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
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