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.
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +5
DR 10/good; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 19
Constant—detect magic, see invisibility
At will—deeper darkness, desecrate, greater teleport (self plus skiff only), plane shift (self plus skiff only)
1/day—summon (level 4, 1d4 hydrodaemons or 1 charonadaemon 35%)
Str 21, Dex 16, Con 21, Int 15, Wis 15, Cha 18
Base Atk +10; CMB +15; CMD 28
Feats Improved Initiative, Improved Sunder, Lightning Reflexes, Persuasive, Power Attack
Skills Bluff +17, Diplomacy +21, Intimidate +21, Knowledge (planes) +15, Perception +15, Sense Motive +15, Stealth +16, Survival +15
Languages Abyssal, Common, Daemonic, Infernal; telepathy 100 ft.
SQ alter self
Environment Abyss, Gehenna, Hades, Nine Hells, or Tarterus
Treasure standard coins; 50% goods; 50% items
Charonadaemons resemble their master, Charon, the Boatman of the Lower Planes, and are often mistaken for him. Unlike their master, they care nothing for ferrying souls across the River Styx and seek to murder or steal from those that request passage. Travel across the River Styx by a charonadaemon costs 50 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.
Even if the price is paid, the charonadaemon usually betrays his passengers, attempting to dump them into the River Styx or kill them outright. If more money or fare is offered, the charonadaemon can be persuaded not to attack. A charonadaemon can be summoned to the banks of the River Styx by casting blasphemy, holy word, planar ally, planar binding, summon monster IX, or symbol (any). Charonadaemons appear as 6-foot tall skeletal humanoids dressed in black hooded robes.