Call The Silent Coach Image
Prerequisite: Dullahan Species, Level 8+
 

You conjure an ominous carriage constructed of bone and pulled by two skeletal horses—the infamous Silent Coach. You gain the following benefits

Ability Score Increase. Increase one ability score by 1, to a maximum of 20.

Call Me A Coach. You can use an action to summon the Silent Coach. It appears in an unoccupied space within 30 feet of yourself. It is a Huge object with AC 17, 100 Hit Points, and Immunity to Poison and Psychic damage. It can hold one driver and up to six passengers. Each skeletal horse has the statistics of a Warhorse Skeleton except that it has 50 Hit Points. The driver can use a Bonus Action on each of their turns to cause the skeletons to move up to their Speed, moving the coach. If one skeleton is destroyed, the other can pull the coach alone, but its Speed is reduced to 40 feet while doing so. When a skeletal horse or the coach enters a creature’s space for the first time on a turn, that creature makes a Strength saving throw (DC 8 plus your Proficiency Bonus and the modifier of the ability increased by this feat). On a failed save, the creature takes a number of d6s worth of Bludgeoning damage equal to the driver’s Proficiency Bonus and has the Prone condition. On a success, the carriage’s movement stops and it doesn’t enter the creature’s space. The Silent Coach remains until it is destroyed, both of its skeletal horses are destroyed, or you use a Bonus Action to dismiss it. Once you have summoned the Silent Coach, you can’t do so again until you finish a Long Rest.

Call The Silent Coach Image

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