Large Swarm of Medium fiends, Neutral Evil
Armor Class 18 Natural armor
Hit Points 142 (12d12 + 36)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
12 (+1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws CON +9, INT +5
Skills Arcana +7, Intimidation +5, Perception +4, Religion +7
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 120 ft. (Can see in darkness and dim light as if it were bright light, reflecting its undead nature), Truesight 60 ft. (Can see the true form of any shapechanger or creature concealed by illusion or transmutation magic, which is useful for a creature that deals with binding spirits), Unknown (Can sense the presence and strength of living creatures within 100 ft., similar to a blight's ability to detect life), Passive Perception 15
Languages Communicates via the language Gesher
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

The Coffin Bearer can store items, NPCs within its coffin. Living creatures stored are placed in stasis and do not age, eat, or breathe. The coffin can hold up to one Large creatures, two Small or Medium creatures.

Once per turn a character in the coffin suffers 1 D8 Necro damage. One D8 is added for every 5 levels of Geto's main level (1, 6, 11, 16). Half of the damage dealth this way will be gained by Noro

If this creature successfully deals damage to a target via one of its attacks, it will inflict a 'Cursed energy' debuff, making it more vulnerable to Geto's 'Cursed' attacks.

Actions

Spectral Chain: Melee DEX Weapon Attack, +2 to hit, reach 20 ft., one target. Hit: 10 (1d12) necrotic damage, and the target's soul is chained, granting the Summoner advantage on further attacks against them.

Summon Bound Spirit: The Summoner can call forth a spirit bound to its coffin. Acts on Summoner's initiative and can perform tasks or attack. The spirit lasts for 1 minute or until dismissed.

Bonus Actions

Spiritual Command: On its bonus action, the Summoner can issue a new command to any active bound spirits, allowing them to move up to their speed and take an action.

Reactions

Soul Shield: When the Summoner takes damage, it can use its reaction to expend a bound spirit, reducing the damage by half.

Legendary Actions

Grave's Pull: The Summoner can use a legendary action to force a creature it can see within 30 feet to make a DC 20 Strength saving throw of 16 or higher or be pulled into the coffin. 

Once per turn, the target absorbed in the coffin can make a Strength saving throw (DC 20) of 16 or higher to break free of the coffin.

This can be used once per target per battle




Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A towering figure draped in tattered cloaks, the Coffin Bearer Summoner wields its massive coffin not just as a vault for the souls it enslaves but as a weapon against those who defy it.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Demonundead

ZoggyNorro

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