It is not the way the coco looks but what he does that scares most. It is a child eater and a kidnapper; it may immediately devour the child, leaving no trace, or it may spirit the child away to a place of no return, but it only does this to disobedient children. The coco is on the lookout for child’s misbehavior on the top of the roof, the coco takes the shape of any dark shadow and stays watching. It represents the opposite of the guardian angel and is frequently compared to the devil. Others see the coco as a representation of the deceased of the local community.
The oldest known rhyme about the coco, which originated in the 17th century, is in the Auto de los desposorios de la Virgen by Juan Caxés.
The rhyme has evolved over the years, but still retains its original meaning:
Duérmete niño, duérmete ya… |
Sleep child, sleep now… |
Coco
Large fiend (devil), lawful evil
Armor Class 14
Hit Points 114 (12d10 + 48)
Speed 40 ft., fly 40 ft.
Abilities Str 5 (-3), Dex 18 (+4), Con 19 (+4), Int 7 (-2), Wis 12 (+1), Cha 17 (+3)
Saving Throws Dex +7, Wis +4, Cha +6
Skills Stealth +7
Damage Vulnerabilities radiant
Damage Resistances acid, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, fire
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft.
Challenge 7 (2,900 XP)
Amorphous. The coco can move through a space as narrow as 1 inch wide without squeezing.
Devil’s Sight. Magical darkness doesn’t impede the coco’s darkvision.
Light Sensitivity. While in bright light, the coco has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Magic Resistance. The coco has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the coco can take the Hide action as a bonus action.
Actions
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (3d8) necrotic damage.
Engulf. The coco moves up to its speed. While doing so, it can enter Medium or smaller creatures’ spaces. Whenever the coco enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the coco. A creature that chooses to be pushed suffers the consequences of a failed saving throw. On a failed save, the coco enters the creature’s space, and the creature takes 13 (3d8) necrotic damage and is engulfed. The engulfed creature is blinded and restrained and takes 27 (6d8) necrotic damage at the start of each of the coco’s turns. When the coco moves, the engulfed creature moves with it. An engulfed creature can repeat its saving throw at the end of each of its turns. On a success, the creature escapes and enters a space of its choice within 5 feet of the coco.
Haunting Teleportation (1/day). The coco magically teleports, along with any equipment it is wearing or carrying, to any destination within 30 feet of a sleeping child as long as that destination is on the same plane of existence. Both the space it is leaving and its destination must be unseen by a living creature, such as under a bed or behind a closet door.
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