This item is a Large object weighting 1000 pounds, the front has a hidden catch, which can be found with a successful DC 15 Intelligence (Investigation) check. Releasing the catch unlocks a frontal hatch, allowing one Dwarf sized creature to crawl inside thanks to a wooden ladder. Ten levers are set in a row at the far end. Each in a neutral position, able to move either up or down. To be used as a vehicle, the Automated Armour requires one pilot. A creature inside the Automated Armour 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 Levers Table. Most of the upgrades available on an Automated Armour need to be wired to a specific lever position, consult your trusted dwarven mechanic to have more informations about each option.

A Ylkos Automated Armour has an Energy value that decreases by 1 each time it starts its turn while powered-on. Once the value reaches 0 the Automated Armour is automatically powered down at the end of that turn. Additional fuel tanks can be replaced in one minute or 30 seconds if at least another creature is able to help. A fuel tank costs twice its capacity in GP when empty and refilling it costs one GP for each Energy value. Normally an Automated Armour can only hold one fuel tank at a time.

Each time a spell that can fix object is used on an Automated Armour, it regains a number of hit points equal to (1d8+1d10xspell level). An Automated Armour that reaches 0 hp can't be repaired magically. A creature with Smith's tools or Tinkerer's tools proficiency can repair an Automated Armour spending 30 minutes and 10 gp worth of materials for every 25 HP it needs to restore to the Automated Armour. Having a creature help during this procedure halves the time required.

Each time an Automated Armour takes at least it's Malfunction Value points of damage in a single hit, roll on its Malfunctions Table to determine what happens.

Ylkos Automated Armour

Base Model

Armor Class 16

16 Hit Points 80

80 Speed 10ft.

10ft. Energy 10/10

10/10 Malfunction 10hp

STR DEX CON INT WIS CHA 18 (+4) 6 (-2) --- --- --- ---

Condition Immunities Paralyzed, Poisoned, Exhaustion, Unconcious, Stunned, Blinded, Charmed, Deafened, Frightened, Incapacitated, Petrified

Damage Immunities Necrotic, Poison

Necrotic, Poison Damage Reistances Slashing and Piercing damage from nonmagical, non adamantine weapons

Slashing and Piercing damage from nonmagical, non adamantine weapons Damage Vulnerabilities Thunder, bludgeoning from magical weapons

Thunder, bludgeoning from magical weapons Senses ---

--- Languages ---

--- Price 100 pp.

Lighting Weakness Each time an Automated Armour takes Lighting damage, roll a d20 On a roll of 10 or more, nothing Happens. Otherwise the driver is stunned untill the end of its next turn.

Frontal Hatch Your frontal hatch provides you with half-cover.

War Machine When you find a "---" then the used value is taken frm the driver in-game statistics

Tight Space The only action you can take while driving this Ylkos Automated Armour is the Pull the lever! Action.

Like a Fish in a Barrel Attacking a creature inside a powred-down Automated Armour grants advantage to the Attacker's attack roll.

Dwarven Techology(10) This Automated Armour has 10 available levers to be wired to your preferred functions. Some are included when it is bought and the others are to be installed separatedly.

Actions

Pull the lever! Pull UP or DOWN up to two levers.