b'Demon, Charonademon \n'b'  Family:   Demons  \n'b'  Medium   fiend  (demon),  neutral evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  75 (10d8 + 30)  Speed  40 ft.\n'b' STATS STR: 18 (+4) DEX:  16 (+3)  CON:  16 (+3)  INT:  15 (+2)  WIS:  14 (+2)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +6,  Wis  +5  Skills   Arcana  +6,  Deception  +8,  Intimidation  +8,  Perception  +6,  Stealth  +7,  Survival  +6  Damage Resistances  cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  acid, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  16  Languages  Abyssal, Common, Demonic, Infernal, telepathy 120 ft.  Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The charonademon\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 16). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  detect magic ,  darkness ,  see invisibility  \n'b'  1/day :  plane shift  (skiff and self only) \n'b'\n'b'   Magic Resistance . The charonademon has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The charonademon\xe2\x80\x99s weapon attacks are considered magical for the purposes of damage resistances. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The charonademon makes two Quarterstaff attacks. \n'b'  Quarterstaff .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage if used with two hands to make a  melee attack . \n'b'  Fear Gaze . Creatures within 30 feet of the charonademon who can see it must make a DC 16  Wisdom  saving throw. On a failed saving throw, the creature takes 10 (3d6) psychic damage and is  frightened  for one minute. On a successful saving throw, the creature takes half damage and is not  frightened . While  frightened , the target must take the  Dash  action and move away from the charonademon by the safest available route on each of its turns, unless there is nowhere to move. The creature can repeat the saving throw if it ends its turn out of line of sight with the charonademon, ending the effect on a success. If the creature\xe2\x80\x99s saving throw succeeds, or the effect ends for it, the target is immune to a charonademon\xe2\x80\x99s  fear  gaze for 24 hours. \n'b'  Summon (1/day) . The charonademon has a 35% chance to summon 1d4 hydrodemons or a charonademon. The summoned demon appears in an unoccupied space within 60 feet of the charonademon but can\xe2\x80\x99t summon other demons. It remains for one minute, until it or the first charonademon is slain, or until the first charonademon takes an action to dismiss it. \n'b'\n'b' ABOUT \n'b' Tall, gaunt, skeletal, clad in black robes, and bearing a staff, it is easy to confuse a charonademon for their master, the boatman of the Lower Planes. While that being is more likely to be trusted, a charonademon is not. They love to murder and rob those seeking to cross the River Styx and even take passengers in their boats only to kill them or dump them in the river. They can be bought off, but such a plan needs to be ready and the money in full, and even then, it might not work. Their standard fare is 50 gp per level of each creature being carried, double that if you plan to bribe them to keep them from murdering you.'