Devourer
This dry, hovering corpse's chest is a prison of jagged ribs,
within which is trapped a small tormented ghostly form.
Devourer CR 11
XP 12,800
NE Large
undead
(
extraplanar)
Init +7;
Senses darkvision 60 ft.;
Perception
+20
Defense
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1
size)
hp 133 (14d8+70)
Fort +9,
Ref +7,
Will +12
Defensive Abilities spell deflection,
undead
traits;
SR 22
Offense
Speed 30 ft., fly 20 ft. (perfect)
Melee 2 claws +18 (1d8+9 plus
energy
drain)
Space 10 ft.;
Reach 10 ft.
Special Attacks devour soul,
energy
drain (1 level, DC 20)
Spell-Like Abilities (CL 18th)
At will—
animate
dead4th, bestow
curse4th (DC 19),
confusion4th
(DC 19),
control
undead7th (DC 22),
death
knell2nd (DC 17)
, ghoul
touch2nd (DC 17),
inflict
serious wounds3rd (DC 18),
lesser
planar ally4th, ray
of enfeeblement1st, spectral
hand2nd, suggestion3rd
(DC 18),
true
seeing6th, vampiric
touch3rd (DC 18)
Statistics
Str 28,
Dex 16,
Con —,
Int 19,
Wis
16,
Cha 21
Base Atk +10;
CMB +20;
CMD 33
Feats Blind-Fight,
Cleave,
Combat
Casting,
Combat
Expertise,
Improved
Initiative,
Improved
Sunder,
Power
Attack
Skills Bluff
+19,
Diplomacy
+14,
Fly
+19,
Intimidate
+19,
Knowledge
(arcana) +21,
Knowledge
(planes) +18,
Perception
+20,
Sense
Motive +17,
Spellcraft
+21,
Stealth
+6
Languages Abyssal, Celestial, Common, Infernal;
telepathy
100 ft.
Special Abilities
Devour Soul (Su) By making a touch attack as a standard
action, a devourer can deal 12d6+18 points of damage as if using
a
slay
living spell. A DC 22 Fortitude save reduces this
damage to 3d6+18. The soul of a creature slain by this attack
becomes trapped within the devourer's chest. The creature cannot
be brought back to life until the devourer's destruction (or a
spell deflection—see below) releases its soul. A devourer can
hold only one soul at a time. The trapped essence provides a
devourer with 5 essence points for each Hit Die possessed by the
soul. A devourer must expend essence points when it uses a
spell-like ability equal to the spell's level (for sake of ease,
spell levels for its spell-like abilities are included in its
stats in superscript). At the start of an encounter, a devourer
generally has 3d4+3 essence points available. The trapped
essence gains one permanent negative level for every 5 points of
essence drained—these negative levels remain if the creature is
brought back to life (but they do not stack with any negative
levels imparted by being brought back to life). A soul that is
completely consumed may only be restored to life by a
miracle
or
wish.
The save DC is Charisma-based.
Spell Deflection (Su) If any of the following spells are
cast at the devourer and overcome its spell resistance, they
instead affect a devoured soul:
banishment,
chaos
hammer, confusion,
crushing
despair, detect
thoughts, dispel
evil, dominate
person, fear,
geas/quest,
holy
word, hypnotism,
imprisonment,
magic
jar, maze,
suggestion,
trap
the soul, or any form of charm or compulsion. While
none of these effects harms the soul, the caster makes a DC 25
caster level check when a spell is deflected—success indicates
that the trapped soul is released from its prison and the
creature whose body it belonged to can now be restored to life
as normal.
Devourers are the undead remnants of fiends and evil
spellcasters who became lost beyond the farthest reaches of the
multiverse. Returning with warped bodies, alien sentience, and a
hunger for life, devourers threaten all souls with a terrifying,
tormented annihilation. These withered corpses stand 10 feet
tall but weigh a mere 200 pounds.