Death Coach

The Griffon's Saddlebag: Book Two p. 352 (Third Party)

Size
Huge
Type
undead
Alignment
neutral evil
AC
18 (natural armor)
Hit Points
210 (20d12+80)
Speed
walk 60 ft., fly 50 ft. (hover)
Saving Throws
Dex +9, Cha +12
Skills
Intimidation +18, Investigation +8, Perception +10, Survival +16
Resistances
acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing damage from nonmagical attacks
Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
truesight 120 ft.
Passive Perception
20
Languages
all
Challenge
18
STR
14
+2
DEX
16
+3
CON
19
+4
INT
15
+2
WIS
18
+4
CHA
23
+6

Traits

Proficiency Bonus

+6

Incorporeal Movement

The death coatch can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting

The death coach's spellcasting ability is Charisma (spell save DC20). The death coach can innately cast the following spells, requiring no material components:

  • At will: blindness/deafness, command (as a 2nd-level spell)
  • 3/day each: bestow curse, blight
  • 1/day each: finger of death, power word kill

Legendary Resistance (3/Day)

If the death coach fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Magic Resistance

The death coach has advantage on saving throws against spells and other magical effects.

Silencing Aura

The area within 60 feet of the death coach is under the effects of a silence spell. The death coach is immune to this effect.

Trampling Charge

If the death coach moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the death coach can make another attack with its hooves against the target as a bonus action.

Actions

Hooves

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 28 (4d10+6) force damage.

Etherealness

The death coach enters the ethereal plane from the material plane, or vice versa. It is visible on the material plane while it is in the Border ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Legendary Actions

Legendary Actions (3/Turn)

The death coach can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The death coach regains spent legendary actions at the start of its turn.

recharge

3/TURN

Move

The death coach moves up to its speed.

Dreadful Presence (costs 2 actions)

Each creature of the death coach's choice that is within 30 feet of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. If the save fails by 5 or more, the target's speed is also reduced to 0 until this frightened effect ends for it. A frightened creature can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the death coach's Dreadful Presence for the next 24 hours.

Cast a Spell (Costs 3 Actions)

The death coach casts a spell.

Spells

Blindness/Deafness, Command, Bestow Curse, Blight, Finger of Death, Power Word Kill

Other data

description

Known across the land in myth and song as a specter of terror, the death coach is a manifestation of death and harbinger of woe. This smoky black carriage pulled by horses dark as midnight is one with its headless driver. Within the carriage are countless wailing souls, but their screams go unheard. The legends claim that seeing the coach is to court misfortune, and hearing your name uttered by the coachman is an instant death sentence, as he instructs you to board the carriage with the other damned passengers.

Undead Nature. A death coach doesn't require air, food, drink, or sleep.