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DevourerCreature 11


UncommonNELargeUndead
Source Pathfinder Bestiary 2
Perception +22 (darkvision)
Languages Abyssal, Celestial, Common, Infernal, Necril
Skills Arcana +21, Deception +21, Intimidation +23, Occultism +23, Stealth +19
Str +7, Dex +3, Con +5, Int +5, Wis +4, Cha +5

AC 31; Fort +20; Reflex +18; Will +24; +1 status to all saves vs. magic
HP 175 (negative healing)
Speed 30 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, spelldeflection, unconscious

Claw One Action +24 (+20, +16) to hit (agile, reach 10) 2d10+13 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

+1 Status to All Saves vs. MagicNegative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Spell Deflection (abjuration, divine, mental)

A spellcaster who targets a devourer with a mental spell, Banishment, Bind Soul, Divine Decree, Divine Wrath, Possession, Spirit Blast, or Spirit Song can attempt a counteract check to free a soul the devourer has trapped with Devour Soul. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can't use any soul charges from that creature.

Devourers are otherwise immune to these spells.

Devour Soul Two Actions (death, divine, necromancy)

The devourer touches a creature within reach, dealing 8d6 negative damage (DC 26 basic fortitude save). If a creature is slain by this attack, its soul becomes trapped within the devourer. While its soul is trapped, a creature can't be resurrected except by powerful magic such as a Wish spell. Destroying the devourer or successfully counteracting Devour Soul (see spell deflection) releases the soul. The devourer can hold only one soul at a time.

A soul has 5 soul charges per level of the originating creature (see the soul spells ability below). The devourer can expend these charges to cast spells. If the soul is freed and the creature returns to life, the creature is Drained 1 for every 5 soul charges expended. If reduced to 0 soul charges, the soul is consumed and can be restored to life only by powerful magic such as wish.

Drain Life (divine, necromancy)

When the devourer damages a living creature with its claw Strike, the devourer gains 10 temporary Hit Points and the creature must succeed at a DC 24 fortitude save or become Drained 1. Further damage dealt by the devourer increases the condition value by 1 on a failed save, to a maximum of drained 4.

Soul Spells

A devourer casts occult innate spells, but to do so it must expend a number of soul charges equal to the spell's level (similar to casting a spell using charges from a staff). It can heighten any spell to a maximum of 6th level by expending more charges as it Casts the Spell. When encountered, a devourer typically has one trapped soul with 10 soul charges.


Occult Innate Spells (DC 31, +21 to hit)

1st Level: Harm
2nd Level: Death Knell
3rd Level: Bind Undead, Paralyze
4th Level: Confusion, Suggestion
6th Level: Feeblemind, True Seeing

Rituals

2nd Level: Create Undead


When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called devourers that consume the souls of the living to fuel their arcane machinations. Their bodies are ruined and rebuilt, hollow and twisted, even as their minds undergo a spiritual transformation. They gain the ability to bind other souls to their own and drain their essence for magical power, yet can never be sated in their pursuit of it. Seething masses of distorted ghostly shapes surge within their hollow rib cages-manifestations of the devourers' most recently consumed souls.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.