THE SHARED REFERENCE Adventurer

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.

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