Apparatus of the Crab

Apparatus of the Crab

Wondrous Item

Legendary Transmutation

Price:
Weight: 500 lbs
Carrying Capacity: 1200 lbs
This item first appears to be a large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster that can propel itself with walking speed 30 ft. and swimming speed 30 ft. (or 0 ft. for both if the legs and tail aren't extended)   The apparatus of the Crab is a large object with immunity to poison damage and psychic damage.   To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 16 hours of breathing, divided by the number of breathing creatures inside.   The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.   A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown below:     Apparatus of the Crab Levers

Item Size Large
Item AC: 20
Damage Threshold: 4
Item HP: 200

[X] One-handed

[X] Two-handed

 
 

Apparatus of the Crab Levers


LeverUpDown
1Legs and tail extend, allowing the apparatus to walk and swim.Legs and tail retract, reducing the apparatus's Speed to 0 and making it unable to benefit from bonuses to speed.
2Forward window shutter opens.Forward window shutter closes.
3Side window shutters open (two per side).Side window shutters close (two per side).
4Two claws extend from the front sides of the apparatus.The claws retract.
5Each extended claw makes the following Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) Bludgeoning Damage.Each extended claw makes the following melee attack: +8 to hit, reach 5 ft., one target. Hit: The target is Grappled (escape DC 15).
6The apparatus walks or swims forward.The apparatus walks or swims backward.
7The apparatus turns 90 degrees left.The apparatus turns 90 degrees right.
8Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.The light turns off.
9The apparatus sinks as much as 20 feet in liquid.The apparatus rises up to 20 feet in liquid.
10The rear hatch unseals and opens.The rear hatch closes and seals.

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