Page 214 - Dragonix - DM Options, Monster Talents II
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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.












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