Shadowpriest Kollector (5e Creature)

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Shadowpriest Kollector[edit]

Medium humanoid, chaotic nuetral


Armor Class 15 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 15 ft., hover 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

Saving Throws Wis +9, Cha +9
Skills Insight +9, Perception +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 19
Languages common, telepathy 120 ft.
Challenge 10 (5,900 XP)


Sacred Weapons. The kollector's weapon attacks are magical.

Innate Spellcasting. The kollector's spellcasting ability is Charisma (spell save DC 17). The kollector can innately cast the following spells, requiring only verbal components:

At will: detect weapons, tentacle arms
1/day each: desecrate weapon, coin shot, plane shift

Magic Resistance. The kollector has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The kollector makes two melee attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Weapon Collection (Recharge 6). The kollector uses one of the following weapons:

Chain Kunai. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a Strength contest against the kollector or be pulled up to 10 feet toward the kollector.

Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Living Collection (Recharge 6). The kollector summons one of the following living weapons:

Enchanted Chain (1/Day). The kollector summons an enchanted chain within 15 ft. of itself. The chain is under the kollector's control and acts right after them in the initiative order.

Flying Sword (1/Day). The kollector summons a flying sword within 15 ft. of itself. The sword is under the kollector's control and acts right after them in the initiative order.

Flying Dagger Swarm (1/Day). The kollector summons a flying dagger swarm within 15 ft. of itself. The swarm is under the kollector's control and acts right after them in the initiative order.


Kollector.jpg

Among the most mysterious forces of Outworld are the Shadowpriests found lurking throughout Shao Khan's palatial fortress, silently guarding portals which lead to various key locations throughout the Realms. While Shang Tsung serves as High Sorcerer who oversees the creation of new races in his Flesh Pits, it is the Shadowpriests who are entrusted to protect the emperor, though the origins of their servitude to him remains unknown.

The Kollector. At some point, the Shadowpriests were infiltrated by an aberrant, eldritch being which managed to disguise itself as one of them by using one of their sacred cloaks. Its motives remain unknown, but whatever its reasons are, the being seems to seek out enchanted weapons and other strange items. In combat, the kollector will retrieve these items to use against its opponents, though it if overwhelmed, it will seek to vanish from the conflict altogether using its Cloak of Shadow spell.

Eldritch Limbs. Arms will seemingly emerge from within the kollectors robes, retrieving weapons from some unknown source. One might think themselves out of reach of the kollectors strikes, only for the arms to stretch unnaturally, enabling them to come within reach for a surprise attack.

Antimagic Susceptibility. The kollector's living weapons are incapacitated while in the area of an antimagic field. If targeted by dispel magic, the weapon must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

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