Legendary Resistance (2/Day). If the collector fails a saving throw, it can choose to succeed instead.
Multiattack. The Collector makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the collector. Until this grapple ends, the target is restrained, and the collector can’t use this tentacle against other targets. The collector has four tentacles.
Extract Brain: The Collector has small arms tucked away above its nest of tentacles which it uses to surgically remove a restrained victims brain, the creature must make a DC25 medicine check, if it fails it inflicts 25 damage on the victim, on a success it removes the brain with the victims consciousness intact transferring it to a cylinder.
The collector can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
Bite Attack. The collector makes one bite attack against one creature it has grappled.
Teleport. The collector magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.
Vanish. The collector magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.
Description
Collectors are insectoid/molluscoid alien creatures not native to the inner planes, they appear as masses of flesh set atop 2 or more stilt like legs which it uses to traverse the sucking swamps, on its underside it carries a mass of powerful tentacles that can reach out for victims its mouth is set within the base of this mass and its teeth are as long as swords, somewhere off to one side of the mass is a cluster of small arms capable of fine operations, the creature uses these arms to surgically extract a victims brains (and storing each brain in a metal cylinder which it stores in a pouch that it carries on its back,.
The creature has a limb that is the semblance of a humanoid, this limb has eyes, a nose, arms, a torso, but it lacks a humanoid mouth, though it can make gestures with its deformed humanoid arms, these arms can hold things but can only perform basic manipulation, usually used to take a cylinder from the surgical limb into its sack of collected things.
Though this creature is obsessed with capturing and saving humanoids brains they seem more concerned with the waters of the swamp of oblivion, as if searching for something specific, if it comes across a curious item it will stash it and continue to search, so these creatures will often have strange things in their sacks.
The creatures are often covered in vestments that are akin to clothing, they like cloaks, long jackets, hats of all sorts, they especially like top hats and will fight over them
As well as regular loot they may have the following
1- 1d6-1 lead cylinders
2- 1d4-1 occupied cylinders
3- 50% chance for jar of astral jam
4- 10% chance of starchart describing the safe path to their homeworld
Lair and Lair Actions
A Collector's Lair
In the swamp of oblivion, collectors make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A collector that has been captured and exploited by Illithid might lair in caves near Underdark passages and guard the ways in and out of a mindflayer enclave.
Lair Actions
When fighting inside its lair, a collector can use lair actions. On initiative count 20 (losing initiative ties), a collector can take one lair action to cause one of the following effects; the collector can’t use the same lair action two rounds in a row:
- The collector warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the collector has read (see Regional Effects below). The transformation affects nonliving material only and can’t create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the collector dies or uses this lair action again.
- The collector targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the collector's choice within 60 feet of it.
- The collector targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the collector becomes invisible to that creature for 1 minute. This effect ends if the collector attacks the target.
Regional Effects
A region containing a collector lair becomes warped by the creature’s unnatural presence, which creates one or more of the following effects:
- Creatures within 1 mile of the collector lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the collector lair.
- The collector can sense the strongest desires of any humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, a temple, home, or somewhere else.
If the collector dies, these effects end immediately.
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Posted Apr 3, 2021The creature can then use telepathy to create a virtual environment for the living consciousness and interact with them in a mindscape in order to learn