Cursed Coachman

Medium undead, unaligned

Armor Class

14 (natural armor)

Hit Points

58 (9d8 + 18)

Speed

30 ft.

Damage Immunities

necrotic, poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Languages

the languages it knew in life

Challenge

4

Coach Trap

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).

Sunlight Sensitivity

While in sunlight, the cursed coachman has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The cursed coachman makes two attacks.

Shadowy Whip

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 4 (1d8) necrotic damage.