Devourer (5e Creature)

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Large undead, chaotic evil

Armor Class 12 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 20 ft., burrow 30 ft.

18 (+4) 13 (+1) 16 (+3) 3 (-4) 9 (-1) 5 (-3)

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 60 ft., tremorsense 30 ft., passive Perception 9
Challenge 1 (200 XP)

Turning Resistance. The devourer has advantage on saving throws against effects that turn undead.


Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 4 (1d8) poison damage on a failed save or half as much damage on a success.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the devourer can't constrict another target.

Worm-like monstrosities are the eater of world's most favored creatures, tunneling underneath unsuspecting victims. Devourers are giant worms with putrid flesh, a mouth full of wickedly sharp teeth, and a single bloodshot eye which patrol the underground tunnels that make up their master's lair. Devourers are fairly rare compared to the other offspring of the eater of worlds. Their teeth are surprisingly sturdy despite being in an advanced state of decay, and can be fashioned into crude but effective weapons.

Undead Nature. A devourer doesn't require air, food, drink, or sleep.

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