Page 214 - Dragonix - DM Options, Monster Talents II
P. 214
Demons
Devourer, Elder
Large fiend (demon), chaotic evil
Armanite Ravager
Armor Class 16 (natural armor)
Large fiend (demon), chaotic evil
Hit Points 210 (20d10 + 100)
Speed 30 ft.
Armor Class 17 (natural armor)
Hit Points 138 (12d10 + 72)
STR DEX CON INT WIS CHA
Speed 60 ft.
22 (+5) 12 (+1) 21 (+5) 14 (+2) 12 (+1) 17 (+3)
STR DEX CON INT WIS CHA
Damage Resistances cold, fire, lightning
22 (+6) 18 (+4) 22 (+6) 8 (-1) 12 (+1) 13 (+1)
Damage Immunities poison
Condition Immunities poisoned
Damage Resistances cold, fire, lightning
Senses darkvision 120 ft., passive Perception 11
Damage Immunities poison
Languages Abyssal, telepathy 120 ft.
Condition Immunities poisoned
Challenge 15 (13,000 XP)
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Innate Spellcasting. The devourer's innate spellcasting ability is
Challenge 9 (5,000 XP)
Charisma (spell save DC 16). It can innately cast the following
spells, requiring no components:
Magic Resistance. The armanite has advantage on saving throws
1/day (each): confusion, create undead, planar binding, ray of
against spells and other magical effects.
enfeeblement, suggestion
Magic Weapons. The armanite’s weapon attacks are magical.
If a creature dies while imprisoned in the devourer's ribcage, the
Actions devourer recovers all expended spell slots.
Actions
Multiattack. The armanite makes three attacks: one with its hooves,
one with its claws, and one with its serrated tail. If the armanite hits Multiattack. The devourer makes two claw attacks and can use
a creature with all three of its attacks in the same turn, the target
either Imprison Soul or Soul Rend.
must succeed on a DC 18 Constitution saving throw or be stunned
for 1 minute. A stunned creature can repeat the saving throw at the Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
end of each of its turns, ending the effect on itself on a success. 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage.
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Imprison Soul. The devourer chooses a living humanoid with 0 hit
Hit: 13 (2d6 + 6) bludgeoning damage. points that it can see within 30 feet of it. That creature is teleported
inside the devourer’s ribcage and imprisoned there. A creature
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
imprisoned in this manner has disadvantage on death saving
Hit: 11 (2d4 + 6) slashing damage.
throws. If it dies while imprisoned, the devourer regains 25 hit
Serrated Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., points, immediately recharges Soul Rend, and gains an additional
one target. Hit: 17 (2d10 + 6) slashing damage and if the target action on its next turn. Additionally, at the start of its next turn, the
is a creature, it is wounded. At the start of each of the wounded devourer regurgitates the slain creature as a bonus action, and the
creature's turns, it takes 5 (1d10) necrotic damage for each time creature becomes an undead. If the victim had 2 or fewer Hit Dice,
the armanite has wounded it, and it can then make a DC 18 it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul.
Constitution saving throw, ending the effect of all such wounds on Otherwise, it becomes a wight. A devourer can imprison only one
itself on a success. Alternatively, the wounded creature, or a creature creature at a time.
within 5 feet of it, can use an action to make a DC 18 Wisdom
Soul Rend (Recharge 6). The devourer creates a vortex of life-
(Medicine) check, ending the effect of such wounds on it on a
draining energy in a 20-foot radius centered on itself. Each
success The wound also ends if the target receives magical healing.
humanoid in that area must make a DC 18 Constitution saving
Lightning Lance (Recharge 5–6). The armanite looses a bolt of throw, taking 44 (8d10) necrotic damage on a failed save, or half as
lightning in a line 60 feet long and 10 feet wide. Each creature in much damage on a successful one. Increase the damage by 10 for
the line must make a DC 16 Dexterity saving throw, taking 27 (6d8) each living humanoid with 0 hit points in that area.
lightning damage on a failed save, or half as much damage on a Reactions
successful one.
If the devourer has a creature imprisoned and makes a
successful saving throw against a spell, or a spell attack misses
it, the spell targets the creature imprisoned in its ribcage
instead. If the spell forced a saving throw, the imprisoned
creature makes its own save. If the spell was an attack, the
attack roll is rerolled against the imprisoned creature.
Chapter 3. Bonus Sampler Stat Blocks 213

