| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +13 |
| DEX | 15 | +2 | +2 |
| CON | 22 | +6 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 16 | +3 | +3 |
| CHA | 16 | +3 | +3 |
Fear Aura. Any creature hostile to the Charonte or their Bonded that starts its turn within 20 feet of the Charonte must make a DC 18 Wisdom saving throw, unless the Charonte is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Fear Aura for the next 24 hours.
Magic Resistance. The Charonte has advantage on saving throws against spells and other magical effects.
Magic Attacks. The Charonte's attacks are magical.
Transformation. Charonte can freely transform outside of battle into a humanoid. They do this to blend in, and because they like looking similar to the creatures they bond to. Once an appearance has been chosen the first time, that will be the only form they can ever transform into. Some Charonte choose to bring along a smaller version of their horns or tail into their humanoid form as well.
Soul Bound. For a Charonte to fully mature, they must become soul bound to another creature. Their parents or they themselves always choose this creature to be bound to, and it is the most sacred thing to all Charonte to be bound. While Bonded, they choose to sleep as a tattoo on their Bonded's skin. If they fall unconscious, their bonded can use a bonus action to return them as a tattoo on their skin, however this must be done by physical touch.
If they die while Bound, their Bonded can choose to bring them back to life by sacrificing a part of their soul to return them to life. Doing this will cause 10d10 Radiant damage to the Bonded, and they will also suffer 1 level of Exhaustion. The Charone then returns with full hit points. However this must be done within 1 hour of death, and the corpse must be used in the ritual.
If the Bonded dies, the Charonte may choose to give their life in exchange to bring them back to life with full hit points, or choose to die with them and join them wherever they end up in their afterlife.
Multiattack. The Charonte makes four attacks: one with its bite, two with its claws, and one with its horns.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) piercing damage.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.
Horns. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) piercing damage plus 8 fire damage.
Pyroclast. Ranged Weapon Attack. +10 to hit, range 60 ft., one target. Hit: 19 (2d10 + 8) fire damage plus (1d4 + 6) bludgeoning damage.
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