Abyssal Devastator

Gargantuan construct, chaotic evil

Armor Class 22 (natural armor)
Hit Points 396 (24d20 + 144)
Speed 50 ft., burrow 30 ft., fly 60 ft.

29 (+9) 21 (+5) 23 (+6) 15 (+2) 18 (+4) 22 (+6)

Saving Throws Dex +12, Wis +11, Cha +13
Skills Acrobatics +12, Arcana +9, Athletics +16, Intimidation +14, Perception +11
Damage Resistances bludgeoning, piercing, or slashing damage from weapons that are not adamantine and also epic magic items or artifacts
Damage Immunities acid, cold, fire, lightning
Condition Immunities charmed, frightened, poisoned, paralyzed, stunned, unconscious
Senses blindsense 30 ft., darkvision 60 ft., passive Perception 21
Languages Abyssal, Celestial
Challenge 22 (41,000 XP)


  • Aura of Corruption. Any chaotic evil fiend within 60 feet of an Abyssal devastator with at least 10 Hit Dice gains advantage on Strength and Charisma checks and saving throws and on all saving throws against spells. In addition, they gain a +2 bonus on attack and damage rolls with Strength-based attacks.
  • Deadly Opportunist. When the Abyssal devastator makes an opportunity attack, it does not use the creature’s reaction.
    • It can thus take any number of opportunity attacks each round. It can make opportunity attacks when a creature moves through more than 5 feet of its threatened area, not only when it moves out of the Abyssal devastator’s reach.
    • An opponent’s movement provokes only one opportunity attack, no matter how far it moves through the Abyssal devastator’s reach. The Abyssal devastator can choose when during the creature’s movement that it takes its attack.
    • If a creature within the Abyssal devastator’s reach casts a spell, it can use its reaction to take a special opportunity attack against that spellcaster. If the attack hits, the target must succeed on a Constitution saving throw (DC 10 or half the damage it takes, whichever is higher) or the spell is ruined and has no effect.
  • Devastating Critical. The Abyssal devastator scores a critical hit on a natural roll of 19 or 20.
  • Innate Spellcasting. The Abyssal devastator’s innate spellcasting ability is Charisma (spell save DC 21). The Abyssal devastator can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/day). If the Abyssal devastator fails a saving throw, it can choose to succeed instead.
  • Piercing Perception. The Abyssal devastator has continuous true seeing, and in addition it is always aware of the location of creatures within 30 feet, even if blinded or its line of sight to the creature is blocked; it can see through barriers less than 1 inch thick.
  • Unchanging. The Abyssal devastator is immune to having its form changed, including polymorph and petrification effects.
  • Unholy Aura. The Abyssal devastator has advantage on saving throws against spells cast by good-aligned creatures, and celestials and good-aligned conjured or summoned creatures have disadvantage on attack rolls against the Abyssal devastator. In addition, a good-aligned creature that strikes the Abyssal devastator in melee must succeed on a DC 21 Constitution saving throw or become enfeebled for 1d6 rounds, causing them to have disadvantage on Strength checks and saving throws and to deal only half damage with weapon attacks that use Strength. Additional failed saves extend the duration of this effect by 1 round per failed save, but an enfeebled creature can attempt a new saving throw each round at the end of its turn to end the enfeeblement.
  • Vile Strikes. An Abyssal devastator’s Vile Arm attacks are considered epic magical adamantine weapons with a +3 bonus on attack and damage rolls. Its attacks deal bludgeoning, piercing, and slashing damage (whichever is considered most advantageous for the Abyssal devastator). In addition, they deal an additional 7 (2d6) damage of the same type against good-aligned targets and an additional 7 (2d6) damage of the same type against lawful-aligned targets; this damage is combined against lawful good targets.


  • Multiattack. The Abyssal devastator can make six attacks, four with its vile arms and two with its wings.
  • Vile Arms. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 12) bludgeoning, piercing, and slashing damage plus Vile Strikes (see above).
  • Wings of Death. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 16 (2d6 + 9) slashing damage, plus the target is surrounded by a shadowy aura that causes them to take 2d6 necrotic damage each round at the beginning of their turn. This aura is dispelled if the target receives magical healing of at least 12 hit points or takes at least 12 points of radiant damage from a single effect.
  • Implosion (1/day). The Abyssal devastator summons vast destructive energies, allowing it to utterly destroy creatures or objects. This functions like disintegrate (9th level), but the Abyssal devastator can maintain concentration for up to 1 minute, using its action to repeat the disintegrate effect each round it continues to concentrate. It cannot target the same creature or object more than once per day with this effect.
  • Vile Rend. A creature struck by 2 or more Vile Arms in the same round has its flesh ripped and torn, dealing an additional 35 (2d10 + 24) bludgeoning, piercing, and slashing damage.


  • Display of Strength (Recharges 5-6). The Abyssal devastator treats the result of a Strength check or saving throw as a natural 20.
  • Epic Surge. Whenever the Abyssal devastator rolls a d20, it can add 1d4 to the result of the die roll.


  • Absorb Good Magic. Whenever a spell that deals radiant damage or that specifically targets or affects evil creatures or fiends, such as protection from evil and good, divine word, hallow, or magic circle, targets the Abyssal devastator or includes it in its area, the caster must succeed on a DC 21 Charisma saving throw. If failed, the spell is negated and the Abyssal devastator gains 5 temporary hit points per spell level that last 1 hour or until expended. If the Abyssal devastator encounters an existing spell of this type where the caster is not present, such as hallow, the Abyssal devastator itself can attempt a DC 21 Charisma saving throw with advantage; if it succeeds, it dispels and absorbs the spell as above.


The Abyssal devastator can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Abyssal devastator regains spent legendary actions at the start of its turn.

  • Detect. The Abyssal devastator makes a Wisdom (Perception) check or casts detect evil and good.
  • Dimensional Anchor. The Abyssal devastator targets one creature within 60 feet, sealing it within the plane it occupies for 1 minute. During this time, the target cannot use any form of teleportation or plane travel. This effect can be dispelled as if it were a 4th-level spell.
  • Wingslash (Costs 2 Actions). The Abyssal devastator whips its wings in a whirlwind of death. Each creature within 15 feet of the Abyssal devastator must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) slashing damage and be knocked prone. The Abyssal devastator can then fly up to half its flying speed.


These hideous war machines are thankfully rare, forged in the farthest bottomless pits of the demonic realms from the blood-soaked refuse of a thousand battles.

Discarded weapons, sundered armor, and mangled flesh are woven together into a colossal titan of mechanized horror with four monstrous limbs each bearing weapons that seem to ooze and morph through different shapes, each more cruel and sadistic than the last. In an unholy act of twisted fiendish humor, Abyssal devastators derive their power from the tormented souls of celestials, bound in eternal torment and wracked with monstrous impulses to destroy whatever lies in their path, save for the demonic hosts they are now bound to serve.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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