Page 151 - Dungeon Master's Guide
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APPARATUS OF K W A LIS H
ANIMATED SHIELD
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
ANIMATED SHIELD position. Each lever, from left to right, functions as
Armor (shield), very rare (requires atttinement) shown in the Apparatus of Kwalish Levers table.
While holding this shield, you can speak its command
word as a bonus action to cause it to animate. The shield APPARATUS OF KWALISH LEVERS
leaps into the air and hovers in your space to protect Lever Up Down
you as if you were wielding it, leaving your hands free. Legs and tail extend , Legs and tail retract,
The shield remains animated for 1 minute, until you allowing the apparatus to reducing the apparatus's
use a bonus action to end this effect, or until you are walk and swim. speed to 0 and making
incapacitated or die, at which point the shield falls to the it unable to benefit from
ground or into your hand if you have one free.
bonuses to speed.
2 Forward window shutter Forward window shutter
APPARATUS OF KWALISH
Wondrous item, legendary opens. closes.
3 Side window shutters Side window shutters
This item first appears to be a Large sealed iron barrel
open (two per side). close (two per side).
weighing 500 pounds. The barrel has a hidden catch,
4 Two claws extend from The claws retract.
which can be found with a successful DC 20 Intelligence
(Investigation) check. Releasing the catch unlocks a the front sides of the
hatch at one end of the barrel, allowing two Medium or apparatus.
smaller creatures to crawl inside. Ten levers are set in 5 Each extended claw Each extended claw
a row at the far end, each in a neutral position, able to makes the following makes the following
move either up or down. When certain levers are used, melee weapon attack: melee weapon attack:
the apparatus transforms to resemble a giant lobster. +8 to hit, reach 5 ft., +8 to hit, reach 5 ft. , one
The apparatus of Kwalish is a Large object with the one target. Hit: 7 (2d6) target. Hit: The target is
following statistics:
bludgeoning damage. grappled (escape DC 15).
Armor Class: 20 6 The apparatus walks or The apparatus walks or
Hit Points: 200 swims forward. swims backward.
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and 7 The apparatus turns 9.0 The apparatus turns 90
tail aren't extended) degrees left. degrees right.
Damage Immunities: poison, psychic
8 Eyelike fixtures emit The light turns off.
To be used as a vehicle, the apparatus requires one pilot. bright light in a 30-foot
While the apparatus's hatch is closed, the compartment radius and dim light for
is airtight and watertight. The compartment holds an additional 30 feet.
enough air for 10 hours of breathing, divided by the
9 The apparatus sinks as The apparatus rises up to
number of breathing creatures inside.
much as 20 feet in liquid. 20 feet in liquid.
The apparatus floats on water. It can also go
10 The rear hatch unseals The rear hatch closes
underwater to a depth of 900 feet. Below that, the
and opens. and seals.
vehicle takes 2d6 bludgeoning damage per minute
from pressure.
CHAPTER 7 I TREASURE

