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The Scarlet

The Scarlet

Gargantuan vehicle · Air · 80 ft. x 20 ft.

Travel Pace
20
mph
Crew / Passengers
15 / 10
Cargo
20
tons
Hull AC / HP
16 / 200
Damage threshold 15
STR
DEX
CON
INT
WIS
CHA
18 +4
17 +3
20 +5
0 -5
0 -5
0 -5
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Damage Immunities poison, psychic

Control

Wheelhouse
AC 18 HP 50

Speed is up to the speed of the airship, with one 90-degree turn. If the wheelhouse is destroyed, the airship cannot turn.

Movement

Elemental Ring (Brigit)
AC 12 HP 100

air: Movement (air) 180 ft.; increases to 220 ft. while a creature with the Mark of the Storm is in control of the wheelhouse. The airship loses 20 ft. of speed for each 25 damage taken by this component. If this component is destroyed, speed becomes 0. Includes a wheel of wind and water that allows a creature with the Mark of the Storm to telepathically communicate with the fire elemental, Brigit.

Weapons

Harpoon Gun (×3)
AC 15 HP 50

Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 11 (2d10) piercing damage, and the target is grappled (escape DC 16). While grappled, the target's speed is halved and it can't move farther away from The Scarlet. Each gun can grapple one target. The Scarlet's speed is not halved while grappling.

Thundercannon (×2)
AC 15 HP 75

Ranged Weapon Attack: +8 to hit, range 200/800 ft., one target. Hit: 36 (8d8) thunder damage. On a hit or a miss, each creature within 10 feet of the impact spot must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) thunder damage.

Actions

On its turn, The Scarlet can take 3 actions if it has 15 or more crew, or 1 action if it has fewer than 10 crew. It can take no actions if it has no remaining crew.

Fire Ballista. The Scarlet fires its harpoon guns.

Fire Thundercannon. The Scarlet fires its thundercannons.

Move. Uses the wheelhouse and elemental ring. If it enters a Large or smaller creature's space, that creature is pushed to the edge of the ship's space and must succeed on a DC 15 Dexterity saving throw or take 5 (1d10) bludgeoning damage.

Harpoon Haul. Pulls each grappled target up to 30 feet toward the airship.