| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 16 | +3 | +3 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +7 |
| WIS | 12 | +1 | +3 |
| CHA | 10 | +0 | +0 |
Collector’s Arsenal
The Collector is equipped with a vast array of mechanical tools, weapons, and magical items it’s scavenged over time. It can use a bonus action to activate one of the following abilities:
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Arcane Amplifier: The Collector can channel its artificer magic into an artifact, dealing an additional 2d6 force damage with its next ranged or melee attack. This effect lasts for 1 minute.
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Retrieving Arm: The Collector can extend a mechanical arm to retrieve a weapon or object within 30 feet. It can add a +2 bonus to attack rolls using this arm to either disarm an opponent or snatch a specific item.
Construct Resilience
The Collector is immune to disease, exhaustion, and poison. It also has advantage on saving throws against being charmed, paralyzed, or stunned.
Infiltrator’s Expertise
The Collector’s design includes advanced tracking and stealth mechanisms. It has advantage on Stealth and Investigation checks to locate specific items or people. It also has advantage on attack rolls made to surprise enemies.
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Multiattack
The Collector makes three attacks: one with its Collector’s Scythe, one with its Arcane Blaster, and one with its Mechanical Tendril.
Collector’s Scythe
Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) slashing damage. If the Collector scores a critical hit, the target is disarmed and the Collector immediately adds the disarmed weapon to its collection.
Arcane Blaster
Ranged Spell Attack: +9 to hit, range 120 ft., one target.
Hit: 22 (4d6 + 5) force damage.
The Collector can choose to fire an explosive arcane pulse instead, causing a burst within a 10-foot radius. All creatures within range must make a DC 17 Dexterity saving throw, taking 15 (3d6 + 5) force damage on a failed save or half as much on a successful one.
Mechanical Tendril
Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be restrained by the tendril. A creature can use its action to escape with a successful DC 16 Strength (Athletics) check.
MAGIC ITEMS & GADGETS
The Collector is known for having a variety of magical items and constructs. It can use the following items at the DM's discretion:
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Bag of Holding (Hidden in its chest compartment): Contains various weapons, tools, and collected curiosities. The Collector can produce any simple or martial weapon from the bag as an action.
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Cloak of Invisibility (Worn as a mantle): Once per day, the Collector can activate the cloak as an action to become invisible for 1 hour or until it attacks or casts a spell.
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Aetheric Bomb (Held in a hidden compartment): As an action, the Collector can throw a bomb within 30 feet. It explodes in a 20-foot radius, dealing 25 (5d10) force damage to all creatures in range. The Collector must recharge this bomb by completing a short rest.
Adaptive Defense
When a creature hits The Collector with a ranged or melee attack, The Collector can use its reaction to activate a defensive barrier, granting it resistance to that damage type until the end of its next turn.
Improvise Trap
If a creature ends its turn within 10 feet of The Collector, it may trigger a trap hidden in the environment (such as a spring-loaded dart or a net). The creature must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) piercing damage and be restrained by the trap until the end of their next turn.
Action 3: Scavenge (Costs 3 Actions). The Collector rapidly scans the battlefield, choosing one item that has been dropped or disarmed. The Collector immediately adds this item to its inventory and may use it on the following turn.
Description
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