Reduced-Threat Vrock

Tales from the Yawning Portal p. 113

Size
Large
Type
fiend (demon)
Alignment
chaotic evil
AC
15 (natural armor)
Hit Points
52 (11d10+44)
Speed
walk 40 ft., fly 60 ft.
Saving Throws
Dex +3, Wis +2, Cha +0
Resistances
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
11
Languages
Abyssal, telepathy 120 ft.
Challenge
3
Lineage
Vrock
STR
17
+3
DEX
15
+2
CON
18
+4
INT
8
−1
WIS
13
+1
CHA
8
−1

Traits

Magic Resistance

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

Actions

Multiattack

The vrock makes two attacks: one with its beak and one with its talons.

Beak

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Talons

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

Spores (Recharge 6)

A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 12 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) 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. Emptying a vial of holy water on the target also ends the effect on it.

recharge

D6

Stunning Screech (1/Day)

The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 12 Constitution saving throw or be stunned until the end of the vrock's next turn.

recharge

1/DAY

Variant: Summon Demon (1/Day)

The demon chooses what to summon and attempts a magical summoning.

A vrock has a 30 percent chance of summoning 2d4 dretch or one vrock.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

recharge

1/DAY

Legendary Actions

Legendary Actions (0/Turn)

The fiend (demon) can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary action at the start of its turn.

recharge

0/TURN

Other data

description