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.
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
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