Devourer Demon, Liber Demonica (3.5e Monster)

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Author: Sulacu (talk)
Contributors: ThunderGod Cid
Date Created: February 8, 2011
Status: Complete
Editing: Clarity edits only please
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Size/Type: Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 18d12+234 (351 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 28 (-2 size, +20 natural), touch 8, flat-footed 28
Base Attack/Grapple: +18/+41
Attack: Tentacle +30 melee (4d8+15/19-20)
Full Attack: 5 tentacles +30 melee (4d8+15/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Alternate form, assimilate, constrict, improved grab, multiple grapple, spell-like abilities
Special Qualities: Amorphous, blindsight 210 ft., DR 15/-, immunity to acid, fire and poison, resistance to cold 10 and electricity 10, SR 28, telepathy 100 ft., unholy slime
Saves: Fort +24, Ref +11, Will +20
Abilities: Str 33, Dex 11, Con 37, Int 24, Wis 24, Cha 26
Skills: Bluff +30, Concentration +35, Diplomacy +30, Disguise +30, Hide +14 (+22 in alternate form), Intimidate +30, Knowledge (any two) +29, Listen +29, Move Silently +22, Search +29, Sense Motive +29, Spellcraft +29 (+31 scrolls), Spot +29, Use Magic Device +30 (+32 scrolls)
Feats: Combat Expertise (variant)B, Improved Critical (tentacle), Improved Combat Maneuver (grapple), Improved Combat Maneuver (sunder), Improved Initiative, Iron Will, Power AttackB, Weapon Focus (tentacle) (variant)
Environment: The Abyss
Organization: Solitary or troupe (1 devourer, 1 nalfeshnee and 2-5 vrocks)
Challenge Rating: 18
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Level Adjustment:

What bubbles before you is a putrid stinking mass of irrecognizable purple flesh, with tentacles lashing back and forth around it. It has no discernible features save for its tentacles, and does not possess a face, but its constant churning and shifting conveys a bloodstilling malignance to any who would look upon it.

A devourer demon simmers to a height of about 20 feet, but drapes out over a width of at least 30 feet. Its tentacles are customarily spread over adjacent squares. A devourer weighs about 30,000 pounds.


Devourers love to fight battles by using the powers and abilities of captured enemies against their own comrades, and take great pleasure from the hesitation in the hearts of their foes. Despite this, a devourer considers itself above fighting straight melee, and will attempt to assimilate an enemy as soon as it gets close.

Unlike many, or indeed almost any other species of outsider, devourers actually need to feed and customarily do so upon their vanquished enemies. If sufficient prey is not available to them, they are known to occasionally cannibalize on weaker demons. Despite this, they much prefer the taste of still-living, mortal flesh.

Alternate Form (Su): As a swift action useable at will, a devourer can assume the shape and appearance of a stunningly beautiful humanoid creature in order to blend into humanoid societies or lure prey towards a favorable location to consume them. This is not an illusion, but a literal transformation. As a supernatural ability, it cannot be dispelled, but the true seeing spell allows onlookers to see hints of a devourer's true form. The devourer's ability scores do not change in this form, but it does lose any form-dependent effects (amorphousness, assimilation, and natural weapons) while in humanoid form. Spell-like abilities can still be used.

As a devourer reverts to its true form, it always does so in a horrible display; its humanoid husk distends and explodes outwards, as its massive bulk rips forth from its skin, pushing aside the flesh and bodily mass of the small and fragile humanoid form in the process. Anyone witnessing a devourer when it returns to its true form (either by its own will, or by impetus of something like an antimagic field), must make a DC 32 Fortitude save or be nauseated for 1 round. Those that succeed upon the save are instead sickened for the same duration. The save DCs are Constitution based.

