Large Construct, Any Evil Alignment
Armor Class 18 Steel Plate
Hit Points 80 (15d8 + 20)
Speed 30 ft.
STR
22 (+6)
DEX
15 (+2)
CON
18 (+4)
INT
15 (+2)
WIS
10 (+0)
CHA
1 (-5)
Condition Immunities Charmed, Frightened, Incapacitated, Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Siege Monster. Creature does double damage to structures.

Last Stand. When the Collector is at the last quarter (25%) of its health, It loses 2 AC, gains advantage to hit, deals an additional (2d6) fire damage for every attack or when a creature directly touches it (DC 14 DEX save), its fire breath reaches 10 ft. more, has advantage on all STR and CON saves but disadvantage on INT saves, gains a resistance to fire damage, and gains an extra 5 ft. of movement.

Actions

Scoop. Any medium creature or smaller must make a DC 16 STR (athletics) check or be grappled by the Collector. The collector can then take an action on its next turn to put the creature in the grinder on its back dealing (5d10) bludgeoning damage on each turn that the Collector is active or not incapacitated in some way.

Crush. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 12 (2d10 + 5) bludgeoning damage. Critical hits triple damage.

Fire Breath. Ranged Weapon Attack: +7 to hit, reach 10 ft, (cone), Hit: 20 (5d6 + 5) fire damage

 

Habitat: Desert

biggmetal

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