Energy Drain (Su): Living creatures hit by a devourer’s claw attack or spectral hand ability gain one negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Charisma-based.
Trap Essence (Su): As a standard action, a devourer can touch a living creature, forcing it to make a DC 19 Fortitude save or die as if the devourer were using a slay living spell. If the creature makes this save it is subject to 5th Level Spell attack +95% (Fortitude as DB, Nether Crit). The soul of a creature slain by this attack becomes trapped within the devourer’s chest. The creature cannot be brought back to life until the devourer’s destruction releases its soul. A devourer can hold only one soul at a time.
Spell-like Abilities (Sp): At the start of any encounter, the trapped essence within a devourer is assumed to have 3d4+3 levels worth of spells. Once per round (as a free action), a devourer can use one of the following abilities: confusion (DC 17), control undead (DC 20), ghoul touch (DC 15), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 16), true seeing. Caster level 18th. The save DCs are Charisma-based.
Spell Deflection (Su): The trapped essence provides a measure of magical protection. If any of the following spells are cast at the devourer and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the devourer of its spell-like abilities until it can consume another victim. |