Abyssal Devastator

Abyssal Devastator CR 23/MR 8

XP 819,200
CE Gargantuan construct (extraplanar, mythic)
Init +6; Senses darkvision 60 ft., low-light vision, mythic sight (blindsense 30 ft., true seeing except against mythic creatures and casters) 30 ft.; Perception +34
Aura corruption (60 ft.), unholy aura (DC 24)


AC 44, touch 20, flat-footed 38 (+4 deflection, +6 Dex, +24 natural, +4 profane, –4 size)
hp 365 (30d10+200)
Fort +14, Ref +20, Will +18
Defensive Abilities absorb good magic, fortification (50%), unchanging
DR 15/adamantine and epic; Immune acid, cold, construct traits, electricity, fire; SR 33


Speed 50 ft., burrow 30 ft., fly 60 ft. (average)
Melee 4 vile arms +45 (4d6+18/19–20), 2 wings +43 (2d6+11/19–20 plus 2d6 bleed)
Space 20 ft.; Reach 20 ft.
Special Attacks bleed (2d6), destroyer, display of Strength, mythic spell-like ability, mythic power (8/day, surge +1d10), rend (2 vile arms, 2d8+24), simple divine spellcasting, vile strikes
Divine Spells Prepared (CL 30th, concentration +36)

Spell-Like Abilities (CL 20th; concentration +26)


Str 37, Dex 23, Con —, Int 15, Wis 18, Cha 22
Base Atk +30; CMB +47; CMD 71
Feats Blind-FightMF, Combat Reflexes, Critical FocusMF, Improved Critical (vile arm, wing), Improved Natural Attack (vile arms), Improved Vital Strike, Multiattack, Power AttackMF, Staggering Critical, Stunning Critical, ToughnessMF, Vital Strike, Weapon Focus (vile arm, wing)
Skills Acrobatics +21, Climb +28, Fly +18, Intimidate +36, Knowledge (planes) +17, Perception +34
Languages Abyssal, Celestial
SQ always a chance


Absorb Good Magic (Su)

Whenever a spell with the good descriptor includes a devastator as a target or in its area or effect, the caster must succeed at a DC 38 caster level check or the devastator negates the entire spell and gains 5 temporary hit points per spell level of the spell absorbed that last 1 hour.

Aura of Corruption (Su)

Any chaotic evil outsider with 15 or more Hit Dice within 60 feet of a devastator gains a +10 enhancement bonus to Strength and Charisma, and its SR increases by 5 (if it doesn’t already possess SR, it gains SR equal to 11 + its CR).

Mythic Spell-like Ability (Su)

Up to three times per day, when the devastator uses one of its spell-like abilities, it can use the mythic version instead. As with mythic spells, it must expend mythic power to enhance its spell-like abilities in this way.

Vile Strikes (Ex)

All of a devastator’s attacks are +5 unholy anarchic weapons that deal bludgeoning, piercing, and slashing damage.


Environment any (Abyss)
Organization solitary, pair, or catastrophe (3–13)
Treasure standard

Each of this mechanical horror’s four monstrous limbs ends in a terrible weapon.

These hideous war machines are thankfully rare, forged in the farthest bottomless pits of the demonic realms from the blood-soaked refuse of a thousand battles.

Discarded weapons, sundered armor, and mangled flesh are woven together into a colossal titan of mechanized horror with four monstrous limbs each bearing weapons that seem to ooze and morph through different shapes, each more cruel and sadistic than the last. In an unholy act of twisted fiendish humor, Abyssal devastators derive their power from the tormented souls of celestials, bound in eternal torment and wracked with monstrous impulses to destroy whatever lies in their path, save for the demonic hosts they are now bound to serve.

Section 15: Copyright Notice

Mechanical Monsters © 2023, Legendary Games; Authors: Jason Nelson, Tom Phillips, Mike D. Welham, Matt Goodall, Alex Riggs, Matt Daley.

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