This creature appears as a skeletal humanoid shrouded in a dark hooded robe. Small pinpoints of crimson light burn in its eye sockets and seem to function as its eyes.
|Charon (Boatman of the lower planes)
AC 40, touch 24, flat-footed 35 (+5 Dex, +16 natural, +9 profane)
hp 464 (32d10+288)
Fort +29, Ref +25, Will +20
DR 20/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 33
Constant—detect evil, detect good, detect magic, detect thoughts (DC 21), see invisibility
At will—alter self, deeper darkness, desecrate, fear (DC 23), greater teleport (self plus skiff only), plane shift (self plus skiff only), silent image (DC 20), suggestion (DC 22)
3/day—wall of fire, mass suggestion (DC 25)
1/day—symbol of fear (DC 25), symbol of pain (DC 24), summon (level 9, 2d4 charonadaemons or piscodaemons, or 2d6 hydrodaemons 100%)
Str 31, Dex 20, Con 28, Int 26, Wis 26, Cha 28
Base Atk +32; CMB +42 [+32 BAB +10 Str ]; CMD 57 [10 base +42 CMB +5 Dex]
Feats Alertness, Blind-Fight, Combat Reflexes, Combat Expertise, Great Fortitude, Improved Critical (quarterstaff), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Persuasive, Power Attack, Quicken Spell-Like Ability (suggestion), Skill Focus (Bluff), Skill Focus (Diplomacy), Weapon Focus (quarterstaff)
Skills Appraise +40, Bluff +50, Diplomacy +54, Escape Artist +37, Intimidate +45, Knowledge (arcana) +40, Knowledge (history) +40, Knowledge (local) +43, Knowledge (planes) +43, Perception +47, Sense Motive +47, Spellcraft +43, Stealth +40, Survival +43
Languages Abyssal, Aquan, Celestial, Common, Daemonic, Draconic, Ignan, Infernal; telepathy 100 ft.
SQ control Styx, immortality
Gear +3 quarterstaff
Charon can control the waters of the River Styx as if using the control water spell (CL 23rd). Additionally, he can form a Huge 16 HD water elemental (known as a Styx elemental) as a standard action using this ability. A Styx elemental uses the standard 16 HD water elemental statistics with the following additional special attack:
An opponent hit by a Styx elemental’s slam attack must succeed on a DC 23 Will save or forget everything about its past life (treat this as a feeblemind spell). The save DC is Constitution-based. Even if the save is successful, the opponent acts as if affected by a confusion spell (CL 20th) for one day. The confusion effects can be removed using break enchantment, dispel magic, or greater magic. Charon can have only one Styx elemental in existence at one time. A Styx elemental is CR 8.
Charon is native to five Lower Planes (Abyss, Gehenna, Hades, Nine Hells, and Tarterus), thus when his form is destroyed on one plane, he ceases to exist there, but still exists on the other four. When destroyed on one of the aforementioned planes, it takes but a single day for him to reform and return to that plane. To be permanently destroyed, Charon must be slain on all five Lower Planes within a single day.
Environment Abyss, Gehenna, Hades, Nine Hells, or Tarterus
Treasure standard coins; 50% goods; 50% items
Charon spends his time ferrying dead souls to their final resting place in the Lower Planes. He uses a large, flat skiff to ferry his passengers across the dangerous waters of the River Styx. On occasion, he ferries living souls to a desired location within the Lower Planes, though he charges a hefty price for such passage. In order to request passage from Charon, would-be travelers must first summon him to the banks of the River Styx.
This can be accomplished by casting blasphemy, holy word, or symbol (any). After casting one of the above mentioned spells, 2d4 rounds later, Charon appears on his black skiff. Travel across the River Styx by Charon costs 100 gp per character level per creature seeking passage. The total cost can be in magic items, coins, gems, or any combination of the aforementioned items. If his price is refused, Charon turns his skiff and moves away. If attacked, Charon attacks but seeks to escape as soon as possible.
Charon attacks using his spell-like abilities, gaze weapon, and staff. He attempts to throw any creature who has stepped foot on his skiff without first paying his price into the River Styx. If combat goes against him or he seems to be overmatched, he summons other daemons to deal with the interlopers while he teleports himself and his skiff away.