Devourer

Mordenkainen Presents: Monsters of the Multiverse p. 93,

Size
Large
Type
undead
Alignment
typically chaotic evil
AC
16 (natural armor)
Hit Points
189 (18d10+90)
Speed
walk 30 ft.
Resistances
cold, fire, lightning
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
10
Languages
Abyssal, telepathy 120 ft.
Challenge
13
STR
20
+5
DEX
12
+1
CON
20
+5
INT
13
+1
WIS
10
+0
CHA
16
+3

Traits

Proficiency Bonus

+5

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.

recharge

D6

Other data

description