Legendary Resistance (3/Day). If Vorkalth fails a saving throw, it can choose to succeed instead.
Keen Hearing and Smell. Vorkalth has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Resistance. Vorkalth has advantage on saving throws against spells and other magical effects.
Siege Monster. Vorkalth deals double damage to objects and structures.
Multiattack. Vorkalth can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws, and one with its tail.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and Vorkalth can't bite another target.
Claw. Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit: 17 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 20ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of Vorkalth's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Vorkalth is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Vorkalth's Frightful Presence for the next 24 hours.
Vorkalth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vorkalth regains spent legendary actions at the start of its turn.
Attack. Vorkalth makes one claw attack or tail attack.
Move. Vorkalth moves up to half its speed.
Chomp (Costs 2 Actions). Vorkalth makes one bite attack.
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