This item first appears to be a Gigantic Metal dragon. The dragon has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch on the dragon, allowing 3 large or 9 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 powers up and is capable of flight. The apparatus of the Dragon is a Gigantic object with the following statistics:
Armor Class: 22
Hit Points: 400
Speed: 40 ft., fly 80ft., swim 40 ft. (or 0 ft. for all if the magic core is not activated)
Damage Immunities: poison, psychic, fire
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 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.
The apparatus is enchanted to fly, while in the air it hovers when not moving.
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 Dragon Levers table.
Apparatus of the Dragon Levers
| Lever | Up | Down |
| 1 | The magic core is activated, allowing the apparatus to walk, fly and swim. | The magic core shuts down, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. If in the air it descends at a safely at a rate of 60 ft per round. |
| 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 | Makes a bite melee weapon attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage | Make a flame breath attack (recharge 6). The dragon head exudes fire in a 60 ft cone. Each creature must make a DC 20 dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much on a successful one. |
| 5 | Make a tail melee weapon attack: + 25 to hit, reach 20 ft cone, any creature in the cone must roll to hit for each creature. Hit: 17 (2d8 +8) bludgeoning damage. | Make a wing attack. Each creature within a 40 ft. sphere centered on the apparatus must make a DC 20 dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and knocked prone. Or half as much on a successful one and stay standing. |
| 6 | The apparatus walks, flies or swims forward. | The apparatus walks or swims backward, or turns 180 degrees in the air. |
| 7 | The apparatus turns 45 degrees left. | The apparatus turns 45 degrees right. |
| 8 | Eyelike fixtures emit bright light in a 60-foot radius and dim light for an additional 60 feet. | The light turns off. |
| 9 | The apparatus descends through the air, or as much as 30 feet in liquid. | The apparatus ascends through the air, or up to 30 feet in liquid. |
| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. |
Notes: Utility, Exploration, Combat
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