Ambulatory Vault
Medium Construct, Unaligned
16 (+3)
15 (+2)
14 (+2)
8 (-1)
15 (+2)
10 (+0)
Alarm. When the ambulatory vault takes damage or a creature touches the ambulatory vault that isn't on the designated list of creatures that won't set off the alarm, a mental alarm alerts the owner of the ambulatory vault with a ping in their mind if they are within 1 mile of the ambulatory vault. This ping awakens the owner if they are sleeping. In addition, it produces the sound of a hand bell for 10 seconds, which is audible within 60 feet of it.
Freedom of Movement. The ambulatory vault ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Safe. The body of the ambulatory vault is a small safe. It can be unlocked using the proper combination or by succeeding on a DC 20 Wisdom (Thieves' Tool) check. The safe can hold 2 cubic feet or 200 lbs. (90kg) worth of objects securely.
Actions
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 takes an action to remove the harpoon, the target can't move 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 failed save, the target takes 7 (2d6) lightning damage and is paralyzed until the start of its next turn. On a successful save, the target takes half as much damage and isn't 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 a creature. and its bonus action to retrieve the harpoon by reeling it in.
Spew Flames. Choose up to 2 creatures within 10 feet of the ambulatory vault. Flames jet out from one of the ambulatory vault's spouts at each creature. That creature must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Ambulatory vaults are the pinnacle of defensive magi-tech. These constructs are 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 a 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 traveling merchants or the larger caravans that are able to afford them. Not only does the walking vault make for a much lighter load than carrying a safe or chest around by wagon, but its core defensive functions greatly mitigate the most obvious risk while out on the road — bandits.