KING
Cadaver Collector

Cadaver Collector

Construct · Crown of Despair

T4d10Major

Bone-hoarding harvesters, cadaver collectors scavenge battlefields, launching skulls at intruders.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1410 base + 4 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit18+Cunning 14
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind6-2-d3
Sense18+4d8
Heart14+2d4
Cunning14+2d4
Fate14+2d4

Passives

Passive

Mindless Construct

Immune to poison, charm, and fear. Fights until destroyed.

Passive

Corpse Armor

Draped in the harvested dead, the collector is resistant to damage from non-magical weapons. Corpses shed as it is wounded litter the ground as difficult terrain.

Passive

Aura of Death

A living creature that starts its turn within 10 ft takes 1 Vigor damage from the stench and press of the collected dead.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Trample

Telegraph · disrupt d6 · Body save

The collector grinds forward up to its speed. Each creature in its path makes a Body save (DC 17): on a failure it takes 4 damage and is knocked prone; on a success it takes 1 Vigor damage and is shoved aside.

Reactions

Reaction

Collect

When a creature within 10 ft dies, the collector hooks the corpse onto its back and regains 1 Vitality.

Tactics

GM tactics

Wades into the thickest melee, relying on Aura of Death and Corpse Armor. Uses Trample to scatter formations. Uses Collect on every corpse within reach to keep itself standing. Fights near fresh battlefields whenever possible.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 18+ (Cunning 14).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.