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
| 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 Down m. 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 The claws retract. apparatus. |
| 5 | Each extended claw makes the following melee attack: Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage. +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 The apparatus walks or swims backward provided its legs are extended. legs are extended. |
| 7 | The apparatus turns 90 degrees counterclockwise The apparatus turns 90 degrees clockwise provided its provided its legs are extended. legs are extended. |
| 8 | Eyelike fixtures emit Bright Light in a 30-foot radius The light turns off. and Dim Light for an additional 30 feet. |
| 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. |