Death Coach

APPEARANCE

Two spectral horses pull this ornate, ghostly carriage, whose windows are blocked by dark, heavy curtains.

Death Coach

Mythic Death Coach CR 17/MR 7

XP 102,400
NE Huge undead (incorporeal, mythic)
Init +14/-6, dual initiativeMA; Senses darkvision 60 ft., deathwatch, lifesense; Perception +30
Aura aura of doom (30 ft., DC 29)

DEFENSE

AC 35, touch 35, flat-footed 23 (+15 deflection, +10 Dex, +2 dodge, –2 size)
hp 319 (17d8+243) Fort +13, Ref +15, Will +14
Defensive Abilities channel resistance +4, incorporeal, second saveMA; DR 10/epic
Immune undead traits

OFFENSE

Speed 40 ft., fly 30 ft. (average); soulbound gallop
Melee incorporeal touch +20 (17d6 negative energy)
Space 15 ft.; Reach 15 ft.
Special Attacks bargain with deathMA, collect soulMA, driven to deathMA, mythic power (7/day, surge +1d10+1, Lucky Surge), terrifying teamMMA, terrorMA
Spell-Like Abilities (CL 16th; concentration +27)

STATISTICS

Str —, Dex 30, Con —, Int 15, Wis 18, Cha 33
Base Atk +12; CMB +24; CMD 43 (can’t be tripped)
Feats Combat Reflexes, DodgeMF, Improved Initiative, Lightning StanceMF (see Appendix A, page xx), Lucky SurgeMF, Mobility, Potent SurgeMF, Quicken Spell-Like Ability (fear), Skill Focus (Intimidate), Skill Focus (Perception), Wind Stance
Skills Fly +26, Intimidate +34, Knowledge (geography, history, local, nobility) +9, Perception +30, Sense Motive +13, Survival +21
Languages Abyssal, Common, Infernal (can’t speak any language)

SPECIAL ABILITIES

Aura of Doom (Su)

The death coach’s aura acts like an aura of doomum with a radius of 30 feet. A creature that succeeds at its save is immune to that death coach’s aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Bargain with Death (Su)

When a non-good-aligned creature fails its save against the mythic death coach’s collect soul ability, as a swift action the death coach may offer to spare the creature’s life in exchange for completing a specified service or task, as a geas/quest spell, with no additional saving throw allowed. If the target accepts the death coach’s bargain, it takes no damage from the collect soul effect and in fact gains the benefit of a permanent death ward spell (caster level 16th). This death ward does not affect effects created by the death coach. The target must willingly accept this geas, with no saving throw or spell resistance allowed. If the creature later avoids fulfilling its task, it gains one permanent negative level each day (in addition to the normal penalties for ignoring a geas) until it resumes its task. These negative levels cannot be removed as long as the geas persists except by returning to the task assigned by the death coach, which removes one negative level per 24 hours spent in ardent pursuit of its duty. If the geas is removed by any effect other than a miracle or wish, the target is immediately affected once again by the death coach’s collect soul ability, regardless of the distance between the target and the death coach. If the target survives, the death coach gains a psychic link to the target as a permanent status spell, and in addition it can expend 1 use of mythic power at will to use discern location to find the target.

Collect Soul (Su)

When a death coach deals damage to a creature with its touch attack, it can immediately attempt to collect the creature’s soul, forcing the creature to attempt a DC 27 Fortitude save. Creatures under the effects of a fear effect take a –4 penalty on this save. A creature that succeeds at its save takes 3d6+16 points of damage. On a failed save, the creature takes 160 points of damage (as if affected by a CL 16 finger of death). If the death coach expends one use of mythic power when it uses this ability, it deals 240 points of damage plus 1d8 points of Constitution damage and is staggered for 7 rounds on a failed save. A creature succeeding on its save takes the damage listed above plus 1d4 points of Constitution damage, and is also staggered for 1 round. The soul of a creature slain by this attack becomes trapped in the death coach’s interior. A trapped soul can be restored to life only by a miracle or wish. This is a death effect, and a creature that succeeds at its save is immune to that death coach’s collect soul ability for 24 hours. The save DC is Charisma-based.

Driven to Death (Ex)

A mythic death coach can take a standard action at any point during its movement; this is similar to the Flyby Attack feat, but can be used on the ground as well as when flying. Its movement provokes attacks of opportunity normally. It may expend 1 use of mythic power as a swift action to use this ability to take an additional standard action in the same round that it uses its terrifying team to trample opponents.

Soulbound Gallop (Su)

When the death coach has trapped a soul with its collect soul ability, all of its movement speeds double. The doubling occurs before applying any other effects that increase its speed.

Terrifying Team (Su)

A mythic death coach and its team can gallop through the spaces of other creatures, similar to the trampleb1 special attack but able to affect creatures of any size, dealing 8d6 points of negative energy damage to creatures in its path (DC 29 Reflex half). In addition, creatures failing (or forgoing) their saving throw against the coach’s terrifying team must attempt a Will save against the same DC or become frightened for 7 rounds; non-mythic creatures become shaken for 1 round even on a successful save. The save DC is Charisma-based.

Terror (Su)

A creature damaged by the death coach’s touch attack are stricken with fear, cowering for 1d3 rounds (DC 29 Will negates). If a target is protected against fear by a dispellable effect (such as heroes’ feast or mind blank), the death coach’s can attempt to dispel one such effect as a free action, as if it had cast greater dispel magic (CL 16th). This can temporarily suppress the abilities of a permanent magic item that protects its user against fear for 1d4 rounds, as if the greater dispel magic had targeted the item. If a creature’s protection from fear is suppressed or dispelled, it must save immediately or be affected by the death coach’s terror. If the target is a non-mythic living creature with an innate immunity or resistance (including a saving throw bonus) to fear, the death coach can expend 1 use of its mythic power as a swift action to suppress that resistance or immunity for 1 minute (DC 29 Will negates). A mythic death coach can use this ability as a swift action against any one target that takes damage from its terrifying team. This is a mind-affecting fear effect. The save DC is Charisma-based.

ABOUT

Environment any
Organization solitary
Treasure standard

Section 15: Copyright Notice

Faerie Bestiary (PF1) © 2023, Legendary Games; Authors Jason Nelson, Mike D. Welham, Matt Goodall, Victoria Jaczko, Alistair J. Rigg, Greg A. Vaughan, Tom Phillips

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