Regeneration. The corpse-cart regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn.
Vigor Mortis. Dark magic surrounds the corpse cart and strengthens any zombies nearby. Zombies under this effect replace their attack with one of the following:
Slam +5 to hit, 7 (2d4 +2) bludgeoning damage
Grab +5 to hit, 4 (1d4+2) bludgeoning damage + grapple dc10
Spellcasting. The corpse-cart spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast some spells, requiring no material components. Cantrips are at 2nd stage, other spells are at their lowest level.
Hordcaller. The corpse-cart always leads a number of "freshly" animated zombies with it normally 4-8 (1d6 +3)
Multiaction: The corpse-cart can take 2 of the following actions per turn but each only once per turn.
Raise corpse. The corpse-cart revigorate up to 2 corpses, within 10 ft of it, creating zombies (5 hp when risen this way, only able to rise corpses that are not destroyed bevorehand)
Attack Order. The corpse-cart channels dark energy in up to 4 zombies within 50 ft of it causing them to use the attack action.
Cast a spell.
At will: Chill Touch, Ray of Frost
3/day each: Ray of Sickness, Fog Cloud
1/day each: Stinking Cloud
Description
Corpse Carts act like magnets for Dark Magic, drawing their power from the land itself and re-animating the dead around them. When necromantic magic is thick in the air, Dark Magic emanate from the corpse cart, under the influence of this ominous knell, the dead are drawn back together and cadavers stagger to their feet.
They work as the eyes and hands of their masters and when within a mile of their master they can be used as messangers.