Devaluer

Medium • Aberration • Neutral

Armor Class 13

Hit Points 71 (11d8 + 22)

Speed 20 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
16 (+3)9 (-1)14 (+2)6 (-2)12 (+1)9 (-1)

Saving Throws Str +5, Int +0

Skills Athletics +5, Investigation +0

Senses darkvision 60 ft., passive Perception 11

Languages understands Common and Deep Speech but can't speak

CR 3 (XP 700; PB +2)

A tentacled abomination with crippled fleshy wings holding several valuables.

Devalue. The devaluer can touch a Medium or smaller object to reduce its value. After 1 minute of time for a Tiny object, 10 minutes for a Small object, or 1 hour for Medium object, the object magically becomes worthless. For example, gold turns to lead, a painting’s color fades, or ornaments distort as if made by a child’s hand. If the object is magical with a rarity of common or uncommon, the devaluer can turn it into a mundane object by requiring ten times the amount of time to do so.

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

ACTIONS

Multiattack. The devaluer makes two Slam attacks. It can replace one attack with a use of Stupefying Bite or Steal.

Slam. Melee Weapon Attack: +5, reach 5 ft. Hit: 13 (3d6 + 3) bludgeoning damage. A Medium or smaller creature is grappled (escape DC 13).

Stupefying Bite. Intelligence Saving Throw: DC 12, one creature the devaluer is grappling. Failure: The target takes 9 (2d8) psychic damage and becomes stunned until the end of the devaluer next turn. Success: The target becomes immune to this effect for the next hour.

Steal. Strength Saving Throw: DC 13, one creature within 5 feet that the devaluer can see. Failure: The devaluer steals one object from the target’s possession.

BONUS ACTIONS

Leap (Recharge 4-6). The devaluer jumps up to its speed without provoking attacks of opportunity.

Devaluer

Medium • Aberration • Neutral

Armor Class 12

Hit Points 38 (7d8 + 7)

Speed 20 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
15 (+2)9 (-1)13 (+1)6 (-2)12 (+1)9 (-1)

Saving Throws Str +4, Int +0

Skills Athletics +4, Investigation +0

Senses darkvision 60 ft., passive Perception 11

Languages understands Common and Deep Speech but can't speak

CR 1 (XP 200; PB +2)

A tentacled abomination with crippled fleshy wings holding several valuables.

Devalue. The devaluer can touch a Medium or smaller object to reduce its value. After 1 minute of time for a Tiny object, 10 minutes for a Small object, or 1 hour for Medium object, the object magically becomes worthless. For example, gold turns to lead, a painting’s color fades, or ornaments distort as if made by a child’s hand. If the object is magical with a rarity of common or uncommon, the devaluer can turn it into a mundane object by requiring ten times the amount of time to do so.

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

ACTIONS

Multiattack. The devaluer makes two Slam attacks. It can replace one attack with a use of Stupefying Bite or Steal.

Slam. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) bludgeoning damage. A Medium or smaller creature is grappled (escape DC 12).

Stupefying Bite. Intelligence Saving Throw: DC 11, one creature the devaluer is grappling. Failure: The target takes 4 (1d8) psychic damage and becomes stunned until the end of the devaluer next turn. Success: The target becomes immune to this effect for the next hour.

Steal. Strength Saving Throw: DC 12, one creature within 5 feet that the devaluer can see. Failure: The devaluer steals one object from the target’s possession.

BONUS ACTIONS

Leap (Recharge 5-6). The devaluer jumps up to its speed without provoking attacks of opportunity.

Devaluer

Medium • Aberration • Neutral

Armor Class 14

Hit Points 105 (14d8 + 42)

Speed 20 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
17 (+3)9 (-1)16 (+3)6 (-2)12 (+1)9 (-1)

Saving Throws Str +6, Int +1

Skills Athletics +6, Investigation +1

Senses darkvision 60 ft., passive Perception 11

Languages understands Common and Deep Speech but can't speak

CR 5 (XP 1,800; PB +3)

A tentacled abomination with crippled fleshy wings holding several valuables.

Devalue. The devaluer can touch a Medium or smaller object to reduce its value. After 1 minute of time for a Tiny object, 10 minutes for a Small object, or 1 hour for Medium object, the object magically becomes worthless. For example, gold turns to lead, a painting’s color fades, or ornaments distort as if made by a child’s hand. If the object is magical with a rarity of common or uncommon, the devaluer can turn it into a mundane object by requiring ten times the amount of time to do so.

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

ACTIONS

Multiattack. The devaluer makes two Slam attacks. It can replace one attack with a use of Stupefying Bite or Steal.

Slam. Melee Weapon Attack: +6, reach 5 ft. Hit: 19 (3d10 + 3) bludgeoning damage. A Medium or smaller creature is grappled (escape DC 14).

Stupefying Bite. Intelligence Saving Throw: DC 14, one creature the devaluer is grappling. Failure: The target takes 16 (3d10) psychic damage and becomes stunned until the end of the devaluer next turn. Success: The target becomes immune to this effect for the next hour.

Steal. Strength Saving Throw: DC 14, one creature within 5 feet that the devaluer can see. Failure: The devaluer steals one object from the target’s possession.

BONUS ACTIONS

Leap (Recharge 4-6). The devaluer jumps up to its speed without provoking attacks of opportunity.

QUICK REFERENCE

Habitat

    • Ancient vaults and forgotten libraries
    • Astral rifts or ancient knowledge repositories
    • Lairs of hoarders and collectors, treasuries or wizard tower

Behavior

    • Obsessed with inspecting objects, the rarer the object, the greater the desire (the actual worth of the object is irrelevant for this)
    • Remains still for hours while “studying” items
    • Deinterested in creatures unless they carry something valuable

Information (Intelligence Check)

    • DC 10 Arcana: Identified as an aberration with abilities focused on objects
    • DC 13 History: There is a tale of when a king angered a wizard and it teleported a devaluer into the king’s treasure vault, driving the whole kingdom bankrupt
    • DC 16 Investigation: Knows the exact times the devalue trait takes to distort items over time

Combat

    • Slam to grapple and set up Stupefying Bite, once stunned, the devaluer uses its Steal to automatically have the target fail their save
    • Targets item-bearing enemies first and weak (in terms of Strength) enemies second
    • Uses Leap to reposition or flee when it has stolen an item or two

Loot Ideas

    • A now-worthless once-powerful magic item
    • A sealed and warped container containing a still-valuable item
    • A once valuable tome whose contents are faded and unreadable
    • A pair of stones of sending, one stone devalued and the other inert

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.