Light Devourer
Medium aberration, chaotic evil
Armor Class
16 (natural armor)
Hit Points
60 (11d8 + 11)
Speed
40 ft.
STR
14 (+2)
DEX
16 (+4)
CON
12 (+1)
INT
14 (+2)
WIS
10 (+0)
CHA
8 (-1)
Senses
blindsight 90 ft., passive Perception 10
Languages
Infernal, telepathy 120 ft.
Challenge
4 (1,100 XP)
Shrouded in Darkness. The area in a 30 foot area around the devourer is shrouded in magical darkness and cannot be pierced by any light, magical or mundane.
Actions
Multiattack. The devourer makes three attacks, one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must succeed on a DC 13 Constitution saving throw or be blinded until the end of their next turn.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Consume Sight (Recharge 5-6). The light devourer drains any and all light from within its shroud of darkness. All other creatures in that area must succeed on a DC 13 Constitution saving throw or be blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the blinded condition on itself on a success.