Corpse Collector

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Corpse Collector

Large construct, Typically lawful evil


  • Armor Class 17 (natural armor)
  • Hit Points 189 (18d10 + 90)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 20 (+5) 5 (-3) 11 (+0) 8 (-1)

  • Damage Resistances fire, cold
  • Damage Immunities necrotic, poison, psychic; nonmagical (bludgeoning, piercing, & slashing)
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands language of its creator; can't speak
  • Challenge 14 (11,500 XP) Proficiency Bonus +5

Unusual Nature. The collector doesn't breathe, eat, or sleep.

Made of Magic. The collector has advantage on saving throws against spells & other magical effects. If the collector would be affected by Dispelling magic or an Anti-Magic field, its attacks have disadvantage and its movement speed is halved until the end of its next turn.

Suffocating Stench. The stench of the corpses lingers around the collector. A creature that starts its turn within 10ft of the Collector must make a DC 18 Constitution saving throw or be stunned until the start of its next turn. A creature that passes this save becomes immune to Suffocating Stench for 10 minutes.

Trampling Treads. The Corpse collector is immune to difficult terrain. The first time the corpse collector would move through a creatures space on a turn, that creature must make a DC 18 Dexterity save or take 14 (4d6) bludgeoning damage & be knocked prone.

Actions

Skewer. Melee Weapon Attack: +10 to hit, Line 15 ft. Each creature hit takes 23 (4d8 + 5) piercing damage, and is considered grappled & restrained (Escape DC 18). The Skewer cannot be used again while a creature is skewered.

Bonus Actions

Join the Ranks. The collector removes a Skewered creature from its spear, and sticks it to the spikes on its body. The creature is restrained by those spikes (Escape DC 18). A creature stuck to the spikes takes 21 (6d6) Piercing Damage at the start of its turn.

Reactions

Corpse Deflection. As a reaction, the Collector may add 2 to its AC against one attack that would hit it. To do so, the Collector must see the attacker & have a creature restrained by its bodily spikes. If this would cause the attack to miss, it hits the creature or corpse instead.

Artwork by Klutsen

Cooking the Corpse Collector

Here's a quick rundown to make sure you make the most of each ability!

Suffocating Stench. This will effect anyone who starts their turn near you, so try to end your turn near as many of them as possible.

Trampling Treads. While it can only affect a given creature once per turn, it can effect any number of creatures, so roll over as many as possible! This will trigger attacks of opportunity, but that's okay; you have really high AC & can use Corpse Deflection if one does manage to hit.

Skewer Two party members within 15ft of each other? Line up the shot, hit them both! Make sure you then use Join the Ranks to stick one to your body at the end of your turn, & start your next turn by doing the same. You can't use your Skewer with creatures on it!



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