Large Monstrosity, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 154 (15d10 + 67)
Speed 40 ft., Fly 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +7, CON +8, WIS +7, CHA +8
Skills Perception +7, Stealth +8, Survival +6
Damage Immunities Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 16
Languages Draconic understands, but cannot speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Antimagic Cone. The Devastator reveals an eye on is chest that creates an area of antimagic, as in the antimagic field spell, in a 75-foot cone.  At the start of each of its turns, the Devastator decides which way the cone faces and whether the cone is active.  The area works against the Devastator's own magic.

Absorption. All spells cast against the Devastator are either resisted or completely absorbed (when radiant or necrotic damage).  Half of the attack damage is converted to reserved damage.  The other half is deducted from the Devastator's hit points. When the Devastator absorbs more than 15 points of spell damage, it starts to float just above the ground. The Devastator can absorb up to its current hit points + 30.

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

Regeneration. The Devastator regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The Devastator makes three attacks, one with its eye rays and two with its claws.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.

Eye Rays. The devastator shoots three of the following magical eye rays at random (roll 3d8, reroll duplicates), choosing one to three targets it can see within 75 feet of it:

   1.  Return Ray. The Devastator targets a creature, and returns one type of damage received on prior turns. Damage is 2d10 + up to 10 additional damage.  (Deduct from stored damage points.)  Targeted creature must succeed on a DC 16 Dexterity saving throw. On a successful save, the creature takes half the dice damage + the additional damage.
   2.    Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The Devastator can add up to 10 points of reserved damage to this attack, which is not halved on a save.
    6. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
    7. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 36 (8d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non-magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. The Devastator can add up to 10 points of reserved damage to this attack, which is not halved on a save.
    8. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 45 (8d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Reactions

Eyes of Nine. The Devastator absorbs magical damage against it, and can return or redirect half of the damage dealt as a reaction. The remaining absorbed damage is added to the reserved damage and can be dealt on other eye ray attacks.

Legendary Actions

The Devastator can take one legendary action, using an Eye Ray.  It can only take one legendary action per round. and only at the end of another creature's turn.  The Devastator regains spent legendary actions at the start of its turn.

Description

Aeorian Devastators are believed to be the work of the mages of Aeor, combining beholders with humanoids to create a more perfect weapon, to complement their existing menagerie of Absorbers, Nullifiers, and Reversers.

Skulking in the dark, Devastators can often pass unnoticed, floating above the surface of the floor.  They are tall, with blackish-blue armor plates across the shoulders and neck. The armor plates devolve into scales, fading in color to a pale blue near the feet. Devastators are seemingly masculine, but with no outward confirmation aside musculature.

From under the armor plates, the center of what would be the face, and the back of the head, as they are awakened, eyes lift up, looking all directions.  The eye on the 'face' is the source of an anti-magic field.  The three eyes spaced on each shoulder, and the two on the back of the skull are all able to turn independently, and omnidirectionally.

Like all of the Hunters created by Aeor, they are ageless, won't harm another of their kind, and are ravenously violent.

Monster Tags: monstrosityaberration

Habitat: ArcticUnderdark

BoArtheus

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