Ferryman
240 lbs
12
2369.83

85 / 85
14
14
40
22
40
60
2
5

Gloves, Cloth
Clothes, Traveler's
Cloak, Cloth
Shoes, Leather
Hexed Lantern Pole
 

  • Inventory Equipped:
  • Hexed Lantern Pole
    7.23 48750.2 gp
  • Clothes, Traveler's
    2 gp
  • Shoes, Leather
    1 gp
  • Gloves, Cloth
    5 gp
  • Cloak, Cloth
    1 gp

  • Inventory Unequipped:
  • Compass
    10 gp
  • Navigating Tools
    25 gp
  • Book
    25 gp
  • Quill Pen
    0.2 gp
  • Ink, 1-ounce bottle
    10 gp


  • Passive Abilities:
  • Extra Weapon Damage - Necrotic (2d8)
    14.44 48500 gp

  • Quick Abilities:
  • Vault Step
    15

  • Attack Abilities:
  • Toppling Attack
    2.26 150 gp
  • Leaping Strike
    15 300 gp

  • At Will Spell(s):
  • Bane Foes
    4.01 1


  • Monster Bits:
  • 192 Animal Bone
    0.03 gp
  • 48 Necrotic Essence
    2 gp
  • 192 Rotten Flesh
    0.05 gp

Swamp water surges, parting reeds as the coffin-shaped skiff drifts forward. The ferryman looms rigid, bones taut under mud-caked skin, spine-tufts jutting like snapped oars from his skull. He thrusts a long pole into shallow muck, rippling the surface where no depth exists, while a jaundiced lantern dangles, spilling thick light that twists shadows into mismatches.

Ferrymen are Undead created through the use of curses and jinxcraft and are doomed to ply the waters where they were raised. They pole through the bayous and rivers, and even across land on a wave of swamp water, in coffin boats. They can focus the malice of their curse through the light of their lantern poles, jinxing enemies or those who try to force a ride without payment.

Secret.

Paying a ferryman 3 copper coins lifts any curse the creature placed on the payer, and it entitles one to a single unnerving but safe ride in the ferryman’s coffin boat.

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Effect 1 Effect 2 Ambience Music