14 (natural armor)
58 (9d8 + 18)
30 ft.
necrotic, poison
poisoned
darkvision 60 ft.
the languages it knew in life
4
When any good or neutral creature gets inside the coach, or is forced inside, they must make a successful DC 13 Dexterity or Strength check or become trapped inside. A creature can also attempt to make a DC 13 Strength check to force their way out. The coach can be attacked and destroyed to free trapped creatures (AC 12; hp 25; vulnerable to radiant damage; immune to necrotic, poison, or psychic damage).
While in sunlight, the cursed coachman has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The cursed coachman makes two attacks.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 4 (1d8) necrotic damage.