Large Monstrosity, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft., Fly 60 ft.
STR
9 (-1)
DEX
20 (+5)
CON
15 (+2)
INT
4 (-3)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws DEX +8, WIS +4, CHA +6
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Abyssal, Telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
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.

Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Raptorial Bone. Melee Weapon Attack: +6 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 14 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.

Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be of it for 1 minute. The Frightened creature can repeat the saving throw at the end Frightened of each of its turns, 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 the horror's Frightening Screech for the next 24 hours.

Whenever a character fails a saving throw against the horror's Frightening Screech, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.

Monster Tags: Demon

ScratchyThePirate

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