Magic Resistance. The cadaver collector has advantage on saving throws against spells and other magical effects. 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 15 feet 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. Silent Running. For a total of three hours per day, Cadaver Collectors exude a small sphere of Silence, as the spell. Shimmer. When the Cadaver Collector is standing still, it can bend light around it, creating a veil of invisibility. It has advantage on Stealth checks and enemies have disadvantage to perception rolls to spot it.
Slam. Melee Weapon: +7 to hit, reach 10 ft., One target. Hit: 14 (3d8+5) Bludgeoning damage plus 12 (3d8) Necrotic damage. Paralyzing Breath (Recharge 5-6). The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution 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.
If a character dies within 10 feet of the Cadaver Collector, it can use its reaction to impale the corpse on a spike on its back, or in the dangling chains of its belly.
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