Monster I’d Like to Fight: Collectors

Monster I'd Like to Fight: Collectors

Alien Gatherers, Their Eye a Gateway to Distance Realms

Habitat: Any; Treasure: Relics

Collectors are aberrant creatures originating from the farthest reaches of existence, the outermost planes. They appear in diverse shapes and sizes, but all share a defining feature: a singular eye—a swirling nexus of planar energy. This eye allows them to teleport anything they gather to their distant home plane. It sits above an extended mandible that helps contain things for transport. Collectors are often sent by powerful beings, tasked with capturing specific living creatures.

The energy within a collector’s eye possesses extraordinary properties. The largest collectors can harbor enough energy to distill into a potent potion after months of refinement. Roll once on or choose a result from the Eye-lchemy table to inspire what potion could be made from a collector’s eye.

Eye-lchemy

1d6The Collector’s Eye Color Is …Which Can Be Concentrated Into …
1Ivory with swirls of silverOil of sharpness
2Light orange and pinkA potion of flying
3Orangish-redA potion of supreme healing
4PeriwinkleA potion of cloud giant’s strength
5Translucent white with swirls of goldA potion of invisibility
6Yellow with streaks of blackA potion of speed

Realm Collector


Realm collectors are massive city-destroying versions of their kin. Their blows can obliterate fortified walls and structures with ease. Thousands of creatures can be abducted in an attack, leaving widespread destruction and casualties.

Realm Collector


Gargantuan Aberration, Lawful Evil

Armor Class 20

Hit Points 351 (19d20 + 152)

Speed 60 ft.

Initiative +0 (10)

MODSAVE
STR28+9+16
INT11+0+0
MODSAVE
DEX10+0+0
WIS24+7+14
MODSAVE
CON27+8+15
CHA15+2+2

Skills Perception +14

Resistances Cold, Psychic, Radiant

Immunities Charmed, Frightened

Senses Truesight 120 ft., Passive Perception 24

Languages Deep Speech

CR 22 (XP 41,000; PB +7)

Traits


Legendary Resistance (3/Day). If the collector fails a saving throw, it can choose to succeed instead.

Magic Resistance. The collector has Advantage on saving throws against spells and other magical effects.

Siege Monster. The collector deals double damage to objects and structures.

Actions


Multiattack. The collector makes one Slam attack and uses Eye Beam or Consume.

Slam. Melee Attack Roll: +16 to hit, reach 20 ft. Hit: 48 (6d12 + 9) Bludgeoning damage. Hit or Miss-Dexterity Saving Throw: DC 23, the target and each creature and object in a 10-foot Emanation originating from the target. Failure: Half damage.

Eye Beam. Strength Saving Throw: DC 23, each creature in 20-foot-radius sphere centered on a point the collector can see within 120 feet. Failure: The target is pulled into the collector’s space and has the Prone and Grappled conditions (escape DC 23). Success: 44 (8d10) Force damage. Huge or larger creatures automatically succeed, taking half damage.

Consume. Strength Saving Throw: DC 23, each creature Grappled by the collector. Failure: The target is teleported to a location in the outermost planes (DM’s choice). Success: 44 (8d10) Force damage.

Monster I'd Like to Fight: Collectors Full Page

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Further Reading

If you’re looking for some more gargantuan creatures, take a look at the ulthalid and boghemoth.

The breakfast club is good against all manner of creatures, including aberrations.

Imagery created with Midjourney.

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