Alarm. When the ambulatory vault takes damage, or a creature touches its vault and is not on its designated list of creatures that won't set off the alarm, a mental alarm alerts the vault's owner with a mental ping if they are within 1 mile of the ambulatory vault's location. This mental ping awakens the owner if they are sleeping - in addition, the vault produces the sound of a hand bell for 10 seconds, which is audible within 60 ft. of it.
Freedom of Movement. The ambulatory vault ignores the effects of Difficult Terrain, as well as magical effects that attempt to reduce its speed or cause it to be restrained. The ambulatory vault can spend 5 ft. of movement to escape from nonmagical restraints, or from being grappled.
Safe. The body of the ambulatory vault is a Small safe. It can be unlocked by using its proper combination, or by succeeding on a DC 20 Dexterity check using Thieves' Tools. The safe can hold 2 cubic feet, or 200 pounds worth of objects securely.
Electric Harpoon. Melee or Ranged Weapon Attack: +5 to hit, reach 20 ft. or range 60 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target is impaled by the Harpoon. Until a creature uses its action to remove the Harpoon, it cannot move farther away from the ambulatory vault, and it must make a DC 12 Constitution saving throw at the start of each of its turns. On a failure, the target takes 7 (2d6) lightning damage, and it is Paralyzed until the start of its next turn. On a success, the target takes half as much damage, and is not Paralyzed. If the target is wearing armor made of metal, it has disadvantage on its saving throw.
The ambulatory vault has one Electric Harpoon that is tethered to it by a metal coil. It can use an action from any range to remove the harpoon from an impaled target, and can use a bonus action to reel the Harpoon in, retrieving it.
Spew Flames. Choose up to two creatures within 10 ft. of the ambulatory vault. Flames jet out from one of the ambulatory vault's spouts at each creature. Each creature of the vault's choice must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failure, or half as much damage on a success.
Description
Ambulatory Vaults are the pinnacle of defensive magical technology - they are constructs designed to keep the most important of valuables safe, while providing secure mobility options and lethal defensive weapons. Equipped with an electric harpoon and multiple flamethrowers, they bring new meaning to the term "last line of defense". The vaults can follow complex commands, such as "move to a new, secure location every 24 hours", or "remain at this location until it is no longer secure".
Ambulatory Vaults are particularly useful for travelling merchants or larger caravans that can afford them. Not only does an ambulatory vault make for a much lighter load, than carrying a safe or a chest around by wagon, but its core defensive functions greatly mitigate the most obvious risk while out on the road - bandits.
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