Apparatus of the Scorpion (5e Equipment)

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Wondrous item, legendary

This item first appears to be a Medium closed iron box weighing 300 pounds. The box has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch on the top of the box, allowing two Small or smaller creatures to crawl inside. Twelve 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 scorpion.
The apparatus of the Scorpion is a Medium object with the following statistics:

Armor Class: 18
Hit Points: 150
Speed: 50 ft., climb 10 ft. (or 0 ft. for both if the legs aren't extended)
Damage Immunities: poison, psychic

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 4 hours of breathing, divided by the number of breathing creatures inside.
When the tail is extended, it resembles a short mechanical arm ending in a complex arrangement of mirrors, lenses, and mechanical components surrounding a purple prism. The apparatus can hold up to 3 levels worth of spells at a time, storing them within the prism. Any creature within the compartment can channel a spell of 1st through 3rd level into the apparatus; the spell has no effect, other than to be stored in the apparatus. If the apparatus can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
When certain levers are used, the oldest stored spell is cast from the tail prism. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if the apparatus cast the spell. The spell cast from the apparatus is no longer stored in it, freeing up space.
A creature in the compartment can use an action to move as many as three 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 in the Apparatus of the Scorpion Levers table.

Apparatus of the Scorpion Levers[edit]

Lever Up Down
1 Legs and tail extend, allowing the apparatus to walk and climb. Legs and tail retract, reducing the apparatus' 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: +9 to hit, reach 5 ft., one target. Hit: 9 (2d8) slashing damage. Each extended claw makes the following melee weapon attack: +7 to hit, reach 10 ft., one target. Hit: 7 (2d6) piercing damage.
6 Both claws make the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). Both claws make the following melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) lightning damage. Automatically targets grappled creatures with advantage.
7 The apparatus walks forward. The apparatus walks backward.
8 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right.
9 The apparatus climbs upwards. The apparatus climbs downwards.
10 Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light turns off.
11 The oldest stored spell is cast from the tail prism. If no spells are stored, nothing happens. The spell fire bolt is cast from the tail prism.
12 The top hatch unseals and opens. The top hatch closes and seals.

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