Gods of the Humans KHARON (god of the dead) "Doomlord"

Greater god

Divine Rank: 18
Size: Medium-size deity (6½)
Alignment: Lawful evil
Worshiper's Align: LE, LN, NE, N, CE, CN
Portfolio: Death, the dead, doom, fatalism, necromancy
Domains: Death, Law, Evil, Darkness
Symbol: Horned skull missing a jawbone
Plane: Gloomrealm, the Underworld
Cleric/Druid: 15th level cleric
Fighter: 20th level ranger
Wizard/Sorcerer Nil
Rogue: 15th level rogue
Monk/Bard: Nil
Prestige: 10th level assassin
Armor Class: 73 (+14 Dex, +18 divine, +31 natural, +10 deflection), touch 42, flat-footed 73
Initiative: +14
Speed: 60 ft. (12 squares)
Hit Dice: 15d8+180 (Clr) plus 20d8+240 (Rgr) plus 15d6+180 (Rog) plus 10d6+120 (Asn) (1,150 hp)
Base Attack/Grappple +67/+80
Attack: +85 ghost touch unholy morningstar melee(1d8+36, x2) or +85 humanbane unholy lance melee (1d8+36, x3)
Full Attack: +85/+80/+75/+70 ghost touch unholy morningstar melee (1d8+36, x2) or +85 humanbane unholy lance melee (1d8+36, x3)
Special Attacks: Turn Undead (13/day), sneak attack +15d6, crippling strike, death attack, domain powers, salient divine abilities, spell-like abilities
Special Qualities: Divine immunities, DR 53/+4, fire resistance 38, spontaneous casting of divine spells, understand, speak and read all languages and speak directly to all beings within 18 miles, remote communication, godly realm, greater teleport at will, plane shift at will, camouflage, evasion, favored enemy (human +5, elf +4, dwarf +3, gnome +2, halfling +1), hide in plain sight, swift tracker, wild empathy, woodland stride, defensive roll, improved evasion, improved uncanny dodge, opportunist, trap sense +6, trapfinding, uncanny dodge, poison use, SR 50, divine aura (18 miles, DC 38).
Saves: Fort +47 Ref +51 Will +41
Str 37 Dex 38 Con 34 Int 29 Wis 31 Cha 30
Skills: Appraise +24, Balance +29, Bluff +37, Climb +38, Concentration +40, Craft (weaponsmithing) +59, Diplomacy +32, Disable Device +33, Disguise +25, Escape Artist +34, Gather Information +47, Handle Animal +60, Hide +60, Intimidate +57, Knowledge (geography) +59, Knowledge (religion) +44, Knowledge (the planes) +54, Move Silently +75, Open Lock +29, Ride +64, Search +61, Spellcraft +49, Spot +60, Survival +60
Feats: Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Endurance, Enlarge Spell, Forge Ring, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip, Investigator, Leadership, Mounted Combat, Persuasive, Power Attack, Quicken Spell, Scribe Scroll, Silent Spell, Stealthy, Still Spell, Track.

   Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
   Salient Divine Abilities: Alter Size, Alter Reality, Avatar, Banestrike (human), Call Creatures (undead), Command Creatures (undead), Divine Blast, Divine Inspiration (dread), Divine Recall, Divine Shield, Extra Domain (darkness), Frightful Presence, Hand of Death, Know Death, Lay Curse, Life and Death, Wound Enemy.
   Domain Powers: Cast evil and law spells at +1 caster level, use a death touch (1/day).
   Spell-Like Abilties: Kharon uses these abilities as a 28th level caster except for evil and law spells which he uses as a 29th level caster. The save DCs are 38 + spell level. Animate dead, armor of darkness, blacklight, blasphemy, blindness, calm emotions, cause fear, create greater undead, create undead, death knell, death ward, desecrate, destruction, dictum, dispel chaos, dispel good, hold monster, magic circle against chaos, magic circle against good, nightmare, obscuring mist, order's wrath, power word blind, power word kill, protection from chaos, protection from good, prying eyes, shield of law, slay living, summon monster V (summons 1d3 shadows only), summon monster IX (evil or lawful monsters only)unholy aura, unholy blight, wail of the banshee.
   Assassin Spells Known (5/5/5/5; base DC=19 + spell level): 1- disguise self, ghost sound, jump, sleep; 2nd- alter self, darkness, fox's cunning, pass without trace; 3rd- deep slumber, deeper darkness, misdirection, nondetection; 4th- dimension door, freedom of movement, greater invisibility, modify memory.
   Cleric Spells/Day: 6/9/9/8/7/7/6/4/3; base DC=20 + spell level.
   Ranger Spells/Day: 6/6/5/5; base DC=20 + spell level.
    Possessions: Kharon always carries his principle weapon: the magical Deathstar, a +5 morningstar with the unholy and ghost touch special abilities. In addition, he wields a might +5 lance with the humanbane and unholy special abilities. Kharon only uses the lance when mounted atop his horrible Nightmare named "Deatheyes."

