Demon Ark

Level 5Hazard (Complex)
HazardRareMediumRemaster
AC 20
HP 60 (BT 30)
Speed 0 ft.
Fort +15
Ref +9
Will +17
Perc +0
Size Medium
Rare
Complex Hazard
Stealth +8
Disable DC 23 religion (trained) to ward against demonic presence, DC 23 arcana (trained) or DC 23 occultism (trained) to weaken the demonic possession, DC 23 intimidation (trained) to scare it away, or DC 21 sailing-lore (trained) to confuse it; two total successes are required to disable the hazard.
Immunities critical hits, precision
Weaknesses cold iron 7, holy 7
Recall Knowledge religion DC 25

Attacks

Melee Bowsprit +14/+9/+4(reach 20 ft., unholy)
Damage: 2d8+9 piercing
Ranged Chthonian Cannon +14/+9/+4 (range 30 ft.)(unholy)
Damage: 1d8+4 bludgeoning + 1d8+4 fire

Abilities

No Prey, No Paydefensive

Trigger The demon ark hits another ship and Encounter A begins --- Effect The demon ark fires grapples at the Snapdragon. Each PC must attempt a DC 22 reflex save or be Grabbed (Escape); on a critical failure, they're also impaled and take (2d8+7) piercing damage. The demon ark then rolls initiative.

Sea Chanteyoffensive

All fiends within 60 feet gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects; all non-fiends within 60 feet must succeed at a DC 22 will save or become Frightened 1 (Frightened 2 on a critical failure). --- Effect: Sea Chantey

Demonic List◆◆offensive

Effect The ship tosses and turns. Each creature in the hazard's area must make a DC 22 reflex save. On a failure, it is knocked Prone; on a critical failure it also takes 4d8 bludgeoning damage.

Description

A demonic presence animates the ship carrying demon pirates.