Huge Construct, Typically Lawful Evil
Armor Class 18 (natural armor)
Hit Points 600 (30d20 + 270)
Speed 30 ft., Climb 30 ft.
STR
30 (+10)
DEX
25 (+7)
CON
30 (+10)
INT
20 (+5)
WIS
25 (+7)
CHA
20 (+5)
Saving Throws STR +12, CON +12, WIS +9
Damage Immunities Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 16
Languages Common, Thri-kreen, Ziklight
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Unusual Nature. The horror doesn’t require air, food, drink, or sleep.

Magic Resistance. The cadaver collector has advantage on saving throws against spells and other magical effects.

Evolution. Absorbs any creatures corpse(10 min), takes on 5 attributes from creature(attacks, immunities, legendary actions, etc.)

Actions

Multiattack. Recharge(4-6) The cadaver collector makes two slam attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 55(10d8 + 5) bludgeoning damage plus 50(10d8) necrotic damage.

Paralyzing Breath - Recharge 5. The cadaver collector releases paralyzing gas in a 60-foot cone. Each creature in that area must make a successful DC: 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.

Bonus Actions

Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.

Reactions

Tank. uses absorb elements and gains 15d10 temp hit points.

DragonDmthsa