Devourer (CR 11)

Large Undead (Extraplanar)
Alignment: Always neutral evil
Initiative: +4 (Improved Initiative); Senses: darkvision 60 ft., Listen +18, and Spot +18


AC: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Hit Dice: 12d12 (78 hp)
Fort +4, Ref +4, Will +11
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +19
Attack: Claw +15 melee
Full Attack: 2 claws +11 melee
Damage: Claw 1d6+9
Special Attacks/Actions: Energy drain, trap essence, spell-like abilities
Abilities: Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Special Qualities: spell deflection, SR 21, undead traits
Feats: Blind-fight; Combat Casting; Combat Expertise; Improved Initiative; Weapon Focus (claw)
Skills: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen +18, Move Silently +15, Spot +18, and Survival +3 (+5 following tracks)
Advancement: 13 HD (Large); 14-27 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure: None

Source: Monster Manual

Devourers are massive creatures every bit as evil as they look. They lurk in the Ethereal and Astral Planes, stalking both natives and travelers with equal sadistic glee.

The devourer appears as a tall, skeletal figure with strands of mummified flesh hanging from its bones. Imprisoned within the creature's rib cage is a tiny figure, clearly in agony. This pitiful being is the trapped essence of a slain opponent, which is consumed like firewood to sustain the monster's unnatural life.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.