Devourer Black Blood (5e Creature)

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Devourer Black Blood[edit]

Huge fiend, chaotic evil


Armor Class 18 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 22 (+6) 3 (-4) 15 (+2) 5 (-3)

Proficiency Bonus +7
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages understands Abyssal but can't speak
Challenge 21 (33,000 XP)


Radiance Absorption. Whenever the devourer is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.

Spider Climb. The devourer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack. The devourer makes four attacks.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage plus 36 (8d8) necrotic damage.

Rib Stick. Each creature inside the devourer's ribcage must make a DC 16 Dexterity saving throw, taking 55 (10d10) piercing damage on a failed save or half as much damage on a successful one.

Imprison Soul. The devourer chooses up to five conscious living creatures that it can see within 30 feet of it. Each creature is then pulled inside its ribcage and is restrained there. A creature imprisoned in this way has disadvantage on death saving throws. If a creature dies while imprisoned in this way, the devourer regains hit points equal to half that creature's hit dice, rounded down. The devourer also immediately recharges its Soul Rend. Finally, the creature is regurgitated at the start of the devourer's turn which at the end of its turn animates as an undead creature. If it had 2 or fewer Hit Dice then it animates as a ghoul, if it had 3 to 5 Hit Dice then a wight otherwise it becomes a wraith. The devourer can only have creatures in its ribcage that would fit with the others in a 10-by-10-foot cube.

Soul Rend (Recharge 6). The devourer creates a vortex of life-draining energy in a 60-foot cone or 20-foot radius centered on itself. Each creature in that area must make a DC 20 Constitution saving throw, taking 65 (10d12) necrotic damage on a failed save or half as much on a successful one. This damage increases by 10 for each living creature with 0 hit points in that area. The devourer regains 5 hit points for each creature reduced to 0 hit points by this damage.


LEGENDARY ACTIONS

The devourer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The devourer regains spent legendary actions at the start of its turn.

Claw. The devourer makes one claw attack.
Imprison Soul. The devourer uses its Imprison Soul on one living creature within 30 feet of it.

Devourer black bloods are devourers that through endless slaughter even of other demons have evolved into a higher form of themselves becoming more bestial and larger but most of all hungrier. Driven only by unceasing hunger they devour all but the strongest of demons using what they devour as a means to devour more. A devourer black blood is a very rare anomaly that occurs in only one in a million devourers.

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