In the cyberpunk near future, hoverbike gangs rove the streets looking for excitement.

Gangs are wonderfully versatile tools for the GM. Need to talk to someone? They belong to a gang. Need to get into a location? It's in the gang's turf. Need a complication? A gang drives by and takes offense at the color of a PC's shirt.

Okay, the last example forces the concept a bit too far, but the point stands: Gangs can thwart the PC's intention in almost any urban situation.

Let's get down to specifics. Our gang rides hoverbikes--though you can change this to anything large and mounted--so they should have appropriate attacks. We'll give them a bike slam where they try to run over enemies, and a long chain that they use to whip and drag whatever poor schlub they want to torture.

The downside of riding a hoverbike lies in their instability. While they can move fast, if the gang member takes a lot of damage, he or she gets thrown from the bike. The bike then flips out and crashes into something, so a PC can't grab one and use it themselves.

Let's stat it up!

Stat block

Homebrewery stat block:


Hoverbike gang member

Large humanoid, chaotic evil


  • Armor Class 15
  • Hit Points 85 (10d10 + 30)
  • Speed 60 ft.
    STR DEX CON INT WIS CHA
    16 (+3) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 8 (-1)

  • Skills Athletics +4, Perception +4, Survival +4
  • Senses passive Perception 13
  • Languages Common
  • Challenge 5 (1,800 XP)

Mounted. If the gang member takes at least 25 HP of damage in one attack and moved during its previous turn, it is thrown from its hoverbike and takes an additional 6 (2d6) damage. The hoverbike is then wrecked and cannot be used until it is repaired.

Actions

Multiattack. The gang member makes two attacks: one with its bike and and one its chain.

Bike Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target, and the gang member must move at least 10 feet in a straight line. Hit 6 (1d6 + 3) bludgeoning damage, and the target must succeed on a DC 14 Dexterity save or fly 10 feet and be knocked prone, taking an additional 9 (3d6) bludgeoning damage.

Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. While grappled, the target is restrained, and the gang member cannot use the chain on another target.

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