Demon, Charonademon

Family: Demons

Medium fiend (demon), neutral evil

Armor Class 16 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 40 ft.

18 (+4) 16 (+3) 16 (+3) 15 (+2) 14 (+2) 18 (+4)

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)


  • Innate Spellcasting. The charonademon’s innate spellcasting ability is Charisma (spell save DC 16). It can cast the following spells, requiring no material components:
  • Magic Resistance. The charonademon has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The charonademon’s weapon attacks are considered magical for the purposes of damage resistances.


  • Multiattack. The charonademon makes two Quarterstaff attacks.
  • 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.
  • 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’s saving throw succeeds, or the effect ends for it, the target is immune to a charonademon’s fear gaze for 24 hours.
  • 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’t 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.


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.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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