Gyroscope. If the gyroscope on the command deck is destroyed, Zariel's Flying Fortress falls to the ground, taking 200 (50d6) bludgeoning damage. All creatures within Zariel’s Flying Fortress must succeed on a DC 15 Dexterity saving throw. A creature takes 20d6 damage on a failed save, or half as much on a successful one.
Magic Weapons. The flying fortress’s weapon attacks are magical.
Prone Deficiency. If Zariel’s Flying Fortress falls prone, and is incapacitated until lifted back up.
Vehicle. Damage threshold 10, mishap threshold 50
Infernal Screamer. (Requires 1 Crew And Grants Full Cover) Every creature in a 120 foot cone must succeed on a DC 15 Wisdom saving throw, taking 26 (4d12) psychic damage on a failed save, or half as much damage on a successful one.
18 Harpoon Flingers (Each Station Requires 1 Crew And Grants Three-Quarters Cover.) RangedWeapon Attack: +4 to hit, range 50/500 ft., 1 target. Hit: 12 (2d8+ 2) piercing damage. If Zariel’s Flying Fortress hits a creature with it’s Harpoon Flinger, on the fortress’s next turn, the creature must succeed on a DC 20 Strength saving throw or be pulled toward the fortress.
Description
Zariel’s Flying Fortress serves as mobile command center for Zariel’s legions. I made it a “monster” because the home brew magic item system didn’t work for this creation.
Gyroscope? Wasn't the contraption bell the thing that kept the fortress aloft and so on or...?
That’s what it’s supposed to be
Ohhh I see...
Besides, another thing I would like to point out is that the fortress is supposed to have fly (hover) speed instead of walking. But other than that... I think this statblock could use more traits and abilities to improve, it's still good though.
I was like 11 when I made it so I wouldn’t expect it to be very good