Apparatus of the Crab (Magic Items)

Wondrous Item, legendary

This item shall first appear to be a large sealed iron barrel is weighing 500 pounds. The barrel has the hidden catch which could be found by a successful DC 20 Intelligence (Investigation) check. It is releasing a catch which unlocks the hatch at one end of the barrel which is allowing two medium or two smaller creatures for crawling inside. Here ten levers are set in a particular row at a far end, each of them in a neutral position which is able to move either to up or to down. Whenever a specific levers are used, then it apparatus transforms for resembling a giant lobster. However an apparatus of a crab is one of the largest objects with the below mentioned statistics:

Armor Class: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren’t extended)
Damage Immunities: poison, psychic

However in order to be used it as a vehicle, then the apparatus shall be required a pilot. While an apparatus’s hatch has been closed, then the compartment is airtight and also the watertight. The compartment shall be hold enough air for almost 10 hours of breathing, which is divided by a number of breathing creatures are inside.

The apparatus shall float on the water. It could also be go underwater for a depth of 900 feet. Below that, a vehicle shall take 2d6 bludgeoning damage per each minute from pressure.

A creature which is in the compartment could use an action for moving as many as two of an apparatus’s levers up or down. So, after each usage, a lever shall go back to its neutral position. Each an every lever, from left to right, the functions as shown in an Apparatus of the Crab Levers table.

Apparatus of the Crab Levers

Lever Up Down
1 Legs 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.
2 Forward window shutter opens. Forward window shutter closes.
3 Side window shutters open (two per side). Side window shutters close (two per side).
4 Two claws extend from the front sides of the apparatus. The claws retract.
5 Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15).
6 The apparatus walks or swims forward. The apparatus walks or swims backward.
7 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right.
8 Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light turns off.
9 The apparatus sinks as much as 20 feet in liquid. The apparatus rises up to 20 feet in liquid.
10 The rear hatch unseals and opens. The rear hatch closes and seals.

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