Pale Ferryman
Medium undead, lawful neutral
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 Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.





