Charon

*"Maybe he's just confused? ... Yeah, I don't think so either." - Feydra of Cliffharbor Row*

Under normal circumstances, Charon the Boatman ferries the dead from the Gates of Hell across the River Styx and into the Valley of Lost Souls. But, with the portals between realms opening everywhere, he's begun doing so for the living, often by force, and Charon's force is almost irresistible. Those carried by the Boatman may struggle, but his pace inexorable, and his purpose is clear. What was once a useful functionary for facilitating access to the afterlife has become an incredible menace to the living world and must be destroyed.

## **Gameplay**

Charon comes with its own exclusive Quest, listing not only the dungeon setup but also its special rules.

Ok, let’s break down the battle against this impressive Infernal creature!

Charon starts with standard Boss stats, with 2 Enemy dice, and 2 actions per activation. Its defenses may not be as formidable as some other Bosses, but it’s got more health than most to compensate. Better yet, Charon doesn’t have resort to conventional armor or mundane defenses, it’s got better: Disposable souls that it collects as he rides over them on its boat. Charon’s first passive ability, Soul Strength, indicates a flexible amount of health that each of its souls have (starts at 0 then increases as listed on the Boss track). Its Soul Army lets Charon channel souls into corpses in the dungeons to raise Mobs against the Heroes – another great source of disposable defenses. Moving on to the active Abilities, we see that when triggered, Soul Shield effectively gives Charon defense based on the amount of health these souls currently have. Will the Lightbringers invest their efforts in attacking souls to slowly mine Charon’s defenses, spending precious time or will they position themselves and focus their best attacks on Charon itself despite its sinister protection? When Death Ride is activated, Charon moves across the dungeon and brings along any Heroes that were close by. With Sail Along, Charon makes the most of its mobility, speedily crossing the dungeon based on its souls. With its ultimate ability, Charon is able to attack all Heroes and again weave souls into troops.

**Base Stats**

* **Actions:** 1
* **Activation Dice:** 2
* **0 (Claw):** **Soul Shield:** Charon gains 1 (Soul Token). Then, he gains 2 Soul Shields (Mana) for each (Soul Token) he is carrying. Lastly he **Rows**.
* **1 (Claw): Sail Along:** Charon attacks the Hero in range with the most Health, if possible. Then, he **Rows** with +1 for each (Soul Token) he is carrying.
* **2 (Claw):** **Death Ride:** Charon attacks the Hero in range with the least amount of Defense dice, if possible. If at least 1 Wound is dealt, Charon takes the Hero on a Death Ride (*see Death Ride on the Rulebook*). Then, he **Rows**.
* **Defense Dice:** 5 Blue, 1 Black
* **Health:** 30 per Hero
* **Combat 1 (Claw):** The attacking or defending Hero discards 1 (Mana). Charon gains 1 Soul Shield (Mana).
* **Magic Dice:** 3 Orange, 2 Black
* **Charon Rows:** **X Zones:** Number of Zones Charon moves when he **Rows**.
* **Boss Track 1:** 1 Zone
* **Boss Track 2:** 1 Zone
* **Boss Track 3:** 2 Zones
* **Boss Track 4:** 2 Zones
* **Boss Track 5:** 3 Zones