Cadaver CollectorLarge construct
- 14 (11,500 XP)
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, and knows the following maneuvers:
2 stamina dice: tremoring strike
Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 4.5 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.
Multiattack. The cadaver collector makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 1.5 m. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.
Paralyzing Breath (Recharge 5–6). The cadaver collector releases paralyzing gas in a 9-meters 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.