Masterwork of the Empire: A product of brutal precision, the Zeppelin’s internal redundancy allows it to reroute power when damaged. The first time it would be reduced to 0 HP, it instead drops to 1 HP, entering Stabilization Mode—gaining Immunity to all damage until the start of its next turn.
Crew of the Blackswords: The Zeppelin is manned by elite soldiers trained for siege warfare. When reduced below half HP, one random weapon (roll a d6) overheats and is destroyed. A character who boards the ship and succeeds a DC 18 Investigation check can locate the weapon relays to disable or restore them manually.
Arcane Engine Core: At the start of each of its turns, the Zeppelin regains one spent weapon recharge roll. If the Zeppelin takes lightning damage, roll a d6 — on a 5–6, two weapon systems recharge immediately as the engine overpowers itself, but the Zeppelin takes 10 (3d6) fire damage from backlash ignoring resistance.
Siege Dominance: All ranged weapon attacks by the Zeppelin deal double damage to objects, vehicles, and structures.
Sky Colossus: The Zeppelin cannot be knocked prone or grappled, and effects that would force it to land instead cause it to lose 20 ft. of flying speed until the end of its next turn.
Multiattack.
The Zeppelin makes two weapon attacks using different weapon systems.
1. Hellfire Battery (Fire).
Ranged Weapon Attack: +9 to hit, range 250 ft., 20-ft.-radius area.
Hit: 21 (6d6) fire damage.
Recharge: 5–6 (venting period of molten ammunition).
2. Stormlance Turret Array (Lightning).
Ranged Weapon Attack: +9 to hit, range 300 ft., one target.
Hit: 20 (4d10) lightning damage. On a failed DC 16 Con save, the target can’t take reactions until its next turn.
Recharge: 5–6 (capacitor recharging cycle).
3. Repeating Ballista Pods (Piercing).
Ranged Weapon Attack: +9 to hit, range 150 ft., up to three targets.
Hit: 18 (3d10 + 2) piercing damage.
No recharge — automatic fire system.
4. Arcane Pressure Beam (Force).
Ranged Weapon Attack: +9 to hit, range 120 ft., one target.
Hit: 24 (4d10 + 4) force damage, and the target must succeed a DC 16 Strength save or be pushed 20 ft. away.
Recharge: 4–6 (engine pulse reload).
5. Flakstorm Mortar (Explosive).
The Zeppelin launches a payload in a 30-ft.-radius area.
Each creature must make a DC 16 Dex save, taking 28 (8d6) Fire damage or half as much on success.
Recharge: 5–6 (loading cycle).
6. Thunder Core Discharge (Lightning/Force).
The Zeppelin releases a surge of unstable power in a 40-ft.-radius area beneath it.
Creatures must make a DC 17 Con save or take 30 (8d8) lightning + force damage and be knocked prone.
Recharge: 6 only.
Description
The Blacksword War Zeppelin was not merely a machine — it was a symbol of the Morund Empire’s iron will. Conceived by the twisted genius Dr. Kroenen, these airborne fortresses were designed to end wars through sheer terror. Built in secret foundries deep beneath the Imperial capital, each one was a masterpiece of alchemical engines, reinforced plating, and weapon arrays capable of leveling entire cities.
They were first unleashed against the Rebellion, cutting through resistance lines with precision and flame. The roar of their engines heralded annihilation — towns vanished beneath bombardments, and the sky itself turned red from the fires below. Soldiers spoke of the Zeppelins not as machines, but as judgment from above.
Each vessel was manned by Blacksword elite, hand-picked soldiers devoted to the Empire’s cause. Their purpose was singular: to bring order through overwhelming destruction. Though the Morund Empire has long since fallen, many of these sky-monsters survived, rebuilt and repurposed by the WitherdCrown, still bearing Kroenen’s insignia burned into their hulls.
Now, when one drifts over the horizon, its shadow alone is enough to scatter armies. The Empire may be dead — but its creations still remember the rebellion… and still burn for its vengeance.