Fear Aura. Each created of his choice that starts their turn within 10 feet of Charon must make a DC 27 Wisdom saving throw or become Frightened for 1 minute. The creator can repeat the saving throw at the end of each of their turns to end the effect early. If they succeeded they are immune for 24 hours.
Magic Resistance. Charon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Charon’s weapon attacks are magical.
Rejuvenation. If Charon is destroyed he gains a new body in 24 hours, regaining all its hit points and becoming active again. The new body appears within 5 feet of his boat, if the boat is destroyed the new body appears in his castle.
Divine Soul. Charon can choose to ignore any spell or effect that would: change his physical form, kill him instantly without a saving throw, kill him instantly with a saving throw, or disintegrate him. He is also immune to the feeblemind spell and the water of the River Styx.
Regeneration. Charon regains 30 hp at the start of his turn if he has at least 1 hit point. If Charon takes radiant damage or damage from holy water this trait doesn’t function until the start of Charon’s last turn.
Legendary Resistance (3/Day). If Charon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Charon’s innate spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic, alter self, clairvoyance, darkness, detect thoughts, dispel magic, invisibility (self only), suggestion, wall of fire, enlarge/reduce
3/day each: dimension door, fear, wall of force, feeblemind, finger of death, counterspell, fireball, disintegrate
1/day each: plane shift earthquake, fire storm, mass suggestion, power word kill, divine word
Multiattack. Charon makes three attacks, one of which can be replaced by a spell.
Staff. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 18 (4d8) necrotic damage.
Withering Gaze. Ranged Weapon Attack: +19 to hit, reach 60 ft., one target. Hit: 31 (6d6 +10) Necrotic damage.
Teleport. The Charon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Charm. Charon targets one humanoid it can see within 30 feet of it. If the target can see Charon, the target must succeed on a DC 27 Wisdom saving throw against this magic or be charmed by Charon. The charmed target regards Charon as a trusted friend to be heeded and protected. The target is under Charon’s complete control. Each time Charon or Charon’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Charon is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Charon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Charon regains spent legendary actions at the start of its turn.
Lesser Spell. Charon casts one of his at will spells
Attack. Charon makes a attack.
Greater Spell (Costs 2 actions) Charon casts any of his spells
Teleport (Costs 2 Actions). Charon uses his Teleport action.
Charming Gaze (Costs 2 Actions). Charon uses his charm action.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 30 feet of Charon must make a DC 27 Constitution saving throw against this magic, taking 53 (10d10) necrotic damage on a failed save, or half as much damage on a successful one, any creature that fails can’t regain hp until the end of the creatures next turn.
Description
Charon is the lord of the River Styx. He was once an Arcanoloth who was given great power by the night hags.
This stat block isn’t strictly cannon, Charon probably isn’t nearly this powerful. I’d assume that he’d be on par with Zarial and Demogoran, but I thought this would be more fun to make. I did all the math so you guys don’t have to.
- CR 39ish, once you go above CR 30 things get weird so I’m not entirely sure. And this doesn’t even count him being able to basically feeblemind the entire party
- Effective HP 1450
- Average dpr 342
- Effective AC 26
I wouldn’t recommend running this encountered.
Lair and Lair Actions
Lair
Charon’s domain and lair is the entirety of the River Styx
Lair Actions
On initiative count 20 (losing initiative ties), Charon can take a lair action to cause one of the following magical effects; Charon can’t use the same effect two rounds in a row:
- Soul Bond. Charon targets one creature that he’s charmed he can see within 30 feet. A crackling cord of negative energy tethers Charon to the target. Whenever Charon takes damage, Charon takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Charon or the target is no longer in Charon’s lair.
- Spirts of the Damned. Charon calls forth the spirits of creatures that died in the Styx. These apparitions materialize and attack up to three creatures that Charon can see within 30 feet of him. The targets must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
- Darkness. A point within 60 feet of Charon fills with a 20 foot radius of magical darkness. This functions the same as the darkness spell and lasts until the next initiative count 20 or when Charon ends it as a free action.
- Lord of the Styx. Charon commands the Styx to rise in anger. All creatures of Charon’s choice within 100 feet of him, and within 30 feet of the River Styx and not behind full cover are drenched in the water of the Styx. All effected creatures must save against the River Styx’s water (Any creater other than a fiend that tastes or touches the water is effected by the feeblemind spell. The DC of the Intelligence Saving throw is 15.). Once Charon has used this Lair action he can’t use it again for 24 hours.
- Ferryman of the Styx. Charon magically shifts himself and his boat to another plane of existence. Charon his boat and everyone and everything inside it are transported to any plane of existence that the Rive Styx connects to (Acheron, the Nine Hells, Gehenna, Hades, Carceri, the Abyss, and Pandemonium). Other creatures in the boat doesn’t need to be willing.
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