Devourer (GEP)

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Not to be confused with the Devourer (an appellation used by a prime lich also known as Acererak), devourers haunt the Deep (and the Astral) in constant pursuit of their next "fix" of life energy. Devourers sup on the life essence of the living in a particularly gruesome fashion: When a devourer steals the spirit of a victim, the victim's spirit is drawn whole into the devourer's rib cage. Each of these gaunt, skeletal monsters usuaJly has a tiny figure trapped within the bones of its rib cage. This captive is obviously powerless and clearly suffers great distress and pain, indicating it's been imprisoned for a long, long time. A captive spirit is completely unable to act and can't be restored by a raise dead spell. Fact is, all it can do is serve as fuel for the devourer's spells and abilities. Luckily, a devourer's rib cage can hold only one spirit at a time.
Exactly what these creatures are is still a mystery. Are they a predatory race found only on the Silver Void and the Misty Shore? Are they the magical creations of a viciously evil wizard? Are they manifestations of something else entirely-perhaps illusions-turned-real? No one's tumbled to the dark of it yet. No one even knows if the things can communicate, though it's been theorized that they're telepathic. (PLANESCAPE MONSTROUS COMPENDIUM Appendix III)
DEVOURER: AC {2}; MV {12}; HD 9+3; THAC0 11; #AT 1; Dmg 2d6 (claws) + special; SA Level drain, spirit theft, spells; SD Hit point recovery, spell immunities; MR 45%; SZ L (8' tall); ML fanatic (17); Int exceptional (15-16); AL NE; XP 13,000.
SA-Level drain: Touch drains one energy level. Spirit theft: The devourer can attempt to hit a victim and capture his life essence (save vs. death magic to avoid). If the save fails, the victim dies and his spirit is drawn whole into the devourer's rib cage. Spells: A devourer with such a trapped spirit can cast the following spells at will, 1/round: confusion, control undead, paralysis (as the wand), ray of enfeeblement, spectral hand (which it can use to drain levels, but not steal spirits), suggestion, summon shadow, and true seeing. Each level or Hit Die of the captive gives the devourer a total of five power uses. Once it has completely consumed the spirit, the life essence is destroyed forever and the devourer must find a new victim.
SD-Hit point recovery: If wounded, the devourer regains a number of hit points equal to those permanently lost by a victim from whom it drained a level. Immunities: Any of the following spells cast upon a devourer affect the trapped spirit instead (if the spell penetrates the devourer's magic resistance): banishment, chaos, confusion, dispel evil, emotion, entrapment, ESP, fear, geas, holy word, imprisonment, magic jar, maze, quest, spirit wrack, trap the soul, and any type of charm, domination, hypnosis, or suggestion. Some of these spells (banishment, dispel evil, and entrapment) banish the trapped spirit, leaving the devourer's rib cage empty.