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