Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 17 (2d8 + 8) piercing damage.
Action
Claws
Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 15 (2d6 + 8) slashing damage.
Action
Multiattack
The devourer makes one bite attack and two attacks with its claws.
Action
Torment Soul (Recharge 6)
The devourer creates a howling whirlwind of necrotic energy in a 20-foot radius centered on itself. Each creature in that area that is not undead or a construct must succeed on a DC 18 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.
Special
1/day each
create undead, true seeing
Special
3/day each
chill touch, inflict wounds, ray of enfeeblement
Special
At will
animate dead
Special
Devour Soul
When the devourer reduces a creature to 0 hit points, that creature must succeed on a DC 18 Wisdom saving throw or the devourer consumes the creature's soul. Creatures that die in this manner can only be restored to life by a true resurrection or wish spell.
Special
Innate Spellcasting
The devourer's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devourer can innately cast the following spells, requiring no material components:

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 claws
18 (1d8+9 plus

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Devour Soul|Energy Drain|Telepathy
By making a melee attack as a standard action, a devourer can deal necrotic damage. A Death save halves this damage. The soul of a creature slain by this attack becomes trapped within the devourer's chest. The creature cannot be brought back to life until the devourer's destruction releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell's level. At the start of an encounter, a devourer generally has miracle or wish.
Special
|Devour Soul|Energy Drain|Telepathy
You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts 1d4 points of Constitution damage in the victim. If an attack that includes an energy drain scores a critical hit, it instead inflicts 1d6 points of Constitution damage. A draining creature regains 5 hit points (10 for a critical hit) each time this effect occurs.
Special
|Devour Soul|Energy Drain|Telepathy
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Blind-Fight
Action
Feat 2
Cleave
Action
Feat 3
Combat Casting
Action
Feat 4
Combat Expertise
Action
Feat 5
Improved Initiative
Action
Feat 6
Improved Sunder
Action
Feat 7
Power Attack
Action
Melee 1
2 claws +18 (1d8+9 plus energy drain)
Special
At will
animate dead4th, bestow curse4th (DC 19), confusion4th (DC 19), control undead7th (DC 22), death knell2nd (DC 17), ghoul touch2nd (DC 17), inflict serious wounds3rd (DC 18), lesser planar ally4th, ray of enfeeblement1st, spectral hand2nd, suggestion3rd (DC 18), true seeing6th, vampiric touch3rd (DC 18)
Special
Devour Soul (Su)
By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a slay living spell. A DC 22 Fortitude save reduces this damage to 3d6+18. The soul of a creature slain by this attack becomes trapped within the devourer's chest. The creature cannot be brought back to life until the devourer's destruction (or a spell deflection-see below) releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell's level (for sake of ease, spell levels for its spell-like abilities are included in its stats in superscript). At the start of an encounter, a devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained-these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life).
Special
Spell Deflection (Su)
If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 25 caster level check when a spell is deflected-success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Devour Soul
(death, divine, necromancy) The devourer touches a creature within reach, dealing 8d6 negative damage (DC 26 basic Fortitude save). If a creature is slain by this attack, its soul becomes trapped within the devourer. While trapped, a creature cannot 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. The devourer can expend charges to cast spells (see the soul spells ability below). 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 charges, the soul is consumed and can be restored to life only by powerful magic such as wish.
Ability
Drain Life
(divine, necromancy) 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 amount of drain by 1 on a failed save, to a maximum of drained 4.
Ability
Occult Innate Spells
DC 31, see the soul spells ability; 6th feeblemind, true seeing; 4th confusion, suggestion; 3rd bind undead, paralyze; 2nd death knell; 1st harm
Ability
Occult Rituals
DC 31; 2nd create undead
Ability
Rituals
DC 31; 2nd create undead
Ability
Soul Spells
A devourer casts occult innate spells, but to do so must expend a number of soul charges equal to the spell's level (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.
Ability
Spell Deflection
(abjuration, divine) A spellcaster can target a devourer with a mental spell, banishment, bind soul, divine decree, divine wrath, possession, spirit blast, or spirit song to attempt to counteract the devourer's Devour Soul effect. 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 the creature. Devourers are otherwise immune to these spells.
Offense
Melee
Circumstance: combat round (melee)
claw +24 [+20/+16] (agile, reach 10 feet), Damage 2d10+13 slashing plus drain life
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
spell deflection
unconscious
Language
Abyssal
Celestial
Common
Infernal
Necril
Perception
darkvision