Vrock

Vrock

Large fiend (demon)
Challenge

STR
3
DEX
2
CON
4
INT
−1
WIS
1
CHA
−1

104
11d10+44
17
Soak
1
Fort
+4
Ref
+4
Will
+2
Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Damage immunities poison
Condition immunities poisoned

Speed 8 m., fly 10 m.
Skills Athletics +5 (16), Nimbleness +4 (15), Perception +3 (14), Stealth +4 (15)
Senses darkvision 20 m.
Languages Abyssal, telepathy 20 m.

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

Maneuvers. The vrock uses maneuvers (maneuver save Difficulty 14). It has 12 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: blood in the water, dive attack, grapple, spring attack, swipe, tear flesh

2 stamina dice: tear tendon

Actions (2)

Beak (1/turn). Melee Weapon Attack: +5 to hit. Hit: 10 (2d6 + 3) piercing damage.

Talons (1/turn). Melee Weapon Attack: +5 to hit. Hit: 14 (2d10 + 3) slashing damage.

Spores (1/long rest). A 5-meter radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a Difficulty 15 Fortitude saving throw or be poisoned. While poisoned in this way, a target takes 36 (8d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stunning Screech (1/long rest). The vrock emits a horrific screech. Each creature within 2 meters of it that can hear it and that isn’t a demon must succeed on a Difficulty 15 Fortitude saving throw or be stunned until the end of the vrock’s next turn.

Summon Demon (1/long rest). The vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. A summoned demon appears in an unoccupied space within 10 meters of the vrock, acts as its ally, and can’t summon other demons. It remains for 1 minute, until it or the vrock dies, or until the vrock dismisses it on its turn (no action required).

Lower planessrd

Maneuvers

As an action, make a melee weapon attack with advantage against a creature that is below half its health.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.