Magic Resistance. The collector has advantage on saving throws against spells and other magical effects.
Extract Bones- If the Collector sees a creature that has its Hit points reduced to 0 then it will use its action to move straight towards that creature and extract bones from its body. Doing this will cause the creature to fail a death save and will add 1 to the collector's AC
Hunker Down- The collector can withdraw into its makeshift bone shell as an action. Until it emerges, it gain a +4 bonus to AC, and it has advantage on Strength and Constitution saving throws. While in its shell, you are prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge from its shell.
Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) Bludgeoning damage plus 21 (6d6) Necrotic damage and if the target is a creature it must succeed on a DC 17 constitution saving throw or be cursed. The curse will lower the creature's max Hit points by 10 (3d6) everyday at dawn. The curse can be cured via a Remove curse spell or any other similar form of healing.
Dreadful Glare. The collector targets one creature it can see within 30 feet of it. The Target must make a DC 17 Wisdom saving throw. On a failure the target is frightened. If the target fails the same by 5 or less they will also become paralyzed.
Description
The Bone Collector is a very similar construct to the Cadaver Collector. However, it specializes in harvesting the bones from creatures. The Collector is not a malicious creature and typically will avoid conflict as much as possible but if pressed hard enough they are known for being formidable fighters.
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