Death Coach
Creature 14 (uncommon) — incorporeal, spirit, undead, unholy
Pre-Remaster content. May include legacy alignment.
CrasherWeaverLANDAERIALundead
Roads are liminal spaces, existing to connect people and places but rarely destinations in and of themselves. Some see them as avenues to profit. Roadside inns can be lucrative businesses between metropolitan areas, and even villains such as bandits can earn a living plying their larcenous trade on various highways. Occasionally, a road will gain a dire reputation from banditry, treacherous terrain, or a history of deadly accidents. Despite this notoriety, such roads often remain in use simply b
Source: book-of-the-dead-bestiary (Pre-Remaster)
Perception +26; darkvision, lifesense 60 feet
Languages common, daemonic, diabolic, necril; (can't speak any language)
Skills acrobatics +28, Driving Lore +25, intimidation +25, society +21, survival +22
Str
-5
Dex
+8
Con
+2
Int
+3
Wis
+4
Cha
+5
AC 35
Fort +22
Ref +28
Will +24
HP 228 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 10
Speed 60 feet, fly 60 feet (Soulbound Gallop)
Offense
Melee Incorporeal Wheel (agile, magical) +30, Damage 3d12+8 void
Abilities
Lifesense 60 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Aura of Doom (aura, emotion, fear, mental) — 30 feet. A living creature that enters the area must succeed at a DC 31 Will save or gain the Doomed 1 condition. A critical failure increases this condition to Doomed 2. Regardless of the result of the saving throw, the creature is temporarily immune to this death coach's aura of doom for 1 minute.
Collect Soul (death) —
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Soulbound Gallop — When a death coach has Collected a Soul, its Speeds double.
Trample — Large or smaller, incorporeal wheel, DC 34 Reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Divine Innate Spells DC 34, attack +26
7th Finger of Death (×2)
3rd Agonizing Despair (×2)
2nd Death Knell (×3)
1st Fear
WORKS WELL WITH
AnvilLAND / AERIALAn Anvil roots enemies in place, ensuring the Crasher's Trample and doom aura catch the full formation.
SniperLAND / AERIALA Sniper pressures from a separate vector, splitting enemy attention between the Crasher's charge and incoming fire.
FlankerLAND / AERIALA Flanker's lateral pressure disrupts defensive lines, opening clearer Trample paths for the Crasher.
PUNISHES
✖ clumping✖ standing still✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Death Coach in the encounter builder — free, no install.
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