Devourer
Creature 11 (uncommon) — undead, unholy
Pre-Remaster content. May include legacy alignment.
CrasherWeaverLANDAERIALundeadunholy
When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called devourers that consume the souls of the living to fuel their arcane machinations. Their bodies are ruined and rebuilt, hollow and twisted, even as their minds undergo a spiritual transformation. They gain the ability to bind other souls to their own and drain their essence for magical power, yet can never be sated in their pursuit of it. Seething mass
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +22; darkvision
Languages chthonian, common, diabolic, empyrean, necril
Skills arcana +21, deception +21, intimidation +23, occultism +23, stealth +19
Str
+7
Dex
+3
Con
+5
Int
+5
Wis
+4
Cha
+5
AC 31
Fort +20
Ref +18
Will +24
+1 status to all saves vs. magic
HP 175 ((void healing))
Immunities bleed, death-effects, disease, paralyzed, poison, spell-deflection, unconscious
Speed 30 feet, fly 30 feet
Offense
Melee Claw (agile, reach-10, unarmed) +24, Damage 2d10+13 slashing plus Drain Life
Abilities
+1 Status to All Saves vs. Magic —
Spell Deflection (divine, mental) — A spellcaster who targets a devourer with a mental spell, Banishment, Seize Soul, Divine Decree, Divine Wrath, Possession, Spirit Blast, or Spirit Song can attempt a counteract check to free a soul the devourer has trapped with Devour Soul. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can't use any soul charges from that creature.
Devourers are otherwise immune to these spells.
Devourers are otherwise immune to these spells.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Devour Soul (death, divine) — The devourer touches a creature within reach, dealing 8d6 void damage (DC 31 Fortitude save). If a creature is slain by this attack, its soul becomes trapped within the devourer. While its soul is trapped, a creature can't be resurrected except by powerful magic such as a Wish spell. Destroying the devourer or successfully counteracting Devour Soul (see spell deflection) releases the soul. The devourer can hold only one soul at a time.
A soul has 5 soul charges per level of the originating creature (see the soul spells ability below). The devourer can expend these charges to cast spells. If the soul is freed and the creature returns to life, the creature is Drained 1 for every 5 soul charges expended. If reduced to 0 soul charges, the soul is consumed and can be restored to life only by powerful magic such as wish .
A soul has 5 soul charges per level of the originating creature (see the soul spells ability below). The devourer can expend these charges to cast spells. If the soul is freed and the creature returns to life, the creature is Drained 1 for every 5 soul charges expended. If reduced to 0 soul charges, the soul is consumed and can be restored to life only by powerful magic such as wish .
Drain Life (divine) — When the devourer damages a living creature with its claw Strike, the devourer gains 10 temporary Hit Points and the creature must succeed at a DC 24 Fortitude save or become Drained 1. Further damage dealt by the devourer increases the condition value by 1 on a failed save, to a maximum of drained 4.
Soul Spells — A devourer casts occult innate spells, but to do so it must expend a number of soul charges equal to the spell's rank (similar to casting a spell using charges from a staff). It can heighten any spell to a maximum of 6th level by expending more charges as it Casts the Spell. When encountered, a devourer typically has one trapped soul with 10 soul charges.
Occult Innate Spells DC 31, attack +21
6th Feeblemind, True Seeing
4th Confusion, Suggestion
3rd Bind Undead, Paralyze
2nd Death Knell
1st Harm
WORKS WELL WITH
SnareLAND / AERIALImmobilizing targets within the reach range guarantees claw Strikes land, fueling Drain Life for sustained temporary HP across the encounter.
AnvilLAND / AERIALA durable anchor absorbs counter-pressure while the devourer spends actions on Devour Soul and Soul Spells rather than defensive repositioning.
FlankerLAND / AERIALFlanking support sets up off-guard for the reach claw, converting the high damage die into more reliable critical hits against pressured targets.
PUNISHES
✖ low Fort✖ melee reliance✖ clumping
Overlapping reach bruisers share the same threat zone, letting parties neutralize both with a single stride and limiting positional diversity.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Devourer in the encounter builder — free, no install.
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