System Reference Document 5.2.1
210
Apparatus of the Crab
Wondrous Item, Legendary 
This item first appears to be a sealed iron barrel 
weighing 500 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, al -
lowing two 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 up or down. 
When certain levers are used, the apparatus trans -
forms to resemble a giant lobster.
 The Apparatus of the Crab is a Large object with 
the following statistics: AC 20; HP 200; Speed 30 
ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t ex -
tended); Immunity to Poison and Psychic damage.
 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 com -
partment holds enough air for 10 hours of breath-
ing, 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 each minute 
from pressure.
 A creature in the compartment can take a Utilize 
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 Crab 
Levers table.
Armor, +1, +2, or +3
Armor (Any Light, Medium, or Heavy), Rare (+1), Very 
Rare (+2), or Legendary (+3) 
You have a bonus to Armor Class while wearing this 
armor. The bonus is determined by its rarity.
Armor of Invulnerability
Armor (Plate Armor), Legendary (Requires 
Attunement)
You have Resistance to Bludgeoning, Piercing, and 
Slashing damage while you wear this armor.
 Metal Shell. You can take a Magic action to give 
yourself Immunity to Bludgeoning, Piercing, and 
Slashing damage for 10 minutes or until you are 
no longer wearing the armor. Once this property is 
used, it can’t be used again until the next dawn.
Armor of Resistance
Armor (Any Light, Medium, or Heavy), Rare (Requires 
Attunement)
You have Resistance to one type of damage while 
you wear this armor. The GM chooses the type or 
determines it randomly by rolling on the following 
table.
1d10 Damage Type 1d10 Damage Type
1 Acid 6 Necrotic
2 Cold 7 Poison
3 Fire 8 Psychic
4 Force 9 Radiant
5 Lightning 10 Thunder
Apparatus of the Crab Levers
Lever Up Down
1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus’s Speed and Swim 
Speed to 0 and making it unable to benefit from bo -
nuses 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 side of the 
apparatus.
The claws retract.
5 Each extended claw makes the following melee attack: 
+8 to hit, reach 5 ft. Hit:  7 (2d6) Bludgeoning damage.
Each extended claw makes the following melee attack: 
+8 to hit, reach 5 ft. Hit:  The target has the Grappled 
condition (escape DC 15).
6 The apparatus walks or swims forward provided its 
legs are extended.
The apparatus walks or swims backward provided its 
legs are extended.
7 The apparatus turns 90 degrees counterclockwise 
provided its legs are extended.
The apparatus turns 90 degrees clockwise provided its 
legs are extended.
8 Eyelike fixtures emit Bright Light in a 30-foot radius 
and Dim Light for an additional 30 feet.
The light turns off.
9 The apparatus sinks up to 20 feet if it’s in liquid. The apparatus rises up to 20 feet if it’s in liquid.
10 The rear hatch unseals and opens. The rear hatch closes and seals.