Innate Spellcasting. Charon's innate spellcasting ability is Charisma (spell save DC 17). Charon can innately cast the following spells, requiring no material components:
At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion
3/day each: dimension door, fear, control water
1/day each: control weather, mass suggestion
Magic Resistance. Charon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Charon's weapon attacks are magical.
Teleport. As a bonus action, the Charon magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see
Multiattack. Charon can use its Hypnotic Gaze and makes three melee attacks
Scythe. Melee Weapon Attack: +8 to hit, reach 10ft., one targets. Hit: 9 (2d6 + 3) Slashing damage. On a successful hit, creature must make a Wisdom saving throw. On a fail, target an additional 7 (2d6) Necrotic damage. On a successful save, the target only takes half damage.
Hypnotic Gaze. Charon's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see Charon, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed until the end of Charon's next turn. The charmed target is stunned. If the target’s saving throw is successful, the target is immune to Charon's gaze for the next 24 hours.
Description
This Utroloth controls the Merrenoloth. Offers ferries to all willing to pay the toll. Wishes the return of all of his ships and the Merrenoloth that he protects.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
Any ship Charon is contracted to captain becomes the creature’s lair. When fighting on the ship, the [Charon] can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the [Charon] can take one lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
- The ship regains 44 (8d10) hit points.
- A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round.
- The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Regional Effects
Charon imbues its vessel with powerful magic that creates one or more of the following effects:
- The ship doesn’t sink even if its hull is breached.
- The ship always stays on course to the destination [Charon] names.
- Creatures [Charon] chooses to take on the ship aren’t discomfited by wind or weather, though this effect doesn’t protect against damage.
If Charon dies, these effects fade over the course of 2d12 days.
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Posted Mar 15, 2023Hey, making Ultrakill ferryman and was wondering if i could use the lair idea for U.K ferryman... would you be ok with that?