| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +8 |
| DEX | 12 | +1 | +1 |
| CON | 20 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 7 | −2 | −2 |
Mismatched Anatomy. The cadaver thief has advantage on saving throws against being knocked prone or restrained due to its uneven, unpredictable body structure.
Regeneration. The cadaver thief regains 10 hit points at the start of its turn if it has at least 1 hit point and has successfully grafted a body part within the last minute. The cadaver thief dies only if it starts its turn with 0 hit points and doesn't regenerate
Multiattack. The cadaver thief makes three attacks: one with its bite and two with its claws, or it can replace one claw attack with Surgical Harvest.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Surgical Harvest (Recharge 5-6). The cadaver thief attempts to surgically remove a limb or organ from one creature it can see within 5 feet. The target must succeed on a DC 16 Constitution saving throw or take 27 (6d8) slashing damage and suffer one of the following effects (cadaver thief's choice):
- Severed Arm: Disadvantage on Strength checks and attack rolls with two-handed weapons
- Severed Leg: Speed reduced by half, disadvantage on Dexterity saves
- Extracted Organ: Maximum hit points reduced by 22 (4d10)
On a successful save, the target takes half damage and suffers no additional effect. A creature can have only one limb/organ harvested at a time. The effect lasts until the creature receives a regenerate spell or similar magic.
Graft Flesh (Bonus Action). If the cadaver thief has used Surgical Harvest since the end of its last turn, it grafts the stolen body part onto itself, gaining 22 (4d10) temporary hit points.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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 Action Name. 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
A towering patchwork horror of stitched flesh and mismatched limbs, the cadaver thief is a grotesque amalgamation of stolen body parts. Its uneven gait and asymmetrical frame betray its cobbled-together nature—arms of different lengths ending in hands both delicate and brutish, skin tones ranging from pale grey to mottled purple, and crude stitching holding its ever-changing form together. It hunts the living not for sustenance, but for fresh parts to replace its rotting components, operating with disturbing surgical precision despite its shambling appearance.
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.
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