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THE ZEPLIN MK. II

Gargantuan vehicle, unaligned
Armor Class: Depends on the component being targeted
Hit Points: Depends on the component being targeted
Speed: , fly: 20 ft

STR

25 +7

DEX

7 -2

CON

14 +2

INT

0 -5

WIS

0 -5

CHA

0 -5

Senses:

Max Capacity:

3 tons

24 crew/passengers.
Cargo capacity: 1 tons

Travel Pace:

20 miles per hour (160 per long rest, 480 miles per day)

Hull(C)

Armour Class 13
Hit Points 150 (Damage threshold 15)

Helm(A)

Armour Class 20
Hit Points 75
Wheel to steer the ship, rocker lever for up and down, toggle lever for landing gear, peddle for go-go juice, peddle for stop, and a button for cruise control.
If the helm is destroyed, the ship can’t turn.

Engine(C)

Armour Class 10
Hit Points 50
These control your top speed.
Gather sunlight to power the thrusters at the rear of the ship. If you've ever seen Treasure Planet, it's like that.

Skycore(C)

Armour Class: 15 (Damage Threshold: 15)
Hit Points: 50
Special: When destroyed will result in the ship losing weightlessness and automatically start crashing. Can only be targeted once the Hull has reached 50% hit points

Actions

heavy mounted weapons

Special:

range increases by 30ft for every 10ft the target is lower,
Similarly, it decreases by 30 ft for each 10 the target is higher  

Main Gun.

Ranged Weapon Attack: +2 to hit, range 150/300 ft. one target. Hit: 20 12d12 Bludgeoning Damage and 3d6 AOE(15ft) fire damage per cannonball. Doge dc for AOE starts at 18 at the center and drops by 2 per 5ft.
deals 2d4 thunder damage to the person firing.  

Non-Combat Actions

 

Helm

Interacting(action): Allows the ship to move.  

SkyCore

Interacting(Bonus Action): Raises/lower ship by 10 ft  

Repair Component(in Combat)

heal a ship component, apart from the hull.
Action: Make a DC 24 Sleight of Hand and Intelligence check. (roll once for each skill and add them together)
On a success heal every ship component 1d10 +dex+int mod
Or Make a DC 10 Athletics check and a DC 16 Mechanics check to heal 1d12 +str+int on a success.
 

Repair Ship Short Rest(Out of Combat)

During a short rest, Make a DC 36 Strength, Sleight of Hand, and Intelligence check. (roll once for each skill and add them together)
On a success heal every ship component 2d10 +str/dex+int mod
Or Make a DC 10 Strength check and a DC 16 Mechanics check to heal 2d12 +str+int on a success.
The skill checks can be bypassed with 3 or more people working on repairs.

Repair Ship Long(Out of Combat)

During a Long rest, Make a DC 36 Strength, Sleight of Hand, and Intelligence check. (roll once for each skill and add them together)
On a success heal every ship component 4d10 +str/dex+int mod
Or Make a DC 10 Strength check and a DC 16 Mechanics check to heal 4d12 +str+int on a success.
The skill checks can be bypassed with 3 or more people repairing

Zeplin Class Skyship. link:
  • Hull grade C; 2,500 GP, ac13, hp150
  • Helm grade A; 6,000 GP, ac20, hp75
  • Engine grade C; 5,000 GP, ac10, hp50
  • Skycore grade C; 3,000 GP, ac15, hp50
  • Total; 16,500 GP

Created by

stormgate_dnd.

Statblock Type

Monster

Link/Embed