b'Death Coach \n'b'  Huge   undead ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  218 (19d12+95)  Speed  30 ft., fly 40 ft.\n'b' STATS STR: 1 (-5) DEX:  30 (+10)  CON:  20 (+5)  INT:  15 (+2)  WIS:  18 (+4)  CHA:  27 (+8)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Cha  +13,  Dex  +15  Skills   Intimidation  +13,  Perception  +9,  Survival  +9  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  19  Languages  Abyssal, Common, Infernal (can\xe2\x80\x99t speak any language)  Challenge  14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Aura of Doom . The death coach radiates an aura of doom within a radius of 30 feet. Any creatures which enter this aura must succeed a DC 18  Wisdom  saving throw or become  frightened . A  frightened  creature can repeat this saving throw at the end of each of its turns to try and end this effect. Once a creature saves against this ability, it cannot be affected by this death coach\xe2\x80\x99s Aura of Doom again for 24 hours. \n'b'  Innate Spellcasting : The death coach\xe2\x80\x99s spell casting ability is  Charisma  (spell save DC 18). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  minor illusion  \n'b'  3/day :  phantasmal killer  \n'b'\n'b'  Soulbound Gallop . 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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The death coach makes a ghostly overrun  attack . \n'b'  Ghostly Overrun .  Melee Weapon Attack : +12 to hit, reach 15 ft., all targets in a 15-foot square.  Hit : 7 (2d6) necrotic damage. A creature hit by this  attack  must succeed a DC 18  Constitution  saving throw or take an additional 14 (4d6) necrotic damage, or half as much on a successful saving throw.  Frightened  creatures make this saving throw with disadvantage. If this additional damage reduces the creature to  0 Hit Points , its soul becomes trapped in the death coach\xe2\x80\x99s interior. A trapped soul can be restored to life only by a  wish . \n'b'\n'b' ABOUT \n'b' Fearsome phantasmal carriages pulled by ghostly horses, death coaches appear without warning to collect and carry off unwilling mortal souls to the afterlife, slaying their victims first if need be.'