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Creatures

Chained Devourer

Chained Devourer

“Release them.” -Revelation 9:14

The history of the Chained Devourer is shrouded in mystery. Only four of their kind exist, and it is unclear what kind of angel they might have been before the fall, so corrupted and monstrous is their form. The many-limbed form of a Chained Devourer towers above even the tallest of human-built structures, with great, leathery, bat-like wings extending from its back: vestiges of their once-celestial nature. Perhaps the most striking and disturbing feature of the Chained Devourer are the massive, clanking chains it carries with it at all times. Shortly after the fall, all four Chained Devourers were defeated and chained in a celestial prison beneath the Euphrates River here on earth. However, their celestial-wrought chains had an expiration date. On a precise year, month, and day known only to God and the eldest of the Cherubim, the chains would be loosed and the four Chained Devourers would be set free once more. According to legend, the vengeance they will wreak upon the earth will be terrible to behold, and they will not be slain until a third of humanity lies dead in their wake.

Chained Devourer

Gargantuan Fiend, Chaotic Evil

Armor Class: 18 (natural armor)

Hit Points: 276 (19d12 + 152)

Speed: 50 ft., fly 40 ft.

STRDEXCONINTWISCHA
30 (+10)11 (+0)27 (+8)8 (-1)18 (+4)20 (+5)

Saving Throws: Str +17, Dex +7, Con +14

Damage Immunities: fire; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities: frightened

Senses: Darkvision 120 ft., passive perception 14

Languages: Infernal

Challenge: 23 (50,000 XP)

Proficiency: +7

Features

Aggressive: as a bonus action, the Chained Devourer can move up to its speed toward an enemy.

Hellfire Core: A creature that hits the Chained Devourer with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, when the Chained Devourer dies, its core erupts in a burst of hellfire. Each creature within 20 feet of it must succeed on a DC 18 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.

Legendary Resistance (3/Day): If the Chained Devourer fails a saving throw, it can choose to succeed instead.

Siege Monster: The Chained Devourer deals double damage to objects and structures.

Actions

Multiattack: The Chained Devourer can use its Inevitable Presence, and then makes four slam attacks, each of which it can substitute with one use of Fling.

Slam: Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The Chained Devourer has four arms, each of which can grapple one target.

Bite: Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 41 (7d8 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the Chained Devourer, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Chained Devourer, and it takes 42 (12d6) fire damage at the start of the Chained Devourer’s turns. If the Chained Devourer takes 50 damage or more on a single turn from a creature inside it, the Chained Devourer must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Chained Devourer. If the Chained Devourer dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Inevitable Presence: Each creature of the Chained Devourer’s choice that is within 120 feet and aware of it must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. While Frightened in this way, a creature’s movement becomes 0 and it has disadvantage on attack rolls and ability checks. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature’s saving throw is successful or if the effect ends for it, the creature is immune to the Chained Devourer’s Inevitable Presence for the next 24 hours.

Fling: One Huge or smaller object held or creature grappled by the Chained devourer is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Legendary Actions

The chained Devourer can take 3 Legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The creature regains spent legendary actions at the start of its turn.

Detect: The Chained Devourer makes a Perception check.

Attack: The Chained Devourer makes one Slam or Fling attack.

Wing Attack (Costs 2 Actions): The Chained Devourer beats its wings. Each creature within 15 feet of it must succeed on a DC 24 Dexterity saving throw or take 19 (2d8 + 10) bludgeoning damage and be knocked prone. The Chained Devourer can then fly up to half its flying speed.

Azrael's Guide to the Apocalypse, printed page 192.