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Cadaver Collector

This massive, hunched creature built of stone and metal


looms over you. Its long, heavily plated arms nearly drag on
the ground from shoulders flanking a flat-featured, oblong
head, but its back draws your eye. Spikes of various sizes, all
barbed and covered in gore dried and fresh, sprout from the
plates of metal on its back. A few bodies remain impaled on
the spikes, their mouths open in silent screams.
Battlefield Bodies. 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.

Cadaver Collector Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 17 (2d10 + 6) bludgeoning damage. If the
Large construct, unaligned
target is a Medium or smaller creature, it is grappled
Armor Class 19 (natural armour) (escape DC 19). The collector has two hands, each of
Hit Points 199 (19d10 + 95) which can grapple only one target.
Speed 40 ft. Impale. The collector makes a slam attack against each
Medium or smaller creature it is grappling. If the attack
hits, that creature takes the slam's damage and is
STR DEX CON INT WIS CHA impaled, and the grapple ends. While impaled, the
23 (+6) 10 (+0) 20 (+5) 7 (-2) 16 (+3) 14 (+2) creature is prone and restrained, and it takes 28 (4d10
+ 6) piercing damage at the end of each of the
Damage Immunities poison, psychic; bludgeoning, collector's turns.
piercing, and slashing from nonmagical weapons    A creature can use its action to free itself or another
that aren't adamantine creature (escape DC 19), ending the effect on a
Condition Immunities charmed, exhaustion, frightened, success but it takes an additional 2d10 (11) points of
paralyzed, petrified, poisoned damage in the process. Failure means the creature
Senses darkvision 120 ft., passive Perception 13 takes 4d8 (22) points of damage and remains impaled.
Languages understands the language of its creator but Paralyzing Gas (Recharge 6). The collector exhales
can't speak paralyzing gas in a 15-foot cone. Each creature in that
Challenge 15 (13,000 XP) area must make a DC 19 Constitution saving throw, or
be paralyzed for 1 minute. The target can repeat the
Magic Resistance. The collector has advantage on saving throw at the end of each of its turns, ending the
saving throws against spells and other magical effects. effect on itself on a success.
Magic Weapons. The collector's weapon attacks are Reactions
magical.
Spell Reflection. If the collector makes a successful
saving throw against a spell, or a spell attack misses it,
Actions the collector can choose another creature (including
Multiattack. The collector makes three slam attacks. The the spellcaster) it can see within 120 feet of it. The
collector can use Impale in place of two slam attacks. spell targets the chosen creature instead of the
collector. If the spell forced a saving throw, the chosen
creature makes its own save. If the spell was an attack,
the attack roll is rerolled against the chosen creature.

Created by
u/IndirectLemon

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