# Golem, Cadaver Collector
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slams: 1d8 (×2)
> >Melee/Ranged: +47/+32
> >Secondary: +42/+27
> >Multiattack: +45/+30
> >M/R_PA: +38/+23
> >2nd/PA: +33/+18
> >MA_PA: +36/+21
> >Itterative: 4
> > xDmg: Str: +14; Str2: +21; StrOH: +7; StrPA: +32; StrPA2H: +48; StrPAOH: +16
> > xDCs: Str: 41; Dex: 26; Con: 27; Int: 24; Wis: 30; Cha: 29
> > xFeat: 12/18 (6)
*This massive, hunched creature built of stone and metal looms over you. Its long, heavily plated arms nearly drag on the ground from shoulders flanking a flat-featured, oblong head, but its back draws your eye. Spikes of various sizes—all barbed and covered in gore dried and fresh—sprout from the plates of metal on its back. A few bodies remain impaled on the spikes, their mouths open in silent screams.*
<div class="grid-container"><div class="MON">Greater Cadaver Collector</div>
<div class="CR">CR 17 (102,400 XP)</div>
<div class="SOU">Monster Manual 3</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LN Huge Construct
**Init** +3
**Senses** darkvision 60 ft., low-light vision; **Perception** +42
#### defense
**AC** 30, 7 touch, 31 flat-footed (-1 Dex, +23 natural, -2 size)
**hp** 233 (35d10+40)
**Fort** +13, **Refl** +12, **Will** +14
**Feint** 48, **Demoralize** 48
**Defensive Abilities** spell reflection
**DR** 10/adamantine
**Immune** construct traits, magic
#### offense
**Speed** 40 ft.
**Melee** 2 slams +48 (6d8+14/19-20 plus grab)
**Space** 15 ft., **Reach** 15 ft.
**Special Attacks** breath weapon, impale, trample (6d8+21, DC 41)
#### statistics
**Str** 39, **Dex** 8, **Con** —, **Int** 5, **Wis** 16, **Cha** 14
**BAB** +35, **CMB** +42 (+46 grapple) , **CMD** 51, **TA** +47, **RTA** +32
**Feats** [[Alertness]], [[Awesome Blow]], [[Cleave]], [[Critical Focus]], [[Great Cleave]], [[Great Fortitude]], [[Greater Vital Strike]], [[Improved Bull Rush]], [[Improved Critical]] (slam), [[Improved Initiative]], [[Improved Natural Attack]] (slam), [[Improved Overrun]], [[Improved Sunder]], [[Improved Vital Strike]], [[Lightning Reflexes]], [[Power Attack]], [[Weapon Focus]] (slam), [[Vital Strike]]
**Skills** Perception +42
**Languages** Common (cannot speak)
#### special abilities
### Breath Weapon (Su)
As a free action once every 1d4 rounds, a cadaver collector can emit a 30-foot cone of paralytic gas. Creatures in the area must succeed at a DC 27 Fortitude save or be paralyzed for 1 minute. A paralyzed creature who takes lethal damage is freed of the paralysis.
### Immunity to Magic (Ex)
A cadaver collector is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a cadaver collector, as noted below.
* Spells that deals sonic damage slow a cadaver collector (as the _slow_ spell) for 3 rounds (no save).
* Spells that deal electricity damage break any slow effect on the collector and repairs it for 1 points of damage for every 3 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 that last 1 hour.
* A _rusting grasp_ (or similar spells) affect cadaver collector normally.
* Transmutation spells that weaken stone, such as _transmute rock to mud_, deal 1d6 points of damage per spell level to the cadaver collector.
### Impale (Ex)
Whenever a cadaver collector succeeds on a grapple check with a Large or smaller creature, it can make another grapple attempt as a free action to impale its victim on its spikes. Failing this check does not release the grapple. An impaled creature takes 4d8+15 points of damage and gains pinned condition, and automatically takes 4d8+15 points of damage each round it remains pinned. It can escape the pin with a successful combat maneuver or Escape Artist check as normal, but takes 2d8 points of damage for each attempt, and an additional 2d8 if it fails. An ally can try to free an impaled creature with a DC 20 Strength check, but the impaled creature takes 2d8 points of damage from the attempt. The cadaver collector does not need to maintain the pin on an impaled creature, and does not gain the grappled condition from impaled creatures. A cadaver collector's back spikes can hold up to 4 Large creatures, 16 Medium creatures, or 32 small creatures.
### Spell Reflection (Su)
Spells and spell-like abilities of 3rd level or lower that allow spell resistance and target a cadaver collector automatically rebound back at their caster as if the collector were
under the effects of an unbeatable _spell turning_ effect. Spells that circumvent the cadaver collector's immunity to magic are not affected by this ability.
#### tactics
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.
#### ecology
**Terrain** Any
**Organization** Solitary, pair, or squad (3–5)
**Treasure** Standard
**Advancement** 36–60 HD (Huge)
Cadaver collectors were originally built to serve exactly the purpose their name implies. Those with an interest in collecting the dead would deploy the constructs to bring bodies back from a battlefield. Corpses gathered in this fashion are often used by generals to provide information on an enemy’s forces, as well as to fuel magical or medical research. Most often, though, cadaver collectors were dispatched to gather bodies for the creation of undead. This activity after a battle typically resulted in retaliation from either or both sides, as few armies want to see their dead return to walk the land in undeath.
In times of peace, cadaver collectors usually sit idle, finding out-of-the-way locations near the site of their last great battle to wait for a new master to give them new orders. Others find employment performing their grisly task for masters who are not so discriminating about where corpses are collected. Still others have found, through a certain perverse twist of logic, that if no battle can be found, they can find ways to start a conflict so that bodies become available and they can realize their purpose once more. Some have just ceased to function correctly. With a lack of purpose, they are unable to distinguish between bodies living or dead, and collect each indiscriminately.
A cadaver collector, even hunched over, stands about 30 feet tall and weighs about 15 tons.