Command Zeppelin

Falling Skies

Titanic Mechanical Carapacian (Tier 1 Adversary)

Core Numerics

StatValueStatValue
Tier1Hit Points60
Speed30 ft. flyPlayer Count1
Hit Bonus+6DamageMod
Initiative+0Difficulty6

Base Stats

AttributeSTRCONDEXINTWISCHA
Modifier+5+5+5+9+9+7

Defenses

DefenseValueDefenseValueDefenseValue
AC16Aegis0Fort15
Ref17Will16DC15

Anatomy

Cockpit (+4): +50% damage taken. Engine (4) (+2): Has 12 HP, removes flight when destroyed. Fuel Line (Secret: DC) (+4): Has 24 HP. If destroyed, target has DoT (6, until healed) Shatterpoint (Secret: DC) (+0): Attacks against this have +2 to crit, and critical hits Daze (1 round).

Traits

Contractual Boss Resistance: The Adversary is resistant to effects that would rob them of their free will, teleport them, read/detect their thoughts, or nullify this effect unless they allow it. If necessary to translate to mechanics, this counts as two Flaws dice.

Charge Conduction: This creature accumulates Charge with certain actions. This is a unique resource that is expended by the creature to perform certain abilities.

Phase Prism: The Command Zeppelin has a Barrier for a quarter of its max HP that takes damage before hit points. This Barrier can be bypassed with a Discern check. If the Command Zeppelin reaches half HP, any excess damage is rerouted to the Barrier and requires another check to bypass it again; Discerning a bypassed Barrier deactivates this effect.

Actions

Sharpshot Volley: Major action - Ranged weapon attack, 300 ft. range, single-target, targets lower of AC or Reflex, 3 damage, multiattack (2), generates 1d4 Charge. Sonic Ordnance: Major action - Ranged weapon attack, 300 ft. range, single-target, auto-hit, 9 damage, spends 10 Charge. Phase Shield: Special - When the Command Zeppelin Defends, its next attack is made at advantage, heal itself for 1 HP, and grants itself 1 temp HP. When the temp HP is depleted, it explodes for an effect based on the element used.

Proximity Feedback: All targets within 10 feet of the Command Zeppelin take 1 damage.

Stasis Feedback: The attacker is Stuck (1 round).

Distal Feedback: All targets beyond 10 feet of the Command Zeppelin take 1 damage.

Tactics

The challenge of this boss isn’t the fight itself, but how the players can cross its 300 ft. engagement range safely, as well as dealing with its Phase Prism trait. Think outside the box for these, make a quest of it.

Drops

100 EXP

Description

The Command Zeppelin is an airship that soars through the skies, directing the war on the ground below as it offers fire support from relative safety.

It will eclipse the sun.