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Arcane Devourer

Medium fiend (titanspawn), neutral evil

Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 19 (+4) 16 (+3) 14 (+2) 11 (+0)

Skills Arcana +9, Perception +5, Stealth +6
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned
Senses darkvision 60 ft., sense magic 60 ft., passive Perception 15
Languages Infernal, Primordial, Titan Speech (can’t speak); telepathy 90 ft.
Challenge 5 (1,800 XP)

Special Traits

  • Illumination. The arcane devourer sheds bright light in a 5-foot radius and dim light for an additional 5 feet. It can activate or suppress this feature at the start of its turn (no action required).
  • Innate Spellcasting. The arcane devourer’s spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components.
  • Magic Resistance. The arcane devourer has advantage on saving throws against spells and other magical effects.
  • Sense Magic. An arcane devourer can automatically sense magic and discern the location of any creature capable of casting spells within 60 feet.

Actions

  • Multiattack. The arcane devourer makes two claw attacks.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) force damage.
  • Draining Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) force damage, and if the target is a spellcaster, the target is drained of ld3 unused spell slots, beginning with those of the highest level and moving down. If the target has no spell slots remaining or is not a spellcaster, then the highest-level spell or magical effect active upon the target is drained instead, ending as if the arcane devourer had cast dispel magic on it successfully.

About

Arcane devourers travel the astral and material planes searching out magical energies, and thus they are attracted to arcane spellcasters and magic items that store and discharge such energy. An arcane devourer appears as a tall, scaled humanoid with elongated limbs and digits, its supple fingers and toes ending in deadly talons. Its eyes glow, and its back is covered in crystalline cysts that also glimmer faintly. A typical devourer stands 6 to 7 feet tall and weighs 175 pounds.

Servants of Aether. In ages past, arcane devourers were created to collect and return any arcane energy that had dissipated into the aether. Arcane devourers continue their task of searching out arcane energy, storing it within their own bodies.

Arcane Builders. Scholars and mages who plumb the astral depths have reported seeing hordes of devourers constructing and maintaining giant crystalline structures in the astral realm. Some hypothesize that the arcane devourers encountered are but drones collecting energy to take back to these massive crystalline hives — but to what end, none can say.

Cunning Thieves. An arcane devourer typically uses its ability to sense magic, ideally from hiding, before engaging enemies. That way, it can focus on the target using the most powerful spells or bearing the most powerful magic. Arcane devourers are intelligent adversaries. They retreat from a hopeless battle, using plane shift if necessary, but always stealing as much magic as they can before doing so.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb