Cadaver Collector, Greater (CR 17)

Huge Construct (-)
Alignment: Usually lawful neutral
Initiative: +3; Senses: Listen +24 and Spot +24
Languages: understands creator's language, cannot speak


AC: 30 (-2 size, -1 Dex, +23 natural), touch 7, flat-footed 30
Hit Dice: 35d10+40 (232 hp); DR: 10/adamantine
Fort +13, Ref +12, Will +14
Speed: 40 ft.
Space: 15 ft./15 ft.
Base Attack +26; Grapple +48
Attack: Slam +39 melee
Full Attack: 2 slams +39 melee
Damage: Slam 6d8+14
Special Attacks/Actions: Breath weapon, impale, improved grab, trample 6d8+21
Abilities: Str 39, Dex 8, Con -, Int 5, Wis 16, Cha 14
Special Qualities: Construct traits, immunity to magic
Feats: Alertness; Cleave; Great Cleave; Great Fortitude; Improved Bull Rush; Improved Initiative; Improved Natural Attack (slam); Improved Overrun; Improved Sunder; Lightning Reflexes; Power Attack; Weapon Focus (slam)
Skills: Listen +24 and Spot +24
Advancement: 36-60 HD (Huge)
Climate/Terrain: Any
Organization: Solitary, pair, or squad (3-5)
Treasure: Standard

Source: Monster Manual III

Combat

In addition to the tactics common to all cadaver collectors, a greater cadaver collector also chooses to bull rush, overrun, and trample to separate and pulp opponents.

Breath Weapon (Su): 30-foot cone, once every 1d4 rounds, paralyzing gas, Reflex DC 27 negates. The save DC is Constitution-based.

Trample (Ex): Reflex half DC 41. The save DC is Strength-based.