Kryx RPGThemesCreatures
Cadaver Collector

Cadaver Collector

Large construct
Challenge
14

STR
5
DEX
2
CON
5
INT
−3
WIS
0
CHA
−1

189
18d10+90
20
Soak
2
Fort
+10
Ref
+8
Will
+1
Defense note natural armor
Damage immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from attacks that aren’t adamantine
Condition immunities charmed, diseased, exhausted, frightened, paralyzed, petrified, poisoned

Speed 5 m.
Senses darkvision 10 m.
Languages understands all languages but can’t speak

Magic Resistance. The cadaver collector has advantage on saving throws against spells and other magical effects.

Maneuvers. The cadaver collector uses maneuvers (maneuver save DC 18). It has 41 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: bonecrush, debilitating crush, disorient, hammer through, hammering blow, knockback, spring attack

2 stamina dice: tremoring strike

Actions (2)

Slam. Melee Weapon Attack: +10 to hit, reach 1 m. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.

Summon Specters (Recharges after a Short or Long Rest). The cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 3 meters of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they’re destroyed. They disappear when the cadaver collector is destroyed.

Paralyzing Breath (Costs 2 actions; Recharge 5–6). The cadaver collector releases paralyzing gas in a 5-meter cone. Each creature in that area must make a successful DC 18 Fortitude 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.

Grasslandmtof

Maneuvers

1 minute/stamina die

As an action, you can make a melee weapon attack that deals bludgeoning damage in an attempt to crush its skeletal structure. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage in an attempt to debilitate the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage to cause a tremor to ripple out from the creature. Each creature on the ground other than you in a sphere centered on the creature must make a Reflex saving throw.

On a failed save, a creature is knocked prone.