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Animated Shield allowing the apparatus reducing the apparatus’s
Armor (shield), very rare (requires attunement) to walk and swim. speed to 0 and making it
unable to benefit from
While holding this shield, you can speak its bonuses to speed.
command word as a bonus action to cause it to 2 Forward window shutter Forward window shutter
animate. The shield leaps into the air and hovers in opens. closes.
your space to protect you as if you were wielding it, 3 Side window shutters Side window shutters
leaving your hands free. The shield remains open (two per side). close (two per side).
animated for 1 minute, until you use a bonus action 4 Two claws extend from The claws retract.
to end this effect, or until you are incapacitated or the front sides of the
die, at which point the shield falls to the ground or apparatus.
into your hand if you have one free. 5 Each extended claw Each extended claw
makes the following makes the following
Apparatus of the Crab melee weapon attack: melee weapon attack: +8
+8 to hit, reach 5 ft., one
to hit, reach 5 ft., one
Wondrous item, legendary target. Hit: 7 (2d6) target. Hit: The target is
This item first appears to be a Large sealed iron bludgeoning damage. grappled (escape DC 15).
barrel weighing 500 pounds. The barrel has a hidden 6 The apparatus walks or The apparatus walks or
catch, which can be found with a successful DC 20 swims forward. swims backward.
Intelligence (Investigation) check. Releasing the 7 The apparatus turns 90 The apparatus turns 90
degrees right.
degrees left.
catch unlocks a hatch at one end of the barrel, 8 Eyelike fixtures emit The light turns off.
allowing two Medium or smaller creatures to crawl bright light in a 30- foot
inside. Ten levers are set in a row at the far end, each radius and dim light for
in a neutral position, able to move either up or down. an additional 30 feet.
When certain levers are used, the apparatus 9 The apparatus sinks as The apparatus rises up
transforms to resemble a giant lobster. much as 20 feet in to 20 feet in liquid.
The apparatus of the Crab is a Large object with liquid.
the following statistics: 10 The rear hatch unseals The rear hatch closes
and opens. and seals.
Armor Class: 20
Hit Points: 200 Armor, +1, +2, or +3
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs Armor (light, medium, or heavy), rare (+1), very rare
and tail aren’t extended) (+2), or legendary (+3)
Damage Immunities: poison, psychic
You have a bonus to AC while wearing this armor.
To be used as a vehicle, the apparatus requires one The bonus is determined by its rarity.
pilot. While the apparatus’s hatch is closed, the
compartment is airtight and watertight. The Armor of Invulnerability
compartment holds enough air for 10 hours of Armor (plate), legendary (requires attunement)
breathing, divided by the number of breathing
creatures inside. You have resistance to nonmagical damage while
The apparatus floats on water. It can also go you wear this armor. Additionally, you can use an
underwater to a depth of 900 feet. Below that, the action to make yourself immune to nonmagical
vehicle takes 2d6 bludgeoning damage per minute damage for 10 minutes or until you are no longer
from pressure. wearing the armor. Once this special action is used,
A creature in the compartment can use an action it can’t be used again until the next dawn.
to move as many as two of the apparatus’s levers up
or down. After each use, a lever goes back to its Armor of Resistance
neutral position. Each lever, from left to right, Armor (light, medium, or heavy), rare (requires
functions as shown in the Apparatus of the Crab attunement)
Levers table. You have resistance to one type of damage while you
Apparatus of the Crab Levers wear this armor. The GM chooses the type or
Lever Up Down determines it randomly from the options below.
1 Legs and tail extend, Legs and tail retract,
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 208

