Cadaver Collector
Large construct, lawful evil
Armor Class
17 (natural armor)
Hit Points
189 (18d10 + 90)
Speed
30 ft.
STR
21 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
5 (-2)
WIS
11 (0)
CHA
8 (-1)
Damage Immunities
necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
understands all languages but can't speak
Challenge
14 (11500 XP)
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.
Actions
Multiattack The cadaver collector makes two slam attacks.
Slam Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) 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.