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