17 (natural armor)
189 (18d10+90)
walk 30 ft.
necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
understands all languages but can't speak
14
The cadaver collector has advantage on saving throws against spells and other magical effects.
As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specter (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.
The cadaver collector makes two slam attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.
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.
17 (natural armor)
189 (18d10 + 90)
walk 30 ft.
necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
understands all languages but can't speak
14
+5
The collector has advantage on saving throws against spells and other magical effects.
The collector doesn't require air, food, drink, or sleep.
The collector makes two Slam attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.
The 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.
The collector calls up the enslaved spirits of those it has slain; 1d4 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of it. The specters act right after the collector on the same initiative count and fight until they're destroyed. They disappear when the collector is destroyed.