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Ferryman — Dark Fantasy Monsters STL miniature by Clay Cyanide

Ferryman

Dark Fantasy Monsters
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community4,812 views · 66 likes

Ferryman — The Encounter

Charon, the hooded boatman who poles the river of the dead · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Ferryman

Where the living world ends, a cold river runs, and across it poles the silent boatman the old poets named Charon. He is no demon and no mere shade, but the keeper of the crossing, ancient as grief itself, his barge ribbed with the skulls of those who could not pay and so wait, sinking, in the shallows. Place a coin upon the tongue of your dead, the grimoires warn, for he ferries none who come empty-handed, and turns his pole upon those who would cross by force or theft. He does not hate; he does not hurry; he keeps a toll older than any king's law. Necromancers who learn his true name may compel a single passage, but the debt always comes due, and the boatman remembers every soul he has carried and every soul he has refused. To meet him at the water's edge is to learn the exact price of where you are going.

Run Ferryman in Sixty Seconds

Ferryman

Medium undead, lawful neutral

CR 6 · 2,300 XP · GUIDELINE
AC 16 (tattered grave-shroud, unnatural stillness) HP 127 (17d8+51) Speed 30 ft.
STR16+3
DEX14+2
CON17+3
INT13+1
WIS18+4
CHA15+2
SavesWis +7, Cha +5
SkillsInsight +7, Perception +7
Resistcold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Immpoison; charmed, exhausted, frightened, paralyzed, poisoned
Sensesdarkvision 120 ft., passive Perception 17
LanguagesCommon, and the silent tongue of the dead

Toll of the Dead. The Ferryman ferries only those who have paid. A creature that has not given the Ferryman a coin, gem, or object worth at least 1 gp during this encounter has disadvantage on saving throws against his spells and abilities. He always knows whether a creature has paid him.

Borne on Black Water. While within 10 feet of his skull-prowed barge, the Ferryman cannot be knocked prone or moved against his will, and difficult terrain costs him no extra movement.

Actions

Multiattack. The Ferryman makes two attacks with his Ferry Pole.

Ferry Pole. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 3) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or its speed is reduced to 0 until the end of its next turn as the cold of the river seeps into its limbs.

Drowning Pull (Recharge 5–6). The Ferryman points his pole at a creature he can see within 30 feet. That creature must make a DC 15 Strength saving throw, taking 22 (4d10) cold damage and being pulled up to 20 feet toward the Ferryman on a failure, or half as much damage and no movement on a success. A creature reduced to 0 hit points by this damage falls unconscious and begins to sink toward the far shore.

Bonus Actions & Reactions

Demand Passage (Reaction). When a creature within 30 feet that has not paid the Ferryman casts a spell or attacks an ally of his, the Ferryman makes a Ferry Pole attack against that creature if it is within reach, or speaks a word of toll forcing it to make a DC 15 Wisdom saving throw or be unable to take reactions until the start of its next turn.

A gaunt, hooded boatman leans into a long iron pole, driving a funeral barge whose gunwales bristle with grinning skulls and guttering candles, its serpent-headed prow gaping over black water lit from beneath by sullen fire.

Ferryman, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 15 HP 76 (scaled ×0.6) Speed 30 ft.
STR16+3
DEX14+2
CON17+3
INT13+1
WIS18+4
CHA15+2

Keeper of the Crossing (signature). Once per short rest, the bound Ferryman can ferry the party across any impassable water, chasm, or threshold to the spirit world, carrying up to six creatures safely to the far side over the course of one minute.

Actions

Ferry Pole. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 3) necrotic damage.

Reactions

Toll Collected. When an ally within 10 feet is reduced to 0 hit points, the bound Ferryman may demand their toll instead: the ally is stable at 1 hit point, and the Ferryman cannot use this reaction again until he is paid 1 gp.

Bound by a name spoken over still water, the boatman tends your dead and carries your living, asking only his coin and a quiet crossing.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP9d8+18 (58) To-hit+4Save DC13

Open with Drowning Pull to yank the loudest attacker off solid ground into reach, then pole it where it stands. Kill-priority is whoever has not 'paid the toll' (they have disadvantage on saves). Drop him beside a tougher undead anchor; alone he is a slow grinder, not a wall.

Tier 2Levels 5-10 · NATIVE
AC16HP17d8+51 (127) To-hit+7Save DC15

Open by Demanding Passage on the first caster, then Drowning Pull the squishiest target adjacent so two Ferry Pole hits also zero its speed. Punish anyone who skips the toll, and never leave the barge—within 10 ft. of it he can't be shoved or moved. Pair him with a lair full of sinking skulls or a flagship undead to make the crossing a real wall.

Tier 3Levels 11-15 · GUIDELINE
AC18HP22d8+88 (187) To-hit+9Save DC17

Position him as the gatekeeper of a larger threat—he holds the river while a bigger boss closes. Open with Drowning Pull, chain-stagger the front line's speed with Ferry Pole, and use Demand Passage to shut down reaction-casters. He is an add-on/lair anchor here, not a solo: feed him minions and a stronger ally rather than running him alone.

Put Ferryman on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Ferryman?

His home stat block is CR 6 (2,300 XP), built for a party of levels 5–10. Scaled-down (levels 1–4) and scaled-up (levels 11–15) versions are in the tier table — the traits and actions stay identical, only AC, HP, to-hit, save DC, and damage shift to fit the band.

Can Ferryman be a companion or ally?

Yes. Bound by his true name spoken over still water, 'Charon, Bound' (AC 15, 76 HP) will ferry up to six creatures across any impassable water, chasm, or threshold to the spirit world once per short rest, and can demand a dying ally's toll to stabilize them — so long as you keep paying his coin.

Is the Ferryman a solo boss?

No — he's a powerful add-on and lair anchor, not a centerpiece. He lacks legendary actions, so a four-player party will out-act him alone. Run him holding a river crossing or beside a flagship undead so his toll, pulls, and speed-locks shine without him being swarmed.

Tell Us How It Ran

Played Ferryman at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included