Large Construct, Typically Lawful Evil
AC 17 (natural armor)    Initiative +2 (12)
HP 189 (18d10 + 90)
Speed 30 ft.
Mod Save
STR 21 +5 +5
DEX 14 +2 +2
CON 20 +5 +5
Mod Save
INT 5 −3 −3
WIS 11 +0 +0
CHA 8 −1 −1
Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages understands all languages but can’t speak
CR 16 (XP 15,000; PB +5)
Traits

Magic Resistance. The collector has advantage on saving throws against spells and other magical effects.

Unusual Nature. The collector doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The collector uses it's paralyzing breath ability if able, and then makes two Slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.

Paralyzing Breath (Recharge 5–6). The collector releases paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.

Bonus Actions

Summon Specters (Recharges after a Short or Long Rest). The collector calls up the enslaved spirits of those it has slain; 1d4 specters (without Sunlight Sensitivity; see the Monster Manual) arise in unoccupied spaces within 15 feet of it. The specters act right after the collector on the same initiative count and fight until they’re destroyed. They disappear when the collector is destroyed.

Legendary Actions

VILLAIN ACTIONS: 

The cadaver collector has 3 villain actions. They can take each action once during an encounter after an enemy's turn. They can take these actions in any order but can use only one per round. 

1. Vivus Maledictum. The cadaver collector curses a target creature it can see within 60 feet. The target creature must succeed a DC 18 Constitution saving throw or it takes 18 (4d8) necrotic damage at the end of each turn and must succeed a DC 18 Constitution saving throw each time or its maximum hit points are reduced by the total value of the dice until its next long rest. This effect lasts until the target receives magical healing or is the target of a remove curse spell. The creature that removes this effect from another creature must succeed a saving throw against the effect or become affected by it, the saving throw is made with disadvantage if it is ended using magical healing. A creature cannot remove this effect from itself.

2. Snuff them Out. All creatures within 90 feet of the cadaver collector must make a DC 18 Strength saving throw taking 14 (4d6) force damage on a failure or half as much on a success. All light sources within the area are extinguished.

3. Soul Siphon. All creatures within 60 feet of the cadaver collector must make a DC 18 Constitution saving throw or take 26 (6d8) necrotic damage and gain a level of exhaustion. A creature that succeeds this save takes half as much damage and no exhaustion. The cadaver collector can choose to regain hit points equal to half of the damage dealt or give an allied undead within 90 feet temporary hit points equal to half of the damage dealt. Constructs and undead take no damage from this ability.

Description

The ancient war machines known as collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer to bolster the ranks of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.

Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor.

Corpses that accumulate on a cadaver collector’s shell aren’t just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to battle against its enemies. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given enough time.

Habitat: Grassland

Yosefthegod

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