Devourer

This dry, hovering corpse's chest is a prison of jagged ribs, within which is trapped a small tormented ghostly form.
 

Devourer (CR 11)

Large Undead (Extraplanar)
Alignment: Neutral Evil
Initiative: +7
Senses: Darkvision 60 feet; Perception +20
  Speed: 30 feet, Fly 20 feet (perfect)
Space: 10 feet
 

Defense

Armor Class: 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, -1 size)
Hit Points: 133 (14d8+70)
Saving Throws: Fort +9, Ref +7, Will +12
spell deflection, undead traits
Spell Resistance: 22
 

Offense

Melee: 2 claws +18 (1d8+9 plus Energy Drain)
Reach: 10 feet
  Special Attacks: devour soul, Energy Drain (1 level, DC 20)
  Spell-Like Abilities (CL 18th):

Statistics

StrDexConIntWisCha
28 (+9) 16 (+3) - 19 (+4) 16 (+3) 21 (+5)
Base Attack Bonus: +10
CMB +20
CMD 33
  Feats: Blind-Fight, Cleave, Combat Casting, Improved Initiative, Powerful Maneuvers
  Skills: Bluff +19, Diplomacy +14, Fly +19, Intimidate +19, Knowledge (arcana) +21, Knowledge (planes) +18, Perception +20, Sense Motive +17, Spellcraft +21, Stealth +6
  Languages: Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
 

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 22 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 to the left 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.
 

Ecology

Environment: Any
Organization: solitary
Treasure: standard

  Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation. These withered corpses stand 10 feet tall but weigh a mere 200 pounds.