Amorphous (Ex): A devourer has no solid form to speak of. It is incapable of holding and using weapons or other magic items or wearing any kind of armor in its natural form. This form is now without benefits, however. A devourer cannot be flanked or tripped, and is also not subject to critical hits or precision-based damage (such as Sneak Attack) unless the attacker makes a successful Knowledge (dungeoneering) check (DC 28) before attacking. The benefits of a successful check last for the rest of the current turn, and a failed check may be repeated on the next attack. Devourers have such simplistic body structures that they are immune to poisons, paralysis, sleep effects, and stunning, although such effects that target them are also treated as targeting any assimilated creatures.

Assimilate (Su): If a creature starts its turn pinned by a devourer, it must make an immediate DC 27 Fortitude save or be assimilated. An assimilated creature is drawn halfway within the devourer's bulk and is effectively dazed and can't take any actions for as long as it remains assimilated. The assimilated creature is immediately integrated within the devourer's nervous system, and their essences become linked. Although no effective alignment change occurs, an assimilated creature is treated as chaotic evil for as long as it remains assimilated. A devourer can assimilate only one creature at any time. The save DC for this special ability is Charisma-based.

When a devourer assimilates a creature, it gains that creature's abilities for as long as they are bonded together, and also gains hit points equal to the assimilated creature's hit points. The devourer can use any spells that the assimilated creature has prepared or can cast, as spell-like abilities, once per day per slot prepared or available, using its own Charisma bonus to determine the spells' save DCs. Similarly, any psionic powers the creature has may be used by the devourer as psi-like abilities. The devourer further gains access to any supernatural or special abilities the creature may have, but not extraordinary abilities. An assimilated creature is devoured completely within a number of minutes equal to its hit dice.

Upon being devoured, the assimilated creature's body is drawn into the devourer's body completely and consumed utterly. Upon completion of this process, the devourer demon may choose inherit a single supernatural ability from the assimilated creature, provided it has any, which remains in place for 1 hour or until the devourer devours another creature and chooses to replace it with another. Only a true resurrection, miracle or wish spell can return to life a creature that was devoured by a devourer. Furthermore, only a freedom spell or the death of the devourer can dissolve the bonds between a devourer and its assimilated creature, setting it free. Spells such as break enchantment, dispel chaos or dispel evil can be used to negate the shield other effect for 1 round.

Blindsight (Ex): Devourers are blind, but have receptors and spots where they are capable of receiving sensory information. This gives them the blindsight special quality out to a distance of 210 feet. Alkiliths are immune to gaze attacks, illusions, and all other effects that depend on senses. They also cannot be blinded or deafened, due to their lack of most sensory organs.

Constrict (Ex): On a successful grapple check, a devourer deals 4d8+11 points of damage.

Improved Grab (Ex): To use this ability, a devourer must hit with one of its tentacle attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict, or attempt a pin to assimilate.

Multiple Grapple (Ex): A devourer has five tentacles and can grapple up to five creatures at the same time. For every additional creature it grapples after the first, it takes a cumulative -2 penalty to its grapple checks. Any tentacle that is not grappling can be used to attack other creatures normally.

Spell-Like Abilities: All spells prepared (in case of prepared spellcasting) or known (in case of spontaneous spellcasting) belonging to the devourer's assimilated creature (see the Assimilate listing), plus the following.

At will—blasphemy, greater dispel magic, greater teleport (self plus assimilated creatures only), limited wish, scintillating pattern, symbol of insanity, telekinesis. Caster level 18th. Save DCs are Charisma-based and have a default DC of 26.

Unholy Slime (Ex): Despite being an outsider, a devourer demon has all the traits of an ooze in addition to those of an outsider (see stat block for those that apply), including the use of 12-sided dice for Hit Dice instead of the normal d8. In addition, a devourer demon is healed by acid effects, recovering one hit point for every three points of acid damage it would have taken.

Back to Main Page3.5e HomebrewSourcebooksLiber Demonica
Back to Main Page3.5e HomebrewMonsters

AlignmentAlways chaotic evil +
AuthorSulacu +
Challenge Rating18 +
EnvironmentThe Abyss +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeHuge +
SubtypeChaotic +, Evil + and Extraplanar +
TitleDevourer Demon, Liber Demonica +
TypeOutsider +