Medium Humanoid, Any Non-Good Alignment
Armor Class 17 splint
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +3, WIS +2
Skills Athletics +5, Perception +2
Senses Passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Freedom of movement. The Collector ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 ft of movement to escape from nonmagical restraints or being grappled.

Pack Tactics.  The Collector has advantage on an attack roll against a creature if at least one of the Collector's allies is within 5 ft of the creature and the ally isn't incapacitated. 

Uncharmed. The Collector has advantage on saving throws against being charmed, and magic can't put the collector to sleep.

 

Actions

Multiattack. The Collector makes two longsword attacks. If it has a short sword drawn, it can also make a short sword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7(1d8 + 3) slashing damage or 8(1d10+3) slashing damage is used with 2 hands. 

Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., 1target. Hit: 6(1d6+ 3) piercing damage. 

 

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., 1 target. Hit: 6(1d10 + 1) piercing damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

PublicFanatic

Comments

Posts Quoted:
Reply
Clear All Quotes