Large Celestial, Lawful Neutral
AC 18 Natural    Initiative +3 (13)
HP 225 (30d8 + 90)
Speed 40 ft., Fly 40 ft., Swim 40 ft.
Mod Save
STR 18 +4 +4
DEX 16 +3 +3
CON 17 +3 +3
Mod Save
INT 18 +4 +4
WIS 20 +5 +9
CHA 22 +6 +10
Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision; Passive Perception 10
Languages Abyssal, Common, Infernal, Telepathy 120 ft. common, infernal, abyssal, undercommon, telepathy 120ft
CR 12 (XP 8,400; PB +4)
Traits

Deathless Nature. Charon does not require air, food, drink, or sleep.

Harbinger of the Styx. While Charon is on the River Styx or another plane of the dead, he has advantage on all ability checks, saving throws, and attack rolls

Soulbound Ferryman. Charon can ferry creatures across the River Styx (or similar metaphysical barriers) if they pay a toll (usually a soul coin or other significant offering). Refusing to pay may invoke his wrath.

Unseen Oarsman. Charon can turn invisible or reappear as a bonus action. This invisibility ends if he makes an attack.

Actions

Soulreaver Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. *Hit:* 21 (4d8 + 3) necrotic damage. If the target is reduced to 0 hit points by this weapon, their soul is trapped unless Charon allows it to be released (DC 18 Charisma save at the end of each of the target's turns to resist).

Ferry the Dead (Recharge 5-6). Charon targets up to 3 creatures within 60 feet. Each must succeed on a DC 18 Charisma saving throw or be pulled partially into the Ethereal Plane for 1 minute. While there, they are restrained, can only see and hear into the Material Plane faintly, and take 10 (3d6) necrotic damage at the start of each of their turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Wail of the Lost. (1/Day). Charon lets out a haunting wail. Each creature of his choice within 60 feet must make a DC 18 Wisdom saving throw or be frightened for 1 minute. Creatures that fail by 5 or more are also paralyzed for 1 round. A creature that succeeds is immune to this effect for 24 hours.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Charon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn.

Spectral Glide. Charon moves up to half his movement speed without provoking opportunity attacks.

Chill of the Underworld. One creature within 10 feet must succeed on a DC 16 Constitution saving throw or take 13 (3d8) cold damage and have its speed halved until the end of its next turn.

Call of the Ferryman (Costs 2 Actions). Charon targets one dead creature he can see. That creature's soul is briefly drawn into Charon's presence. It speaks 1 sentence to a character of Charon's choice before vanishing.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

HiddenPandaCub

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