# Cadaver Collector >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >slams: 1d6 (×2) > >Melee/Ranged: +26/+16 > >Secondary: +21/+11 > >Multiattack: +24/+14 > >M/R_PA: +21/+11 > >2nd/PA: +16/+6 > >MA_PA: +19/+9 > >Itterative: 4 > > xDmg:: Str: +10; Str2: +15; StrOH: +5; StrPA: +20; StrPA2H: +30; StrPAOH: +10 > > xDCs:: Str: 28; Dex: 18; Con: 18; Int: 15; Wis: 21; Cha: 20 > > xFeat:: 6/9 (3) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Cadaver Collector</div> <div class="CR">CR 12 (19,200 XP)</div> <div class="SOU">Monster Manual 3</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LN Large Construct **Init** +0 **Perception** +24 #### defense **AC** 29, 9 touch, 29 flat-footed (+20 natural, -1 size) **hp** 115 (17d10+30) **Fort** +5, **Refl** +5, **Will** +8 **Feint** 30, **Demoralize** 30 **DR** 10/adamantine **Immune** magic #### offense **Speed** 40 ft. **Melee** 2 slams +27 (1d6+10 plus grab) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** breath weapon, immunity to magic, impale #### statistics **Str** 31, **Dex** 10, **Con** —, **Int** 5, **Wis** 16, **Cha** 14 **BAB** +17, **CMB** +23, **CMD** 33, **TA** +26, **RTA** +16 **Feats** [[Alertness]], [[Cleave]], [[Improved Initiative]], [[Improved Natural Attack]] (slam), [[Power Attack]], [[Weapon Focus]] (slam) **Skills** Perception +24 **Languages** #### special abilities ### Breath Weapon (Su) Once every 1d4 rounds as a free action, a cadaver collector can emit a 30-foot cone of parayltic gas. Creatures in the area must succeed at a DC 18 Reflex save or be paralyzed for 1 minute. A paralyzed creature who takes lethal damage is freed of the paralysis. ### Immunity to Magic (Ex) Like golems, cadaver collectors are especially resilient to magic. However, this resilience takes a slightly different form in the cadaver collector. A cadaver collector is immune to any spell or spell-Like Ability that allows spell resistance. In addition, spells of 3rd level or lower that target a cadaver collector automatically rebound back at their caster as if the collector were under the effects of an unbeatable spell turning effect. This effect cannot be dispelled or suppressed, except against spells that deal electricity damage (see below). Spells that deal rust damage or alter stone penetrate the immunity to magic. Other spells and effects function differently against the creature, as noted below. A magical attack that deals sonic damage slows a cadaver collector (as the slow spell) for 3 rounds, with no saving throw. Sonic spells of 3rd level or lower are absorbed by the collector and nor reflected. A magical attack that deals electricity damage is absorbed rather than reflected. Such an attack breaks any slow effect on the collector and heals 1d6 points of damage for every 6 points of damage the attack would otherwise deal. If the amount of healing would cause the collector to exceed its full normal hit points, it gains any excess as temporary hit points. A cadaver collector is affected normally by rust attacks. In addition, magical attacks that alter the nature of stone, such as transmute rock to mud, deal 1d6 points of damage per spell level to the cadaver collector. A cadaver collector typically begins a battle with its breath weapon, then grabs any paralyzed opponents and impales them on its spikes to die before turning to deal with other foes. If enemies prove resilient to its breath, it doesn't hesitate to snatch up and impale any enemy it can reach. ### Impale (Ex) If a cadaver collector has successfully grappled a Medium or smaller creature, it can attempt to impale the creature on its back spikes by making a successful grapple check. Doing so is a standard action that does not provoke attacks of opportunity. If the collector successfully impales a creature, the creature takes 4d8+15 points of damage and is considered pinned, and the cadaver collector no longer has the grappled condition, and no longer needs to maintain the grapple. Each round, the pinned creature takes another 2d8 points of damage from the movements of the cadaver collector. The pinned creature can attempt to escape the grapple, but takes 2d8 points of damage from the attempt, plus another 2d8 if it fails. An ally can try to free an impaled creature with a DC 20 Strength check, but the imaled creature takes 2d8 points of damage from the attempt. A cadaver collector's back spikes can hold up to 4 Medium creatures, 16 Small creatures, or 64 Tiny creatures. Creatures smaller than Tiny are too minuscule to be impaled on the collector's back spikes, although the collector can still deal 4d8+15 points of damage to such opponents by grinding them into its back spikes with a successful grapple check once it has them grappled.