Devourer
Devourer
Simple Monster, XP 4800
Level 16 (+7)
"I took up residence in this house because your world allowed it, child. It belongs to me now, as does your father. If you do not believe me, ask him yourself."
——A Devourer
Devourers are evil undead monsters formed of necrotic essence, with twisted features that mock the mortals they seek to consume. These horrific undead appear as humanoids roughly 9 feet tall, gaunt, weighing from 400 to 500 lbs. This is where the similarities to other humanoids end, however. Within their chest is a cracked open rib cage with the effigy of another tiny, tortured creature writhing within. A Devourer lurks within the ethereal or astral planes, always on the peripheral of mortal vision, consuming the souls of those who trespass in their domain. With a swipe of their emaciated clawed hands, a Devourer will rip the spirit from a victim and store it within its body. The tiny being within the Devourer then takes on the appearance of the incapacitated individual, and the Devourer will draw from its tortured essence to inflict madness upon other enemies. If a soul remains within the hungering pit that is the Devourer’s stomach for too long, it will be drained into nothingness, destroyed for good.
Awareness
27
Senses
Lifesense, Darkvision
Initiative
22/1d8
Hitpoints: 163
Healing Value: 32
Resilience: +4
Morale
4
AC
23/33
|
Touch
20
|
Fort
24
|
Reflex
22
|
Will
22
|
Defenses
Resistances: Immune to Charm, Fear. Daze Resist (2). Magic Resist (1d8+7).
Undead Immunities: Bleed and Necrotic damage, Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, Exhausted, Nauseated, Pain, Sickened, Sleep, Tired.
Vulnerabilities: Radiant (1.5x)
Attributes / Saving Throws (1 AP)
STR
28 / 33
|
DEX
11 / 16
|
CON
15 / 20
|
INT
16 / 18
|
WIS
16 / 18
|
CHA
17 / 19
|
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+16 vs AC (ArN 4)
Claw • Basic
3d10 + 11 (avg 28) Slashing damage
Melee Reach 10ft • One creature
On a hit, the target also suffers 1d6 Stamina Damage.
+12P vs Reflex
Withering Bolt [Supernatural] • Basic • Pot 1d4+7, MR No
2d10 + 11 (avg 22) Bludgeoning damage
Grapple +18
Special Attacks (3 AP)
+16 vs AC (ArN 4)
Trap Essence [Supernatural] • Advanced • Pot 1d8+7, MR No
4d10 + 17 (avg 39) Slashing damage
Melee Reach 10ft • One creature
The Devourer's claws rip into its target's very soul. On a hit, make a secondary attack +16 vs Will. On a hit, the target's soul is ripped from its body and trapped within the Devourer's ribs and suffers ongoing 1d6 Resolve Damage every 10 segments until it escapes [SE, ST 5d10 vs CHA]. While trapped by the Devourer, the target can take no actions except the Recovery Action, but generally aware of its surroundings as it peers out from behind the Devourer's rib cage. Meanwhile the target's body lies Helpless on the ground and may still be targeted by powers and attacks that do not target the Will defense (suffering damage as normal). When the target saves, its soul returns to its body immediately, provided the body remains intact. If the target's Resolve is reduced to 0 while within the Devourer, its soul is consumed and the target dies. If the body is destroyed before the target saves, its soul is trapped until it is consumed or the Devourer is destroyed. The Devourer may only trap the essence of one creature at a time.
+12 vs Touch
Ghoulish Touch [Supernatural, Poison] • Advanced • Pot 1d8+7, MR No
Melee Reach 10ft • One creature
The Devourer's hand glows with a disturbing green energy. On a hit, the target is Paralyzed [SE, ST 5d10 vs CON].
+12 vs Touch
Maddening Touch [Supernatural, Mind-Affecting] • Advanced • Pot 1d8+7, MR No
Melee Reach 10ft • One creature
Channeling the very madness of the soul within, the Devourer reaches out to touch its opponent. ON a hit, the target is Confused [SE, ST 5d10 vs WIS].
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
40 ft
|
Sprint
65 ft
|
Overland Movement
30 mi/day
Qualities
- Lifesense: Lifesense allows a creature to detect the life force of all living creatures around them. Additionally, it grants these creatures a +5 Racial bonus to Spot and Awareness against living creatures (inc).
- Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
- Presence of Mind: Immune to Fear effects and the Charmed condition. (inc)
- Radiant Vulnerability: Vulnerable (1.5x) to Radiant damage. (inc)
- Magic Resistance: The creature has Magic Resistance equal to [1d8 + Undeath Rank]. (inc)
- Natural Armor: AC +3/+13, Ref +1 (inc)
Skills: Balance R3 (7), Climb R5 (15), Jump R3 (10), Stealth R5 (7), Swim R1 (7), Listen R3 (8), Spot R5 (17), Survival R4 (10), Investigate R3 (8), Coercion R6 (17), Deception R3 (9), Manipulation R2 (7), Persuasion R2 (6), Aloofness R2 (7), Bravery R5 (13), Intuition R4 (10), Suspicion R2 (6)
Feats: Fast Inititative, Tough, Heavy Hitter, Daze Resistance, Monstrous Damage
Philosophies: Rank 1 Mental, Rank 4 Physical, Rank 7 Undeath
Combat Training: Cast 3, Melee 3, Parry 3, Fort 3, Reflex 3, Will 3
Wits: +6, Brawn: +19
Equipment: None
Charm
+3
|
Coercion
+17
|
Deception
+9
|
Manipulation
+7
|
Persuasion
+6
|
Aloofness
+7
|
Bravery
+13
|
Intuition
+10
|
Tolerance
+3
|
Suspicion
+6
|
Social
Composure: 23
Languages: Common
Motives:
Prejudices: