Large Aberration, Neutral Evil
Armor Class 15 Natural armor
Hit Points 83 (9d10 + 24)
Speed 5 ft., Fly 20 ft. Levitate
STR
17 (+3)
DEX
7 (-2)
CON
16 (+3)
INT
18 (+4)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +5
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 40 ft, Passive Perception 14
Languages Common can understand, but can not speak, Deep Speech Telepathy - 60 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Regeneration. When the Collector dies, its body is turned to ash. It is then reanimated after 1d12 days, then seeks to collect whoever slew it. The only way to stop regeneration is to scatter its ashes or to destroy its caged skull.

Actions

Multiattack. The Collector makes two Claw attacks or uses Life Steal.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 3 slashing damage plus 1d6 necrotic damage)

Life Steal. Ranged Weapon Attack: +7 to hit, range 20 ft., one target. Hit: 11 (3d6) Necrotic damage. The Collector regains hit points equal to damage dealt.

Legendary Actions

The Collector can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Collector regains spent legendary actions at the start of its turn.

Collect Call (Costs 1 Action). A flying head with a decaying spinal cord detaches from the Collector's foul body, set in motion by it's undead spirit. The Collector loses 5 hit points. Summon a Collected Thrall in the nearest space available, under the Collector's control. Roll a d4 on the summons table to determine the type of Thrall. The Collector can summon up to 3 Thralls at a time. Once a Thrall dies, the Collector may use a reaction to absorb it into its body, regaining 5 hit points.

Thrall Table:

1 - Collected Priest
2 - Collected Veteran
3-4 - Collected Thug

 

Show Collection (Costs 2 Actions). The Collector opens its cloak, revealing both its content and the grim fate that awaits its prey. Each enemy in a 25ft radius must make a DC 13 Wisdom saving throw or take 2d6 psychic damage and become frightened until the end of their next turn.

Description

"The twisted faces of the damned, piled high, and cloaked in malice."

An elusive being with a hobby more sinister than gathering harmless trinkets, it travels through the corridors of the dungeons, collecting the severed heads of fallen heroes he comes across.

A tall and terrifying figure – a King in Yellow, Desecrator of Graves and Bodies, Beheader of Corpses, Collector of Heads. The Collector is shaped like a man, dressed as a man, has the skull of a man, but the similarity ends there. What is hidden underneath that yellow cloak is an inhuman monster, a horrid amalgamation of severed heads and torn-out spines twisted together into a nightmarish mass of flesh and skulls. Just a glimpse underneath his cloak is enough to tell you what this thing has done to its victims and what may happen to you if he catches you.

Monster Tags: abberation

Habitat: SwampUrban

Spamex

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