Devourers

A devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. These foul aberrations feed on the brainpower of sentient creatures, taking over a victim's body on behalf of their mind flayer masters.

Jump to: Charm Devourer Intellect Devourer | Will Devourer

Illithid Creations. Mind flayers breed devourers to serve as roaming hunters of the Underdark, creating an devourer by taking the brain of a thrall and subjecting it to a horrible ritual. As it sprouts legs, the brain becomes an intelligent predator as twisted and evil as its masters. In ways not yet known, these creations still retain some semblance to the thrall that begat them, and when the devourer reaches its "maturity", it is eager to consume the thoughts and feelings of prey by attacking Intelligence, Wisdom, or Charisma.

Deadly Puppet Masters. An devourer consumes a creature's mind and memories, then turns the host body into a puppet under its control. An devourer typically uses its puppet host to lure others into the domain of the mind flayers to be enthralled or consumed.


Charm Devourer

A charm devourer is the bane of bards and sorcerers all over the Underdark, drawing away the magnetism and "presence" of its victims' charisma, until all that remains is a physical husk suitable as a shell.

Rogue Servants. Of the devourers

Environment

Underdark

Token

Charm Devourer

Tiny aberration, neutral evil


  • Armor Class 12
  • Hit Points 21 (6d4 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances bludgeoning,piercing,and slashing from nonmagical attacks
  • Damage Immunities
  • Condition Immunities blinded
  • Skills Perception +2,Stealth +4
  • Senses blindsight 60 ft. (blind beyond this radius),passive Perception 12
  • Languages understands Deep Speech but can't speak,telepathy 60 ft.
  • Challenge 2

Detect Sentience. The charm devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Actions

Multiattack. The charm devourer makes one attack with its claws and uses Devour Charm.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Devour Charm. The charm devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Charisma saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Charisma score, that score is reduced to 0. The target is stunned until it regains at least one point of Charisma.

Body Thief. The charm devourer initiates an Charisma contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host that isn't protected by protection from evil and good. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages.

If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.


Intellect Devourer

This strain of devourer focuses on the victims' knowledge and reason, draining their intellect. Once an intellect devourer enters a host, it seeks to maximize its time there, engaging in behaviors that protect its host for as long as it can.

Loyal Servants. Intellect devourers are the most loyal and subservient of the devourers, obeying commands of their illithid masters as best they can. This makes them the most desirable of the devourer strains, but also the most predictable.

Environment

Underdark

Token

Intellect Devourer

Tiny aberration, lawful evil


  • Armor Class 12
  • Hit Points 21 (6d4 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances bludgeoning,piercing,and slashing from nonmagical attacks
  • Damage Immunities
  • Condition Immunities blinded
  • Skills Perception +2,Stealth +4
  • Senses blindsight 60 ft. (blind beyond this radius),passive Perception 12
  • Languages understands Deep Speech but can't speak,telepathy 60 ft.
  • Challenge 2

Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Actions

Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host that isn't protected by protection from evil and good. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages.

If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.


Will Devourer

A will devourer's focus is on the willpower and decision-making of the target, encouraging them to greater and greater heights of foolishness. Once they possess their target, they often engage in random and unpredictable behavior, usually in attempts to find new victims to possess.

Random Servants. Illithids use will devourers to foment chaos and uncertainty among targeted communities, as the will devourer's activities once it has entered a host distracts from the more subtle machinations the 'flayers have in play.

Environment

Underdark

Token

Will Devourer

Tiny aberration, chaotic evil


  • Armor Class 12
  • Hit Points 21 (6d4 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances bludgeoning,piercing,and slashing from nonmagical attacks
  • Damage Immunities
  • Condition Immunities blinded
  • Skills Perception +2,Stealth +4
  • Senses blindsight 60 ft. (blind beyond this radius),passive Perception 12
  • Languages understands Deep Speech but can't speak,telepathy 60 ft.
  • Challenge 2

Detect Sentience. The will devourer can sense the presence and location of any creature within 300 feet of it that has an Wisdom of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Actions

Multiattack. The will devourer makes one attack with its claws and uses Devour Will.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Devour Will. The will devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Wisdom saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Wisdom score, that score is reduced to 0. The target is stunned until it regains at least one point of Wisdom.

Body Thief. The will devourer initiates an Wisdom contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the will devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the will devourer has total cover against attacks and other effects originating outside its host that isn't protected by protection from evil and good. The will devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages.

If the host body dies, the will devourer must leave it. A protection from evil and good spell cast on the body drives the will devourer out. The will devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the will devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.