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
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.