This creature appears as a desiccated humanoid shrouded in rotting, tattered funerary clothes. Its hands end in sharpened claws with slightly elongated fingernails.
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
Speed 20 ft.
Because the coffer corpse grasps the victim’s throat, a creature in its death grip cannot speak or cast spells with verbal components.
In any round in which a coffer corpse is struck for 6 or more points of damage (whether the damage bypasses the creature’s damage reduction or not), the creature slumps to the ground, seemingly destroyed. If it has fastened its death grip on a victim, it releases its hold when it falls. A DC 20 Sense Motive check sees through the ruse (necromancers gain a +2 competence bonus on this check). On its next turn, the coffer corpse rises again as if reanimated, triggering its fear ability.
A creature viewing a coffer corpse rise after it uses its deceiving death ability must make a DC 13 Will save or become panicked for 2d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
The coffer corpse is an undead creature formed as the result of an incomplete death ritual. It is often found haunting stranded funeral barges or in other situations where a corpse has not been delivered to its final resting place. The creature hates life and attacks living creatures on sight. A coffer corpse appears much as it did in life. At a distance, a coffer corpse is often mistaken for a zombie.
In combat, a coffer corpse attacks with a slam attack. It attempts to grab an opponent around the throat, and if successful, the creature does not let go until either it is destroyed or the opponent is dead. Small percentages (25%) of coffer corpses carry weapons (usually either longswords or clubs) and use those in combat instead of their slam attack. Most however, rely on their natural attack as it allows them to use their death grip ability against an opponent.