Huge Fey, Chaotic Evil
Armor Class 11 (natural armor)
Hit Points 210 (20d12 + 80)
Speed 30 ft., swim 30 ft., climb 30 ft.
STR
21 (+5)
DEX
8 (-1)
CON
19 (+4)
INT
8 (-1)
WIS
19 (+4)
CHA
9 (-1)
Saving Throws STR +9, CON +8, CHA +3
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 14
Languages Druidic, Primordial, Sylvan, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amorphous. The devourer can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches the devourer or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon that isn't made of adamantine that hits the devourer corrodes. After dealing damage, the weapon takes a permanent and cumulative –2 penalty to damage rolls. If its penalty drops to –6, the weapon is destroyed. Nonmagical ammunition that isn't made of adamantine that hits the devourer is instantly destroyed after dealing damage.

The devourer can eat through 4-inch-thick, nonmagical wood, metal, stone, chitin, or bone in 1 round.

False Appearance. While the devourer remains motionless, it is indistinguishable from a pool of glowing acid.

Innate Spellcasting. The devourer's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: acid splashMelf's acid arrowTasha's caustic brew
1/day each: noxious geyser (new)vitriolic spherewater to acid (new)

Magic Resistance. The devourer has advantage on saving throws against spells and other magical effects.

Magic Weapons. The devourer's weapon attacks are magical.

Ooze Hybrid. The devourer is also an ooze. It doesn't require air, drink, or sleep.

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

Actions

Multiattack. The devourer either makes two pseudopod attacks against different targets, or it uses its Acid Splash and makes one pseudopod attack.

Pseudopod. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 18 (4d8) acid damage.

Acid Splash (Cantrip). The devourer hurls a bubble of acid. The devourer chooses one creature it can see within 60 feet, or chooses two creatures it can see within 60 feet that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 10 (3d6) acid damage.

Description

One of the oldest and most enigmatic primal spirits is a huge living mass of digestive acid known among druids as the Primordial Devourer. It reigns over the concepts of consumption and digestion within the natural world, as well as over slimes and oozes, and legends claim that it was the first creature to ever eat anything.

The Devourer is eternally hungry, and it attempts to consume anything that wanders into the dissolved caves that serve as its domain in the Spirit World. Archdruids that entreat with the Devourer must avoid being eaten while convincing the spirit that they can provide it with limitless food if they serve as its champion.

Fell Primal Spirits. Some primal spirits are known as fell spirits among the mortals of the Material Plane. These spirits are not dangerous to nature itself, but the environments and creatures they have power over are dangerous to the survival of mortalkind and civilization, even those civilizations that attempt to exist in harmony with nature. They might still be worshipped, but prayers given to them usually ask for mercy, not protection.

Primal Spirit Avatars

The wilderness in all its many forms — tundra, forest, desert, and other biomes — is not without awareness or agency. The land itself gives birth to mighty spirits, fey and elementals that are so ancient that they are largely forgotten except by the oldest in the multiverse. These primal spirits are all connected to a form of land, taking the shape of a plant or animal from their domains.

Though they are composed of powerful magic, these mighty spirits struggle to physically leave their ancient realms in some of the oldest parts of the Feywild: the savage wilds called the Spirit World. If their domains on the Material Plane are threatened, they project a weak reflection of their true nature, an avatar, to defend the land. These avatars take little effort for a primal spirit to control, and the spirit is not harmed if the avatar is slain.

Incarnations of Ancient Titans. The primal spirits are ancient beings that traversed the Feywild and the Material Plane when the world was young and the land was still forming. The spirits are each representations of the lands themselves. The majority of these spirits keep their ancient, true names a secret, though some are known by nicknames they have adopted for the benefit of mortals, such as Coyote or Greatmother Oak. Those nicknames have been used so often that they are now applied to any coyote or any oak tree, instead of merely the primal spirit, and the original names of these animals and plants have been lost.

Druids Serve as Champions. Primal spirits often require the aid of druids and archdruids to help defend their lands against despoilers. Druids can be trusted to act more swiftly and in more places than a spirit could possibly manage from their realm in the Feywild. Arch-druids can wield powerful enough magic to summon an avatar of the spirit without effort from the spirit itself, but primal spirits trust very few with this privilege. They entreat carefully with archdruids and only select their favorite among them as a champion who can conjure their avatar to aid both their goals.

Hatred for Despoilers. The spirits of nature despise those that would despoil nature in any of its forms. Not all forms of consumption earn the spirits' ire: the spirits themselves are often predator or prey, and understand that survival often means destruction. They despise the reckless and sometimes gleeful destruction of nature that has nothing to do with survival and too much to do with mortal flaws such as greed, pride, or ambition. This is what the spirits consider to be "despoiling."

Primal Nature. A primal spirit avatar doesn't require air, food, drink, or sleep.

Monster Tags: fey

Habitat: MountainSwampUnderdark

BenevolentEvil

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