THE SHARED REFERENCE Adventurer

Monster

Devourer

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Undead
Size
Large
Armor class
16 (natural armor)
Hit points
189 (18d10 + 90)
Speed
Walk 30 ft.
Challenge rating
13
Alignment
Chaotic Evil
Strength
20
Dexterity
12
Constitution
20
Intelligence
13
Wisdom
10
Charisma
16
Passive Perception
10
Senses
darkvision 120 ft.
Languages
Abyssal, telepathy 120 ft.
Resistances
cold, fire, lightning
Immunities
poison
Condition Immunities
poisoned

Traits

Unusual Nature

A devourer doesn't require air, drink, or sleep.

Actions

Multiattack

The devourer makes two Claw attacks and can use either Imprison Soul or Soul Rend, if available.

Claw

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage.

Imprison Soul

The devourer chooses a living Humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. While imprisoned in this way, the creature is restrained and has disadvantage on death saving throws. If the creature dies while imprisoned, the devourer regains 25 hit points and immediately recharges Soul Rend. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.

Soul Rend (Recharge 6)

The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.

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