Devourer of Yeenoghu

Giants are an area we haven't covered much (depending on how you count these things...), but we finally found a way to make them fun for us; we added some demonic cannibalism. The devourer of Yeenoghu is our addition both to the various giantkin, and to the hordes of the gnolls, though honestly, you probably will not want to pair this monster with either of those most of the time. It's likely to just eat them.

As a monster, the devourer relies on having entirely too many mouths to keep it going in combat. This voracious fiend-giant heals whenever it damages a creature with its regular bite attack, but it also gets to chew on anyone it is grappling automatically at the start of its turn, which also heals it. While the devourer's hit points aren't insane for a creature its size, a party who lets the giant have a nibble or two could very easily find the encounter spiraling out of their control, as the damage they take becomes health for their ferocious enemy.

As we finish out the first month of 2022, we are ever more excited for what we hope to be a huge year for us at Gelatinous Cubicles. We are plotting big things, both soon and far in advance, and we hope you will be there to enjoy it with us!

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Donate some tasty morsels so our giant friend doesn't think what we might taste like!

Devourer of Yeenoghu

Creatures so powerful as the giants are capable of sowing great destruction. For this reason, it is not uncommon for demonic influence to find the ears of giants. None are so susceptible to this influence as the lowly hill giants.

Devout followers of Grolantor are prime targets for the maddening whispers of the demonlord Yeenoghu, who, in trying to endlessly ravage the world, shares a somewhat common goal with the giant god, if more blatantly sinister. A giant who falls to such influence becomes twisted and hateful, eventually bringing ruin to their homes and community. Kill. Consume. Slaughter. Feast. These are among the thoughts surging through a hill giant corrupted by Yeenoghu’s influence.

A hill giant that successfully slaughters their community and feasts on their remains will complete its transformation into a devourer of yeenoghu. Devourers have blood red or ash grey skin and lose their faces to endless mouths that sprout like lesions across their flesh. Each of their palms spring mouths of their own.

The cruel existence of a devourer of Yeenoghu leaves them barely sentient with an endless and insatiable hunger. Their stomach shrivels and becomes nonfunctional, and they get the smallest sustenance from what they consume, magically absorbing life energy from their prey without ever truly digesting the flesh, thus leaving them restless and starving.

Devourer of Yeenoghu

Huge Giant, Typically Chaotic Evil

Armor Class 15 (natural armor)

Hit Points 115 (10d12 + 50)

Speed 50 ft.

STR 25 (+7)

DEX 12 (+1)

CON 21 (+5)

INT 5 (-3)

WIS 6 (-2)

CHA 5 (-3)

Skills Perception +2

Condition Immunities frightened

Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12

Languages Abyssal, Giant

Challenge 9 (5,000 XP) Proficiency Bonus +4

Gnashing Grip. At the start of the devourer’s turn, any creatures that it is grappling must succeed on a DC 15 Strength saving throw or take 16 (3d10) piercing damage. The devourer magically regains hit points equal to the damage dealt.

Magic Resistance. The devourer has advantage on saving throws against spells and other magical effects.

Rampage. When the devourer reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack. The devourer makes two Slam attacks and one Bite attack.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 23 (3d10 + 7) piercing damage, and the devourer magically regains hit points equal to the damage dealt.

Fist. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The devourer has two arms, each of which can grapple one target.

Yeenoghu’s Cackle (Recharges after a Short or Long Rest). Each creature within 60 feet that can hear the devourer must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 28 (8d6) psychic damage, becomes frightened, and is affected by the confusion spell until the end of the devourer’s next turn.

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Collar of Domestication