Large Construct, Lawful Neutral
Armor Class 29
Hit Points 123 (11d8 + 44)
Speed 40 ft.
STR
26 (+8)
DEX
10 (+0)
CON
18 (+4)
INT
5 (-3)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +12, DEX +4
Skills Perception +5
Damage Immunities Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Berserk. Whenever the cadaver collector starts its turn with 40 hit points or fewer, roll a d6. On a 6, the creature goes berserk. On each of its turns while berserk, the creature attacks the nearest creature it can see. If no creature is near enough to move to and attack, the creature attacks an object, with preference for an object smaller than itself. Once the creature goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The cadaver collector's creator, if within 60 feet of the berserk creature, can try to calm it by speaking firmly and persuasively. The creature must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the creature ceases being berserk. If it takes damage while still at 40 hit points or fewer, the creature might go berserk again.

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

Actions

Multiattack. The cadaver collector makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 4) bludgeoning damage.

Breath Weapon. 30 ft cone, once every 1d4 rounds, paralyzing gas. All creatures in the area of effect must succeed on a Dexterity check DC 18 or be Paralyzed. A paralyzed creature can end the affliction by succeeding on a Constitution Saving throw.

Improved Grab: To use this ability, a cadaver collector must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it succeeds, it establishes a hold and can attempt to impale the grappled creature the following round.

Impale. If a cadaver collector has successfully grappled a medium or smaller creature, it can attempt to impale the creature on its back spikes by making a successful grapple check. Doing so is an Action that does not provoke attacks of opportunity. If the collector successfully impales a creature, the creature takes 4d8+15 points of damage and is considered pinned. Each round, the creature takes another 2d8 points of damage as the movement of the cadaver collector causes additional pain to the impaled creature. The creature cannot break free unless it makes a DC 28 Strength Check. Success indicates the creature is free of the spike but takes an additional 2d8 points of damage in the process. Failure means the creature takes 4d8 points of damage and remains pinned in place. An ally can try to free an impaled creature with a DC 20 Strength check. Once a cadaver collector has a creature or creatures impaled on its back spikes, it is no longer considered to be in a grapple and can attack other opponents without penalty. It cannot use its slam attacks against impaled opponents. Creatures that get free of a cadaver collector become its immediate and most urgent targets. It typically pursues such creatures exclusively if it has any chance of catching and impaling them again. A cadaver collector’s back spikes can hold up to 4 Medium creatures, 16 Small creatures, or 64 Tiny creatures. Creatures smaller than Tiny are too minuscule to be impaled on the collector’s back spikes, although the collector can still deal 4d8+15 points of damage to such opponents by grinding them into its back spikes with a successful grapple check once it has them grappled.

Description

Cadaver collectors were originally built to serve exactly the purpose their name implies. Those with an interest in collecting the dead would deploy the constructs to bring bodies back from a battlefield. Corpses gathered in this fashion are often used by generals to provide information on an enemy’s forces, as well as to fuel magical or medical research. Most often, though, cadaver collectors were dispatched to gather bodies for the creation of undead. This activity after a battle typically resulted in retaliation from either or both sides, as few armies want to see their dead return to walk the land in undeath. In times of peace, cadaver collectors usually sit idle, finding out-of-the-way locations near the site of their last great battle to wait for a new master to give them new orders. Others find employment performing their grisly task for masters who are not so discriminating about where corpses are collected. Still others have found, through a certain perverse twist of logic, that if no battle can be found, they can find ways to start a conflict so that bodies become available and they can realize their purpose once more. Some have just ceased to function correctly. With a lack of purpose, they are unable to distinguish between bodies living or dead, and collect each indiscriminately. A cadaver collector, even hunched over, stands about 12 feet tall and weighs about 4,000 pounds. They do not speak but understand one language, usually Common, known to their creator.

Monster Tags: Armor

Habitat: GrasslandSwampUnderdark

Brandermau