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npc

The Boatman

The Boatman
The Boatman
CR 9
Medium Undead, Neutral
Reveal Stat Block
Armor Class
16 (Natural Armor)
Hit Points
152 (21d8 + 63)
Speed
30 ft., fly 30 ft. (hover)
str
18
+4
dex
12
+1
con
17
+3
int
16
+3
wis
22
+6
cha
18
+4

Traits

Soul Sight.The Boatman has truesight out to a range of 120 feet. He perceives the 'Final Weight' of a creature's soul, granting him advantage on Wisdom (Insight) checks to discern a creature's alignment, intentions, or greatest regrets.
Inexorable Pilot.The Boatman is immune to any effect that would move him against his will. He can walk on water or any other liquid surface as if it were solid ground, and his movement never creates ripples or noise.
Magic Resistance.The Boatman has advantage on saving throws against spells and other magical effects.
Bound to the Skiff.While aboard his vessel, The Weight of Mercy, the Boatman cannot be surprised, and he regains 10 hit points at the start of each of his turns if he has at least 1 hit point.

Actions

Multiattack.The Boatman makes two attacks with his Black-Wood Pole.
Black-Wood Pole.Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Wisdom saving throw or its speed is halved until the end of its next turn as it is overcome by spiritual lethargy.
The Ultimate Toll (Recharge 5–6).The Boatman gestures toward a creature he can see within 60 feet, demanding payment for their life. The target must make a DC 17 Charisma saving throw. On a failed save, the target takes 45 (10d8) psychic damage and is stunned until the end of its next turn. On a successful save, the target takes half as much damage and is not stunned.
Glimmer of the Shroud.The Boatman targets one creature he can see within 30 feet. If the target can see the Boatman's eyes, it must succeed on a DC 16 Wisdom saving throw or be Frightened for 1 minute. While Frightened in this way, the creature's speed is 0. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Boatman

He is known by a thousand names across a thousand cultures—the Pale Oarsman, the Silent Pilot, the Grey Guide—but to those standing upon the mist-choked banks of the Shroud-Water, he is simply the Boatman. He does not speak, for the dead have no need for conversation, and the living have nothing he wishes to hear.

Appearance and Presence

The Boatman stands nearly seven feet tall, though he is often hunched over his long, black-wood pole. He is draped in heavy, tattered robes the color of wet slate, which seem to absorb what little light exists in the Shadowfell. His face is hidden deep within a cowl, revealing only a faint, rhythmic glimmer of blue phosphorescence where eyes should be.

He does not walk; he glides with a glacial, inevitable grace. When he moves his vessel, he does not disturb the water. There are no ripples, no splashes—only the sound of the fog parting like torn silk.

The Vessel: The Weight of Mercy

His craft is a long, shallow-bottomed skiff made of wood that has never seen the sun. It is said the wood was harvested from the first tree to die of old age at the dawn of the world. To the eyes of a sinner, the boat looks like a rotting ribcage of a leviathan; to the eyes of the saint, it appears as a polished cradle of ivory.

The boat has no seats. The dead must stand, for the journey is short in distance but infinite in weight.

The Toll

The Boatman does not require gold for its own sake, but as a symbol of what the soul is willing to leave behind. While most traditions bury their dead with two coins over the eyes, the Boatman accepts any object of "Final Weight."

  • The Copper of Toil: For the commoner, a coin earned through honest sweat.
  • The Silver of Memory: For the scholar or the lover, a trinket that holds a specific, unshakeable memory.
  • The Gold of Greed: For the tyrant, a heavy price that represents the power they can no longer wield.

If a soul arrives without a toll, they are not turned away; they are simply forced to wait. They stand on the banks for a hundred years until their sorrow turns to dust, at which point the Boatman deems them light enough to carry for free.

Roleplaying the Boatman

The Boatman is a neutral force of the multiverse. He cannot be bribed to return a soul to life, nor can he be intimidated. He possesses a "True Sight" that perceives the literal weight of a creature's soul.

Hooks for Adventurers:

  • The Wrong Passenger: A player character must bargain with the Boatman to retrieve a soul that was taken before its "thread was cut." The Boatman may demand a story never before told in the land of the living as payment.
  • The Stolen Oar: A powerful necromancer has stolen the Boatman’s pole, freezing the flow of souls and causing the dead to pile up in the material plane as restless ghosts.
  • Hitching a Ride: To enter the deeper layers of the Underworld, the party must disguise themselves as the deceased and convince the Boatman they belong on his skiff without paying the "Ultimate Toll"—their lives.

"He does not judge the destination. He only ensures the passage. Do not mistake his silence for cruelty; he is the only one who will be with you when the rest of the world falls away." — *High Priestess Elara, Matron of Funerals"