Devourer - CR 15 (Large Undead)

Yes, there was a reason I statted up Ghoul Touch. I'm preparing a whole host of high level baddies, in preparation for Ormid and the gang's ongoing adventures in 5e. They may or may not encounter these horrors, but I wanted to get them converted for their pure creepy evilness.

Just realised Bodak's never made it into the 5e Monster Manual...Hmmmmm....


Large Undead (Chaotic Evil)
Armour Class: 19 (Natural Armour)
Hit Points
: 294 (28d10+140)
Speed 30'
STR 24 (+7) DEX 11 (+0) CON 21 (+5) INT 19 (+4) WIS 17 (+3) CHA 21 (+5)
Saving Throws: Strength +12, Constitution +10, Wisdom +8, Charisma +10
Damage Immunities: Necrotic, Poison
Condition Immunities: Poisoned, Unconscious, Disease
Senses: Darkvision 120', Truesight 60' ;Passive Perception: 18
Language: Varies
Challenge: 15 (13,000 XP)

Magic Resistance: The Devourer has advantage on saving throws against all spells and spell like powers.

Spell Bound Soul: If the Devourer has a soul trapped, the soul and not the undead is affected by the following spells if they are cast at it; Banishing Smite, Banishment, Confusion, Detect Thoughts, Dispel Evil, Divine Word, Dominate Person, Fear, Geas, Hypnotic Pattern, Imprisonment, Magic Jar, Maze, Suggestion, and any form of Charm or Compulsion. Some of these spells may serve to remove the soul, which in turn removes the Devourer's power source for its spells.

Innate Spellcasting: The Devourer can cast the following spells. However, doing so requires it to have a soul trapped, each spell reducing the trapped soul's total hit points by an amount equal to 5 + The spell's level (a soul is considered to have as many hit points when first captured as its normal, living total hit points – discounting any losses from the monster's own attacks). Spellcasting attribute is Charisma. Spell attack bonus is +10, Spell Save D.C. Is 18.

At-Will: Confusion, Create Undead (does not need any bodies), Ghoul Touch (see below), Conjure Elementals (may also be used to summon daemons or devils), Ray of Enfeeblement and Suggestion.


Multiattack:The Devourer either makes two Reaving Claw attacks, or a Reaving Claw and Trap the Soul attack (if able).

Reaving Claw: Melee weapon attack, Reach 10', +12 to hit, one target, Hit: 19 (1d20+7) slashing damage plus 21 (6d6) Necrotic damage, and targets total hit points amount is reduced by an amount equal to the Necrotic damage inflicted until the end of their next long rest, or until they receive the benefits of a Greater Restoration spell or similar. Characters who's total hit points are reduced to 0 die instantly, and cannot be returned to life by any means short of a Wish or similar, until they somehow have the lost hit points returned.

Trap the Soul: (recharges when the Devourer does not have a soul trapped): Melee spell attack, Reach 10, +12 to hit, one target, Hit: Target must make a D.C. 18 Constitution save or die. If they die, their body rots to nothing, and their soul becomes trapped in the Devourer's chest cavity, where it can be consumed to fuel the monster's spell casting. The soul can only be freed by means of a Wish, Imprisonment, Magic Jar or, if not on its home plane, Banishment. The slain individual cannot be brought back from the dead whilst their soul is trapped, and, should it be destroyed, at all (without direct divine intervention).

Ah......He's behind you!!!!