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## Enticing Devourer
Deep beneath the sea, the energy of the pressure of millions of gallons of water can be sufficient that ruptures between the Material Plane and other planes may sometimes appear for fleeting moments before closing. This provides sufficient opportunity for monsters and wonders of all kinds to leak into the seas, haunting the vast depths. Twisted aberrations, cruel fiends, and nightmarish shadow creatures. But far more frightening than any of those are the creatures of the Feywilds. Few would imagine the fey folk to be frightening at first thought, until one remembers the terribly powerful enchantments and illusions that can conceal a fairy's true nature, until it is far too late to escape its clutches. The Enticing Devourer is one such creature. Concealing its nature with an illusory form in the water, and using its enchanting bulb to draw prey inward, before it snaps them up in one terrible bite. ___ ___ > ## Enticing Devourer >*Huge Fey, Unaligned* > ___ > - **Armor Class** 17 (Natural Armor) > - **Hit Points** 190 (15d12+80) > - **Speed** Speed swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|16 (+3)|20 (+5)|17 (+3)|20 (+5)|15 (+2)| >___ > - **Saving Throws** CON +10, WIS +10, CHA +7 > - **Skills** Athletics +12, Stealth +8, Investigation +8, Insight +10, Perception +10, Survival +10, Deception +7 > - **Damage Resistances** Bludgeoning, Piercing, and Slashing damage from nonmagical weapons > - **Damage Immunities** Cold > - **Condition Immunities** Charmed, Prone > - **Senses** Darkvision 180 feet, Blindsight 60 feet > - **Languages** ― > - **Challenge** 15 (13,000 XP) > ___ > > > ***Water Breathing.*** The Devourer can breathe only underwater. > > ***Lure.*** The Devourer possesses a powerful magical lure that it holds just before its jaws. Any creature besides the devourer that can see the lure must succeed a DC 18 Wisdom save or become stunned for 1d6 rounds. Any creature that succeeds this save is immune to the effects of the lure for 1d6 rounds. > > ***Illusory Lights.*** The Devourer has advantage on Dexterity (Stealth) checks made to hide in Water. The Devourer may keep its Lure visible while the rest of its body remains hidden. > > ***Adaptive Vision.*** The Devourer has advantage on Wisdom (Perception) checks to do with sight while underwater. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) piercing damage. If the target is a medium or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the Devourer. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the devourer, and takes 21 (6d6) acid damage at the start of each of the Devourer's turns. > If the Devourer takes 30 or more damage from a creature inside it, the devourer must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures.
> ##### Variant: Enticing Devourer Spellcaster > Some Enticing Devourers might be even further twisted by the energies of the Fey realm. These creatures can harness strange energies, have a CR of 16 (15,000 XP) and gain the following feature. > > > > ***Innate Spellcasting.*** The Devourer's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The Devourer can innately cast the following spells, requiring no material components: > > At will: *Dancing Lights*, *Light*, *Word of Radiance*, *Minor Illusion*, *Silent Image* > > 3/Day Each: *Faerie Fire*, *Major Image*, *Color Spray* > > 1/Day Each: *Sickening Radiance*, *Daylight*, *Hypnotic Pattern*, *Eyebite*, *Hallucinatory Terrain*