Legendary Resistances (3/Day). If the collector fails a saving throw, it can choose to succeed instead.
Gravestone. When the collector is reduced to 0 hit points, its body aside from its head is turned to ash. This ash can be applied to a petrified creature to cure its petrification. The head of the collector is petrified, becoming a 1,000 lbs. stone that is immune to all damage. After one year in this state, the Collector cures its petrification and returns to consciousness at maximum hit points and with a new body.
Silent Steps. The collector has a +10 bonus on Dexterity (Stealth) checks made to move silently.
Tantrum. When a petrified creature or construct within the collector's line of sight is reduced to 0 hit points, the collector must succeed on a DC 14 Wisdom saving throw or enter a tantrum that lasts until the end of its next turn. While its tantrum lasts, the collector has advantage on melee attack rolls and cannot become invisible.
Multiattack. The collector makes two attacks with its claws or its elastic grasp. It can also use its pull.
Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (5d6 + 6) Slashing damage.
Elastic Grasp. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 20 (2d6 + 6) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained. The collector has two hands, each of which can grapple one target.
Pull. The collector causes a target that it is grappling to be pulled into a space within 5 feet of it.
The collector can take 3 legendary action, 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.
Thrash. The collector begins to thrash about. Creatures on the ground within 30 feet of the Collector must make a DC 20 Strength saving throw. On a failure, a creature takes 2d12 bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and is not knocked prone.
Invisibility. The collector becomes invisible until it attacks, uses its thrash, or enters a tantrum.
Claw. The collector uses its claw action.
Description
A Collector is a giant, lanky creature that is obsessed with collecting and creating statues. Towering over its garden of statues, Collectors have long limbs, dark black fur, and wispy hands, ending with curled fur on their finger tips. An obsessive organizer, Collectors are known to go to infinite lengths to pursue their ideal home. If an intruder interferes with the Collector's habit or worse, breaks its statues, it might throw a tantrum. After whatever was broken, of course.
Collectors are childlike. Although innately dangerous due to their petrifying touch, a Collector's motives are usually simple and somewhat innocent. Collectors are even known to empathize with intruders if they show sorrow or regret. However, more times than not, this empathy is washed out by the Collector's urge to add to its collection.
Most of the time, a Collector will live in solitude, denying company or allies. The Collector sees all others as obstructors to its vision. Cooperation is unlikely.
Lair and Lair Actions
A Collector shows its collection with pride and great care. Collectors are known to have large statuaries with aisles of unfortunate travelers turned to stone. The large of these statues usually rest toward the middle of the statuary, often with a large centerpiece of a dragon or other formidable creature that the Collector has petrified. Along with statues, a Collector's lair features many small towers of precariously stacked stones. A Collector will often take hours or even days stacking these stones to perfection.
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.
- 1d6+1 stone cursed appear from statues within 30 feet of the collector.
- Stone terrain in a 30-foot radius of a point of the collector's choosing becomes either slippery or jagged until initiative count 20 on the next round. If the terrain is slippery, a creature that moves into an effected space for the first time on its turn must succeed on a DC 15 Dexterity saving throw or be knocked prone and have its movement speed reduced to 0 until the end of its current turn. If the terrain is jagged, each time a creature moves into an effected space, it takes 2d4 piercing damage. A creature can choose to treat the effected area as difficult terrain in order to avoid both of these effects. The collector and constructs ignore the effects of this lair action.
Previous Versions
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3/25/2019 6:45:54 PM
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3/30/2019 3:33:46 PM
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985
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Coming Soon
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