Life-Force Burst. When the devourer is brought to 0 hit points, the energy in its body explodes in a burst of necrotic energy. Each creature within a 10 ft of it must make a DC 13 Dexterity saving throw. On a failure, the creature takes 7 (2d6) necrotic damage, or half as much on a successful save.
Soul Absorb. The devourer heals by the amount of necrotic damage it deals with its attacks. If healing in this way would take it over its hit point maximum, it gains temporary hit points equal to the amount its damage would heal.
Multiattack. The devourer makes 2 attacks; one with its bite and one with its claw. If the devourer misses with its bite attack, it can use a bonus action to make another bite attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 +1) piercing damage plus 7 (2d6) necrotic damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 +1) slashing damage.
Devour. The devourer tries to rip the very life force out of a creature. This has no effect on construct and undead. One creature within 5 ft of it must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (3d6) necrotic damage and gains 1 point of exhaustion. On a success, a creature cannot use its reaction until the end of its next turn. If this attack brings a creature to 0 hit points, the devourer gains a permanent +2 bonus to its Strength, Dexterity and Constitution scores (maximum of 20).
Hungering Rush. After being damaged, the devourer can move up to half its movement and make a bite attack against any creature.
Description
Fast and relentless, the magic that holds them together is forged by a soul, ripped from a living being. This powerful core constantly heals the devourer. It grows increasingly more powerful as the amount of energy it steaks increases.
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