Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Aura of Doom
(aura, emotion, fear, mental, necromancy) 30 feet. A living creature that enters the area must succeed at a DC 31 Will save or gain the doomed 1 condition. A critical failure increases this condition to doomed 2. Regardless of the result of the saving throw, the creature is temporarily immune to this death coach's aura of doom for 1 minute.
Ability
Collect Soul [Reaction]
Circumstance: Trigger: A dying creature within the death coach's Aura of Doom d
The death coach attempts to collect the triggering creature's soul. The triggering creature must succeed at a DC 34 Will save or its soul becomes trapped within the death coach's interior. A creature whose soul has been collected can't be restored to life while the soul remains in the death coach by any means short of a 10th-level spell, such as miracle. Eventually, the death coach grinds the soul down into raw spiritual essence, typically several hours later. At this point, restoring the soul to life is slightly easier, requiring a spell or ritual of 8th level or higher. If a death coach with a collected soul is slain before the soul is completely dissolved, the creature's soul returns to its body, allowing it to be returned to life normally. A death coach can choose not to dissolve a collected soul, though it usually has no reason to keep the soul intact.
Ability
Divine Innate Spells
DC 34; 7th finger of death (×2); 6th agonizing despair (×2); 3rd fear; 2nd death knell (×3)
Ability
Soulbound Gallop
When a death coach has Collected a Soul, its Speeds double.
Ability
Trample
Large or smaller, incorporeal wheel, DC 34
Offense
Melee
Circumstance: combat round (melee)
incorporeal wheel +30 [+26/+22] (agile, magical), Damage 3d12+8 negative
Trait
Incorporeal
An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.
An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.
Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
Trait
Spirit
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
precision
unconscious
Language
(can't speak any language)
Common
Daemonic
Infernal
Necril
Perception
darkvision
lifesense 60 feet
Resistance
all damage 10 (except force
ghost touch
or positive