Cursed Coach (5e Creature)

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Cursed Coach[edit]

Huge monstrosity (unversed), chaotic evil


Armor Class 18 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 8 (-1) 15 (+2) 16 (+3)

Saving Throws Str +7, Dex +8, Con +8
Skills Acrobatics +8, Athletics +7, Intimidation +7, Perception +6
Proficiency Bonus +4
Damage Vulnerabilities fire
Damage Resistances lightning; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, paralyzed, petrified
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech
Challenge 11 (7,200 XP)


Devil's Sight. Magical darkness doesn't impede the cursed coach's darkvision.

Magic Resistance. The cursed coach has advantage on saving throws against spells and other magical effects.

Magic Weapons. The cursed coach's weapon attacks are magical.

Regeneration. The cursed coach regains 10 hit points at the start of its turn if it has at least 1 hit point.

Wheels. The cursed coach ignores difficult terrain.

ACTIONS

Multiattack. The cursed coach makes three attacks with its tentacles. When its Special Attack is available, it can use the attack in place of one tentacle attack.

Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 4) piercing damage.

Special Attack (Recharge 6). The cursed coach uses one of the following special attacks:

Inhale. The cursed coach inhales mightily in a 60-foot line that is 10 feet wide. Each Large or smaller creature in that line must succeed on a DC 15 Strength saving throw or be pulled into the cursed coach and swallowed by it. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the cursed coach, and it takes 14 (4d8) acid damage at the start of each of the cursed coach's turns.
If the cursed coach takes 30 damage or more on a single turn, the cursed coach regurgitates all swallowed creatures, which fall prone in a space within 10 feet of the cursed coach. If the cursed coach dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Jumping Press. The cursed coach jumps into the air and slams down, creating a massive shockwave on impact. Each creature within 30 feet of the cursed coach must make a DC 16 Strength saving throw. On a failed save, a creature takes 27 (5d10) thunder damage and is pushed 10 feet away from the cursed coach and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone.

BONUS ACTIONS

Rush. The cursed coach takes the Dash or Disengage action.


525px-Cursed_Coach_KHBBS.png
Cursed Coach from KH BBS, art from KH Wiki, https://www.khwiki.com/Cursed Coach
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