Unique Devourer Oracle 9

Unique Devourer Oracle 9 CR 15

XP 51,200
Male unique devourer oracle 9
NE Large undead (extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +30

DEFENSE

AC 31, touch 18, flat-footed 24 (+1 deflection, +6 Dex, +1 dodge, +1 monk, +13 natural, –1 size)
hp 264 (23 HD; 14d8+9d8+161)
Fort +14, Ref +13, Will +19
Defensive Abilities spell deflection; Immune undead traits; SR 26

OFFENSE

Speed 30 ft., fly 20 ft. (perfect)
Melee 2 claws +25 (1d8+10 plus energy drain) or unarmed strike +25/+20/+15/+10 (1d8+10 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks devour soul (DC 24), energy drain (1 level, DC 24)
Spell-Like Abilities (CL 18th; concentration +25)

At willanimate dead, bestow curse (DC 21), confusion (DC 21), control undead (DC 24), death knell (DC 19), ghoul touch (DC 19), inflict serious wounds (DC 20), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 20), true seeing, vampiric touch (DC 20)
1/dayplane shift (DC 22)

Oracle Spells Known (CL 9th; concentration +16)

4th (5/day)divine power, fear (DC 22), freedom of movement, inflict critical wounds (DC 21)
3rd (8/day)animate dead, blindness/deafness (DC 21), dispel magic, inflict serious wounds (DC 20), magic circle against good
2nd (8/day)communal protection from good, enthrall (DC 19), false life, inflict moderate wounds (DC 19), oracle’s burden (DC 20), resist energy
1st (8/day)cause fear (DC 19), command (DC 18), detect good, doom (DC 19), entropic shield, inflict light wounds (DC 18), murderous command (DC 18)
0 (at will)bleed (DC 18), detect magic, guidance, mending, read magic, resistance, spark, virtue

Mystery bones

TACTICS

Before Combat He remains perfectly still atop his iron pillar, leaving combat to his followers. If, however, he knows his involvement in combat is imminent, he casts desecrate and animate dead to raise minions from the pile of remains at his feet.

During Combat He concentrates on stalling those foes capable of dealing the most damage. He uses debilitating attacks like energy drain, enervation, and vampiric touch before moving in for the kill with his devour soul ability.

Morale He casts plane shift to travel to the Shadow Plane when reduced to fewer than 60 hit points. There he gathers reinforcements before returning to the Material Plane to resume his post.

STATISTICS

Str 30, Dex 22, Con —, Int 17, Wis 18, Cha 25
Base Atk +16; CMB +27 (+29 sunder); CMD 46 (48 vs. sunder)
Feats Blind-Fight, Cleave, Combat Casting, Combat Expertise, Command UndeadB, Dodge, Improved Initiative, Improved Sunder, Improved Unarmed Strike, Mobility, Power Attack, Spell Focus (necromancy), Spring Attack
Skills Bluff +23, Diplomacy +23, Fly +21, Intimidate +23, Knowledge (arcana) +29, Knowledge (planes) +29, Perception +30, Sense Motive +30, Spellcraft +29, Stealth +15
Languages Abyssal, Aklo, Celestial, Common, Ignan, Infernal, +1 additional; telepathy 100 ft.
SQ oracle’s curse (tongues [Aklo]), revelations (armor of bones, death’s touch, undead servitude)
Gear incense of meditation, monk’s robes, ring of protection +1, rod of withering, 100 gp

SPECIAL ABILITIES

Devour Soul (Su)

By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a slay living spell. A DC 24 Fortitude save reduces this damage to 3d6+18. 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 (or a spell deflection—see below) releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell’s level (for sake of ease, spell levels for its spell-like abilities are included in its stats in superscript).

At the start of an encounter, a devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained—these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life). A soul that is completely consumed may only be restored to life by a miracle or wish. The save DC is Charisma-based.

Spell Deflection (Su)

If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: 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.

While none of these effects harms the soul, the caster makes a DC 25 caster level check when a spell is deflected—success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Undead Unleashed © 2014, Paizo Inc.; Authors: Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, and Jerome Virnich.

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