Wondrous Item, legendary

This item first appears to be a Huge sealed iron water tank weighing 5000 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 six 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. The apparatus of Fizzlewheel is a Huge object with the following statistics:

Armor Class: 20
Hit Points: 300
Speed: 30 ft., swim 60 ft. (or 0 ft. for both if the legs and tail 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 100 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 2000 feet. Below that, the vehicle takes 2d12 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 in the Apparatus of the Fizzlewheel Levers table.

Next to the levers is a button that can overload the currently utilized lever.

Apparatus of the Fizzlewheel Levers

Lever Up Down
1 Turbo: Causes an electric current to run through the exterior of the apparatus. Failing a DC 30 any creature within 10 ft are paralyzed for a minute. 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 Turbo: Closes/opens all shutters at once. Forward window shutter opens. Forward window shutter closes.
3 Turbo: Causes the shutters to open and close very quickly. Side window shutters open (two per side). Side window shutters close (two per side).
4 Turbo: Rapidly spin the claws, +8 to hit 5d12 slicing damage. Two claws extend from the front sides of the apparatus. The claws retract.
5 Turbo: Fires a torpedo out of both claws, +9 to hit. Hit: 4d12 fire damage, 4d12 bludgeoning damage. New torpedoes will need to be loaded. Double the damage if the target is grappled. Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: (2d12) 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 Turbo: Double the swim/walk speed The apparatus walks or swims forward. The apparatus walks or swims backward.
7 Turbo: Spin the apparatus. Breaks free of grapples, and deflects attacks. Creatures inside the apparatus make a CON saving throw to not become motion sick The apparatus turns 90 degrees left. The apparatus turns 90 degrees right.
8 Turbo: Overloads the lights. Blinds creatures that fail a DC 30 CON saving throw. Lights can't be powered for 1 minute. Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.  The light turns off.
9 Turbo: The apparatus fires off a blinking ball that explodes after a minute, 10d12 damage The apparatus sinks as much as 40 feet in liquid. The apparatus rises up to 40 feet in liquid.
10 Turbo: A magical barrier allows for the hatch to be open without the apparatus being flooded The rear hatch unseals and opens. The rear hatch closes and seals.

 

Notes: Utility, Exploration, Combat

Item Tags: Utility Exploration Combat

BobThorton

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