Demon Ship
COMPLEX HAZARD 3 +5
A demonic presence animates the ship carrying demon pirates.
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.
AC 17; Fort +12, Ref +6, Will +14
Hardness 5, HP 50 (BT 25) (BT 25); Immunities critical hits, precision; Weaknesses cold iron 5, holy 5
No Prey, No Pay
Sea Chantey (auditory)
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
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.
Melee Bowsprit +11 (reach 20, unholy), Damage 1d10+8 piercing
Ranged Chthonian Cannon +11 (unholy, range increment 30 feet), Damage 1d6+4 bludgeoning plus 1d6+4 fire
The demon ship uses its actions on one of the following options (GM's choice). It loses one action from its routine if a PC succeeds at an attempt to Disable it or it reaches its Broken Threshold.
- Broadside Blast The demon ship makes a Chthonian cannon Strike.
- Demonic List 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.
- Heads Will Roll It makes a bowsprit Strike.
- Sea Chantey (auditory) 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
Pathfinder Society Scenario #6-00: Salt of the OceanORC