Other Divine Abilities
As a greater deity, Anu automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal.
   Senses: Kharon can see, hear and smell at a distance of eighteen miles. As a standard action, he can perceive anything within eighteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 18 hours.
   Portfolio Sense: Kharon senses the death of any creature eighteen weeks before it happens and retains the sensation for eighteen weeks after the event occurs.
   Automatic Actions: Kharon can use Hide, Knowledge (any), Move Silently and Search as a free action if the DC for the task is 30 or lower. He can also use any death-related spell (but not a salient divine ability) as a free action. He can perform up to twenty such free actions each round.
   Create Magic Items: Kharon may create any magical weapon or object that contains death magic or the unholy or wounding special abilities.

Kharon is the dread deity responsible for gathering the dead and taking them to the hereafter. He is generally depicted as a tall Aldari male with a gruff black beard wearing a horned helmet and a black breast plate. He rides an emaciated nightmare known as "Deatheyes" and carries a lance and morningstar when engaged in combat.

According the various mythological sources, Kharon is aided in his daily tasks by his numerous fiendish assistants known as the Necronauts. When a mortal being on the Prime Material Plane dies, it is the job of either Kharon or one of the Necronauts to track down the being's soul or spirit and bring it to the the god Cabel's Hall of Judgement on the plane of Eternal Crossroads. And Kharon is ever vigilant in carrying out his duties.

Although he typically is a deity to be feared, many people pay homage to the Doomlord in an attempt to stave off the inevitable. Kharon is said to reside in a gloomy palace deep in the heart of the realm of the dead known as the Underworld, a vast domain on the plane of Gloomrealm. This region is known to have only one exit and entrance called the 'Gates of the Damned.' This massive portal is forever guarded by the two-headed devil giant known as Gorgal.

Dogma
Death is an inevitable fact of life and should not be feaered. Death is only the beginning of an endless existance in the afterworld and should be treated with mystery and awe. Death helps put an end to pain and suffering and prevents overpopulation. Death also leads to decay which helps to nourish the soil and plant life for those who yet live. Death is merely a link on the great chain of life.

The Doomlord is forever working to fulfill his quota of the departed. Restoring life to the dead or dying is considered a sacrilege as it deprives Kharon of his rightful prize. Witnessing such a profane act should be dealt with immediately by slaying the transgressors.

Clergy and Temples
Clerics of Kharon are organized in a strict hierarchy and will wear dark and gloomy garments with gray, black and brown being the preferred colors. Clerics of the Doomlord will often officiate during funeral services and are forbidden to raise the dead or cast resurrection. In fact, doing so is considered blasphemy. Clerics are charged with spreading death whenever possible so as to increase the potential flock of the Lord of the Underworld. The clerics themselves are organized in a fairly strict hierarchical structure though many of the lower ranking clerics are often found scheming to rise in the ranks.

Temples dedicated to Kharon are typically gloomy and foreboding structures made of heavy stone. They are meant to invoke the images of the deity's dark domain in the Lower Planes. They are often found in most cities and larger towns and villages. The temples affiliated with the more evil aligned clerics are usually well-hidden or located in more remote areas. The main worship area is often located underground where priests and priestesses of the Doomlord can conduct ritual mercy killings and sacrifices. Temple sites will also be used as funeral homes and mortuaries where the loved ones of the deceased may view the remains and pay their final respects before cremation or burial.

Larger temples of the Kharonites will sometimes sponsor a martial order known as the Doomhunters. These beings are often ranger-class warriors with the tracking skill and are responsible for tracking down enemies of the church and bringing them to a swift end. Some may also be multi-classed assassins and all view their work as devotion to their patron deity.

Legends of Hyerune © 2004