Sunlight Sensitivity. While in sunlight, the Volcra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The Volcra makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage.
Snatch. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC: 17). While grappled in this way, the target is restrained.
Description
These treacherous monsters are gargoyle-like beings living in the Shadow Fold that feed on human flesh.
Lair and Lair Actions
The Volcra make their home in the dark, dangerous shadow fold, where they attack any they come across.
Lair Actions
On initiative count 20 (losing initiative ties), the Volcra takes a lair action to cause one of the following effects; the Volcra can’t use the same effect two rounds in a row:
- The Volcra creates darkness as if they had cast the darkness spell. This darkness lasts until initiative count 20 on the next round.
- The Volcra can use its snatch attack with advantage and lift a creature into the air. The creature or an ally has to take an action to free them.
Regional Effects
The shadow fold is warped by the merzost used to create it, which creates one or more of the following effects:
- Any creatures in the shadow fold are blinded, unless a light is within 10ft of them.
- Any light brighter than a dim light will attract 1d4 Volcra.







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