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
1d6 | The Collector’s Eye Color Is … | Which Can Be Concentrated Into … |
---|---|---|
1 | Ivory with swirls of silver | Oil of sharpness |
2 | Light orange and pink | A potion of flying |
3 | Orangish-red | A potion of supreme healing |
4 | Periwinkle | A potion of cloud giant’s strength |
5 | Translucent white with swirls of gold | A potion of invisibility |
6 | Yellow with streaks of black | A 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)
MOD | SAVE | ||
STR | 28 | +9 | +16 |
INT | 11 | +0 | +0 |
MOD | SAVE | ||
DEX | 10 | +0 | +0 |
WIS | 24 | +7 | +14 |
MOD | SAVE | ||
CON | 27 | +8 | +15 |
CHA | 15 | +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.
Downloads
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.