Corpse Collectors

by CanceRevolution

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Corpse Collector

Corpse Collectors are behemothic constructs made of darkened metal and pulsing runes. Their intricate designs were initially built for efficiency. Emerald lights often glow within their optical sensors, but those that have been corrupted by dark magic have crimson red lights, giving them a more sinister appearance.

In an era when undead plagues threatened the very existence of civilized societies, the Corpse Collectors were the solution to a rising problem. Crafted by a coalition of the finest arcane engineers, they were designed to quickly collect and harvest the deceased to prevent necromantic resurrections. These machines, powered by both magic and machinery, roam the landscapes – particularly after battles or plagues – to ensure that no corpse is left unattended. They were considered the epitome of cleanliness and prevention, a barrier between the living and the perils of the undead.

Yet, such powerful constructs handling the deceased were not without risks. As these machines came into contact with bodies laden with necromantic energies and dark curses, some Corpse Collectors began to absorb this malicious power. Corrupted units deviate from their primary objective, becoming aggressive and unpredictable. Their mechanical limbs, once used solely for collection, can become deadly weapons, and their storage compartments might be employed to trap the living or unleash undead horrors. It's imperative for adventurers to differentiate between a functioning Corpse Collector and a corrupted one, for a meeting with the latter can be as deadly as any undead plague.

Tier 3



Corpse Collector

Large, Construct

Tier 3, Challenge Point 20, XP: 60

Special Loot: Metal Cloak, Supernatural Detector (Rare Accessories)

Attributes

AC 17 AP 3
HP 168 Posture 85
  • Damage Immunities: Bleed, Brain, Poison
  • Damage Resistance: Fire
  • Damage Weakness: Acid
  • Passive Insight/ Perception 15
  • Sense Dark Vision
  • Language None

Movement

Base 20 Climb/ Swim 20 Dash 40

Stats + Skills

STR +8 DEX -3 INT -2 WIS +5 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Carnage When you kill a creature, you regain 50 HP.

Abilities

  • Spiked Armor When a creature within 5 feet hits you with a Melee Attack, it takes 1d6 thrust damage.
  • Metal Endurance You are immune to being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned.
  • Additionally, after taking any fire damage, your Attacks deal an extra 1d8 fire damage for 1 turn.
  • Cast Spell You can cast the following spells:
  • Sense Good & Evil, Sense Magic

Actions (3)

  • Heavy Claw: Hit +8, Dmg 2d10 slash
  • Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
  • Meat Grinder Machine (Concentration) Choose 1 Medium or smaller creature within 5 feet of you. That creature must succeed on a Brawling Save (DC 16), or be placed on a Meat Grinder machine inside you.
  • The creature shares the same space as you, becomes Paralyzed, and starts Bleeding (2d8) and takes 2d10 slash damage at the start of its turns.
  • You can only have 1 creature inside you at once, but that creature can break free if you lose Concentration.
  • Triumph: This Action has a limit of once per round.


Corpse Incinerator

Large, Construct

Tier 3, Challenge Point 20, XP: 60

Special Loot: Fireproof Cape, Metal Cloak, Supernatural Detector (Rare Accessories)

Attributes

AC 17 AP 3
HP 168 Posture 85
  • Damage Immunities: Bleed, Brain, Poison
  • Damage Resistance: Fire
  • Damage Weakness: Acid, Cold
  • Passive Insight/ Perception 15
  • Sense Dark Vision
  • Language None

Movement

Base 20 Climb/ Swim 20 Dash 40

Stats + Skills

STR +8 DEX -3 INT -2 WIS +5 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Carnage When you kill a creature, you regain 50 HP.

Abilities

  • Fire Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Agility Save (DC 16) or take 1d6 fire damage and become Ignited (1d6).
  • Fire Form Any creature that touches you directly (like grappling or mounting) becomes Ignited (1d6). You also take 10 cold damage for every 5 feet you move on water, or whenever you take damage from a spell or similar effect that splashes a lot of water.
  • Metal Endurance You are immune to being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned.
  • Additionally, your Attacks deal extra 1d6 fire damage (already included in the sheet).
  • Cast Spell You can cast the following spells:
  • Sense Good & Evil, Sense Magic

Actions (3)

  • Burning Claw: Hit +8, Dmg 2d10 slash + 2 fire
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Ignite: On a hit, that target becomes Ignited (1d6).
  • Incinerator Machine (Concentration) Choose 1 Medium or smaller creature within 5 feet of you. That creature must succeed on a Brawling Save (DC 16), or be placed on an Incinerator Machine inside you.
  • The creature shares the same space as you, becomes Paralyzed and Ignited (2d6).
  • You can only have 1 creature inside you at once, but that creature can break free if you lose Concentration.
  • Triumph: This Action has a limit of once per round.


Corpse Infecter

Large, Construct/ Undead

Tier 3, Challenge Point 20, XP: 60

Special Loot: Dead Tongue Collar, Metal Cloak, Supernatural Detector (Rare Accessories)

Attributes

AC 17 AP 3
HP 168 Posture 85
  • Damage Immunities: Bleed, Brain, Poison
  • Damage Resistance: Fire, Dark
  • Damage Weakness: Acid, Light
  • Passive Insight/ Perception 15
  • Sense Dark Vision
  • Language None

Movement

Base 20 Climb/ Swim 20 Dash 40

Stats + Skills

STR +8 DEX -3 INT -2 WIS +5 CHA -5
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Carnage When you kill a creature, you regain 50 HP.

  • Undead Presence On the start of the round, 1 Putrid Zombie comes out from your body.

Abilities

  • Putrid Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 16) or become Poisoned (1d8, 1 turn).
  • A creature that is already Poisoned takes 1d8 poison damage on a fail instead.
  • Metal Endurance You are immune to being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned.
  • Additionally, after taking any fire damage, your Attacks deal an extra 1d8 fire damage for 1 turn.
  • Undead Plague When you kill a creature, it turns into an Undead with the same Tier it had while alive.
  • Cast Spell You can cast the following spells:
  • Sense Good & Evil, Sense Magic, Talk to the Dead

Actions (3)

  • Heavy Claw: Hit +8, Dmg 2d12 slash
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
  • Corrupted Machine (Concentration) Choose 1 Medium or smaller creature within 5 feet of you. That creature must succeed on a Brawling Save (DC 16), or be placed on a Corrupted Machine inside you.
  • The creature shares the same space as you, becomes Paralyzed and takes 2d8 dark and 2d8 poison damage at the start of tis turns.
  • You can only have 1 creature inside you at once, but that creature can break free if you lose Concentration.
  • Triumph: This Action has a limit of once per round.