Identity Thief. When the Collector reduces a creature to 0 HP, it steals their identity. The creature falls unconscious but stable. The Collector gains: Their voice, appearance, and one weapon attack they possess.
Unsettling Familiarity. The first time the Collector attacks while disguised as a party member or ally, the target must make a DC 15 Wisdom save. If the target fails the save, they flinch, hesitating, granting the attack advantage.
Identity Fracture. Fragments of the target's self are stolen. Effects (choose one): Disadvantage on next attack. Lose reaction until next turn. Take 10 psychic damage.
Multiattack. The Collector makes two Identity Strike attacks.
Identity Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 12 (2d8 + 3) slashing damage + 7 (2d6) psychic damage. The target must succeed on a DC 15 Wisdom saving throw or suffer Identity Fracture.
Many Faces. Recharge the Collector splits briefly into multiple versions of stolen identities. Each creature within 30 ft must make a DC 15 Wisdom save. On a failure, targets see copies of their allies attacking them, taking 21 (6d6 psychic damage), and must use their reaction to move away from the nearest ally. Taking half damage on a save.
Stolen Names. As a bonus action, the Collector can shift into one of its stolen identities. While using an identity, it gains +2 AC, advantage on Deception checks, and can mimic that character's voice perfectly. Until the start of its next turn: Attacks against it have disadvantage unless the attacker succeeds on a DC 14 Insight check.
Who Are You? When a creature within 30 ft hits the Collector, it whispers in their voice: "Are you certain you are yourself?" The attacker must make a DC 15 Wisdom save. On failure, the attack instead hits an illusory duplicate and deals no damage.
After dropping below 70 HP, the Collector gains access to its legendary actions. The Collector has three legendary actions.
Identity Strike (Costs 1 Action). The Collector makes an Identity Strike.
Identity Collapse (Costs 2 Actions). The stolen faces of the Collector begin to scream, its body splits open revealing a void filled with floating masks. All creatures with 40 ft must make a DC 17 Charisma save taking 24 (7d6) psychic damage or half on a success.
Description
In its true form, the Collector of Names appears as a tall humanoid figure made of shifting bark, pale vines, and empty skin stretched over nothing. Its face constantly changes, cycling through dozens of stolen identities.
Voices whisper from its body, each begging to be remembered.
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