Devourer
CR 11, NE Large Undead (extraplanar)
Senses: Perception 20, Darkvision 60
Speed: 30 ft., fly 20 ft. (perfect) Skills: Athletics 19, Deception 19, Insight 17, Intimidation 19, Arcana 21, Planes 18
Languages: Abyssal, Celestial, Common, Infernal, telepathy (100 ft.)
Ability Scores: Str 28, Dex 16 (+8), Con --, Int 19 (+17), Wis 16 (+16), Cha 21 (+18)
INIT: +7 CP: +10 HP: 133 (14d8+70) SA: 14 DC: 24
AC: 25 Touch: 12 Flat-footed: 22 [+3 Dodge, +13 Natural, -1 Size]
SR: 24 Vulnerable: Good 3, Silver 3 Resistant: -- Bypass: --
Immunity: Necrotic, Bleed, Poison, Psychic Effect Immunity: Con Save Effects, Death Effects, Disease, Fatigue, Life Drain, Mental Effects, Necromancy Effects, Paralysis, Ability Damage, Sleep, Stun, Suffocation, Starvation
Blind-Fight (ex) - The Devourer is proficient in fighting without the use of sight and gets +3 on all vision-based cover rolls. They are also not flat-footed when defending against invisible Devourers and can move at full speed while blinded.
Power Attack (ex) - A Devourer may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Devourer does one extra point of damage. The Devourer must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
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, confusion, detect thoughts, dispel evil, dominate, fear, 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.
Soul-Powered Abilities (su) - A devourer must expend essence points when it uses a spell-like ability. It must use points equal to the spell's level. At the start of an encounter, a devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent point of energy drain for every 5 points of essence drained-these negative levels remain if the creature is brought back to life. A soul that is completely consumed may only be restored to life by a miracle or wish.
Attacks
- Melee (Natural) - 2 x claws +18 (1d8+9 plus Life Drain). Reach: 10 ft. Life Drain - This creature's attack deals 3 HD (+ CON Bonus) worth of life drain and gives it 5 temporary hit points. These numbers double on a critical hit.
Cleave (ex) - As a standard action, the Devourer can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Devourer may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.
Devour Soul (su) - By making a touch attack, a devourer can deal damage as if using a slay living spell. If slain, the soul of the target creature is trapped within the devourer's chest. The creature cannot be brought back to life until the devourer's destruction 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.
- Spell Like Abilities (At Will)
Environment: any
Organization: None
Treasure: standard
This dry, hovering corpse's chest is a prison of jagged ribs, within which is trapped a small tormented ghostly form.
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.