or greater than its mishap threshold.
- The infernal war machine fails an ability check (or its driver fails an ability check using the vehicle’s ability) by more than 5.
If a mishap has a repair DC, the mishap can be ended by making repairs to the vehicle (see “area Repairs” below).
Mishaps
d20 | Mishap | Repair DC |
---|---|---|
1 | Engine Flare. Fire erupts from the engine and engulfs the vehicle. Any creature that starts its turn on or inside the vehicle takes 10 ( |
15 (Dex) |
2–4 | Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and Dexterity saving throws until this mishap ends. | 15 (Str) |
5–7 | Furnace Rupture. The vehicle’s speed decreases by 30 feet until this mishap ends. | 15 (Str) |
8–10 | Weapon Malfunction. One of the vehicle’s weapons (DM’s choice) can’t be used until this mishap ends. If the vehicle has no functioning weapons, no mishap occurs. | 20 (Str) |
11–13 | Blinding Smoke. The helm station fills with smoke and is heavily obscured until this mishap ends. Any creature in the helm station is |
15 (Dex) |
14–16 | Shedding Armor. The vehicle’s damage threshold is reduced by 10 until this mishap ends. | 15 (Str) |
17–19 | Damaged Axle. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage. | 20 (Dex) |
20 | Flip. The vehicle flips over, falls |
None |
Vehicular Exhaustion
The harsh conditions of the Nine Hells can cause an infernal war machine to stop functioning properly, until it eventually breaks down. Such wear and tear can be represented using
- When an infernal war machine reaches
exhaustion level 6, its hit points drop to 0, and the vehicle breaks down. - The only way to remove the effects of
exhaustion on an infernal war machine is to repair the vehicle.
Repairs
When an infernal war machine is damaged, suffers a mishap, or gains one or more levels of
- The creature can’t operate the vehicle’s helm or one of its 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 ortinker’s tools , for example).
Before beginning repairs, a creature must decide whether the repairs are aimed at ending a mishap, removing a level of
End a Mishap
A creature can use its action to make an ability check based on the nature of the mishap (see the area 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.
Remove Exhaustion
If the infernal war machine has one or more levels of
Restore Hit Points
If the infernal war machine has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs. After 1 hour of repair work, the 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
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
Regardless of whether or not the infernal war machine takes damage, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking
Crashing into Creatures
An infernal war machine can crash into a creature by entering its space. The creature can use its reaction to attempt to get out of the vehicle’s way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals
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 infernal war machine has any 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
Falling
When an infernal war machine goes over a cliff or otherwise falls, the vehicle and all creatures on or inside it take damage from the fall as normal (
Fiendish Variations
Devils work tirelessly to create new and more powerful engines of war to stem the demonic tides flowing out of the Abyss. In addition, infernal war machines can be equipped with more unusual weapons and armor.
Alternative Weapon Stations
One weapon station can be switched 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 this section.
- Acidic Bile Sprayer
- Flamethrower
- Infernal Screamer
- Styx Sprayer
Armor Upgrades
An infernal war machine can receive one armor upgrade. Sample upgrades are described below.
- Canian Armor
- Gilded Death Armor
- Soul Spike Armor
Magical Gadgets
Devils like to bedeck their infernal war machines with fiendish gadgets to bedevil foes. Such gadgets are usually activated from the helm station.
- Necrotic Smoke Screen
- Teleporter
Chases on Avernus
Using the guidelines in chapter 8 of the Dungeon Master’s Guide and the Avernus Chase Complications table, you can build a chase that incorporates hazards unique to Avernus. Use an infernal war machine’s Constitution modifier to determine how many times it can Dash during a chase.
When a chase complication forces the vehicle to make an ability check, or the driver to make an ability check using the vehicle’s ability, a mishap occurs if the check fails by 5 or more (see “area Mishaps").
Avernus Chase Complications
d20 | Complication |
---|---|
1–2 | You drive past a creature native to Avernus, and it chases after you. The DM chooses the creature. |
3 | A fire tornado, 300 feet high and 30 feet wide at its base, crosses your path. The vehicle avoids the tornado with a successful DC 15 Dexterity saving throw. Otherwise, the tornado envelops the vehicle, and each creature on or inside it that doesn’t have total cover must make a DC 18 Dexterity saving throw, taking 99 ( |
4 | A swirling cloud of dust envelops the vehicle. Any creature on or inside the vehicle that doesn’t have total cover is |
5 | Natural pillars of rock can grant cover as the vehicle swerves between them. The driver of the vehicle can make a DC 15 Dexterity check using the vehicle’s Dexterity. On a success, the pillars provide three-quarters cover against attacks from other vehicles until the start of the driver’s next turn. |
6 | Your vehicle drives into a herd of Lemure, manes, or other fiends. The vehicle must make a DC 15 Strength or Dexterity check (driver’s choice) to plow through the herd unimpeded. On a failed check, the herd counts as 30 feet of difficult terrain. |
7 | The vehicle drives off a 10-foot-high ledge and comes crashing down. Any unsecured creature on the outside of the vehicle must succeed on a DC 15 Dexterity saving throw or tumble off, taking normal damage from the fall and landing |
8 | Uneven ground threatens to slow your vehicle’s progress. The vehicle must make a DC 10 Dexterity check to navigate the area. On a failed check, the ground counts as 60 feet of difficult terrain. |
9 | Derelict infernal war machines dot the landscape, rusted beyond repair and half buried in the dust. If the vehicle uses Dash this turn, the driver must succeed on a DC 10 Dexterity check using the vehicle’s Dexterity or crash into one of the derelict infernal war machines (see “area Crashing"). |
10 | Part of the ground gives way underneath the vehicle, causing it to roll over. The vehicle must succeed on a DC 10 Dexterity saving throw. On a success, the vehicle rolls into an upright position and can continuing moving. On a failure, the vehicle lands |
11–20 | No complication. |