5e SRD >Creatures >

Dread Devourer

Large aberration, chaotic evil

Armor Class 17 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 12 (+1) 15 (+2) 6 (-2)

Saving Throws Wis +7
Skills Perception +7
Condition Immunities prone
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
Languages Deep Speech, Undercommon
Challenge 13 (10,000 XP)

SPECIAL TRAITS

  • Charge. A dread devourer attempts to stay hidden until it detects potential prey near it’s lair when it will burst from concealment and rush the largest or strongest appearing target with it’s wicked maw open wide and teeth gnashing. The devourer moves in a straight line (no turns) a distance equal to twice it’s normal speed. The devourer can make the charge attack at any point in this movement. On a successful attack this charge deals full maximum Bite damage (28 points) and the target must also make a Dexterity save or be forced prone. The dread devourer continues its movement past its target and beyond in a straight line path to the extent of the distance.
  • Blood Frenzy. The dread devourer has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Alluring Aroma. The dread devourer’s fur emits a compelling odor that draws prey closer and dulls their perception at the same time. Within 60 feet of the dread devourer, potential victims suffer disadvantage on all Perception checks.
  • Fearless. The dread devourer is immune to all fear-based attacks, effects, and spells.

ACTIONS

  • Multiattack. The dread devourer can make three attacks, one with its bite and two with its tentacles.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage. Those bitten by the dread devourer must make a DC 17 Constitution save or suffer an additional (7) 2d6 damage at the beginning of their next turn.
  • Tentacle. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

TACTICS

  • Initial round-If prey comes within 30 feet of its hiding place, the dread devourer charges towards the nearest opponent with terrifying swiftness.
  • Subsequent Rounds-The dread devourer makes its full attacks on a single target until it stops moving. Feigning dead could conceivably allow a character to avoid death, assuming the devourer is not hungry, merely aggressive.
  • If greatly injured-The dread devourer is an alpha predator and never retreats when injured, fighting on to the death.

ABOUT

Dread devourers are violent, bizarre aberrations that prowl the dark depths of the earth, searching for live prey. Their bulbous body shares some aspects of a carnivorous fish and includes a wide, powerful tooth-filled mouth and gullet, but that is where the comparison ends. These terrifying creatures can fly and hover at will, terrain, and space permitting, and often use this ability to descend unnoticed on their prey.

The lower margin of their body is ringed with five muscular tentacles tipped with flesh rending claws. These tentacles allow the dread devourer to move quickly in tight places and even scale walls and ceilings with ease. The bottom of the body is covered in a series of overlapping scales protecting them as they descend on their victims.

Even more bizarre, the dread devourer’s back is covered with a mat of coarse green fur which emits a strangely attractive odor that may lure victims closer.

Much like a terrestrial shark, the dread devourer is feared and avoided by any that know of its sheer ferocity and deadly attacks. It does not suffer any effects of fear in encounters and will return to attack repeatedly even when suffering terrible wounds. It is a relentlessly aggressive predator. A perfect feeding machine.

Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

This is not the complete section 15 entry - see the full license for this page