Gargantuan Giant (Titan), Neutral
Armor Class 17 (natural armor)
Hit Points 316 (19d20 + 80)
Speed 50 ft.
STR
23 (+6)
DEX
15 (+2)
CON
22 (+6)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +8, CON +12, WIS +7
Skills Athletics +12
Damage Resistances Acid
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Deafened, Poisoned
Senses Darkvision 120 ft., Tremorsense 30 ft., Unknown The collector is deaf, Passive Perception 14
Languages Common Cannot speak, Primordial Cannot Speak
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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.

Petrifying Touch. At the start of its turn, the collector can attempt to petrify creatures that it is touching. A creature must succeed on a DC 14 Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the collector who petrified it, the greater restoration spell, or other magic.

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.

 
Actions

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.

Legendary Actions

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

Name Date Modified Views Adds Version Actions
3/25/2019 6:45:54 PM
1157
9
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3/30/2019 3:33:46 PM
985
0
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Monster Tags: Titan

Habitat: GrasslandMountainUnderdark

Derk

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