Demon Ship

Level 3Hazard (Complex)
HazardRareMediumRemaster
AC 17
HP 50 (BT 25)
Speed 0 ft.
Fort +12
Ref +6
Will +14
Perc +0
Size Medium
Rare
Complex Hazard
Stealth +5
Disable DC 20 religion (trained) to ward against demonic presence, DC 20 arcana (trained) or DC 20 occultism (trained) to weaken the demonic possession, DC 20 intimidation (trained) to scare it away, or DC 18 sailing-lore (trained) to confuse it; two total successes are required to disable the hazard.
Immunities critical hits, precision
Weaknesses cold iron 5, holy 5
Recall Knowledge religion DC 23

Attacks

Melee Bowsprit +11/+6/+1(reach 20 ft., unholy)
Damage: 1d10+8 piercing
Ranged Chthonian Cannon +11/+6/+1 (range 30 ft.)(unholy)
Damage: 1d6+4 bludgeoning + 1d6+4 fire

Abilities

No Prey, No Paydefensive

Trigger The demon ship hits another ship and Encounter A begins --- Effect The demon ship fires grapples at the Snapdragon. Each PC must attempt a DC 20 reflex save or be Grabbed (Escape); on a critical failure, they're also impaled and take (1d10+6) piercing damage. The demon ship 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 20 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 20 reflex save. On a failure, it is knocked Prone; on a critical failure it also takes 2d10 bludgeoning damage.

Description

A demonic presence animates the ship carrying demon pirates.