Monster
Cadaver Collector
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Construct
- Size
- Large
- Armor class
- 17 (natural armor)
- Hit points
- 189 (18d10 + 90)
- Speed
- Walk 30 ft.
- Challenge rating
- 14
- Alignment
- Lawful Evil
- Strength
- 21
- Dexterity
- 14
- Constitution
- 20
- Intelligence
- 5
- Wisdom
- 11
- Charisma
- 8
- Passive Perception
- 10
- Senses
- darkvision 60 ft.
- Languages
- understands all languages but can't speak
- Immunities
- necrotic, poison, psychic, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't adamantine; cond: True
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
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 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 make a successful 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) 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.