Summon a portrait of this monster
Describe it your way — Pale Ferryman is already filled in.
Summon art →

Pale Ferryman

Medium undead, lawful neutral

AC
14
HP
120
Speed
30
CR
4

He poles a skiff the color of river mist and asks each passenger for the same small coin: a memory, a name, a warm hour. Those who pay cross dry-footed; those who refuse find the far bank farther with every stroke.


Armor Class 14 (river shroud)

Hit Points 120 (16d8 + 48)

Speed 30 ft., swim 20 ft.


STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
18 (+4)

Saving Throws Wis +4

Skills Insight +4, Perception +4

Damage Resistances necrotic

Condition Immunities frightened

Senses darkvision 60 ft., passive Perception 14

Languages Common

Challenge 4


Traits

Passage (1/Rest). The ferryman teleports, with up to four willing creatures in his skiff, to an unoccupied shore he can see within 300 feet that touches the same connected water.

Soul Toll. Once per turn when the ferryman hits with his pole, he deals an extra 7 (2d6) Necrotic damage. The target must succeed on a DC 14 Charisma saving throw or have its speed halved until the end of its next turn.

Actions

Multiattack. The ferryman makes two pole attacks.

Ferryman Pole. Melee Attack Roll: +5, reach 10 ft. Hit: 12 (2d8 + 3) Bludgeoning damage.

Have art for this entry? Contribute art — sign in, then use Add image.

Related entries

matched by shared tags

6 same-category · 0 cross-category

Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022