Armor Class 17 Natural Armor
Hit Points 114 (12d12 + 30)
Speed 30 ft., Walk 30 ft., Swim 30 ft. only through lava or magma
STR
21 (+5)
DEX
11 (+0)
CON
17 (+3)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws CON +6
Damage Resistances Bludgeoning
Damage Immunities Fire
Condition Immunities Prone
Senses Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magma Swimmer. Vulkarok burrows through unworked earth, solid rock, lava, or magma at full burrow speed, leaving a 10-ft-wide tunnel that solidifies after 1 round.

Heated Body. A creature that touches Vulkarok or hits it with a melee attack while within 5 ft. takes 5 (1d10) fire damage.

Siege Monster. Vulkarok deals double damage to objects and structures.

Rolling Defense. As a bonus action Vulkarok curls into a blazing sphere. While curled its AC increases to 19, its speed becomes 40 ft. (roll only), it can’t make Tail Club attacks, and it is immune to being knocked prone. It can uncurl as a bonus action.

Actions

Multiattack. Vulkarok makes two attacks: one with its Tail Club and one with its Bite.

Bite. Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (2d10 + 5) piercing damage plus 7 (2d6) fire damage.

Tail Club. Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) fire damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone.

Meteor Roll (Recharge 5–6).* Vulkarok must be curled. It rolls up to 80 ft. in a straight line, passing through creatures’ spaces. Each creature in the line must make a DC 16 Dexterity saving throw, taking 22 (4d10) bludgeoning + 11 (2d10) fire damage and falling prone on a failure, or half as much damage on a success. The roll stops early if Vulkarok hits a Large or larger creature or a solid barrier.

Steam Blast (Recharge 4–6).* Vulkarok exhales super-heated steam in a 30-ft. cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 21 (6d6) fire damage and being blinded until the end of its next turn on a failure, or half damage and not blinded on a success. Immediately after, Vulkarok can move up to half its speed without provoking opportunity attacks.

Description

Deep within the lava-veined roots of the hollow world, Vulkarok slumbers in oceans of molten stone. This massive, obsidian-plated creature resembles a terrifying fusion of ankylosaurus and armadillo, with a heavily spiked shell and a club tail forged of volcanic bone and basalt. When threatened or disturbed, it erupts from below like a living tectonic weapon.

Vulkarok is not a predator in the traditional sense—its instincts are territorial, not carnivorous. It defends geothermal hotspots, ancient magma vents, and primeval relic sites that draw elemental energy. To the natives, Vulkarok is a myth made flesh: a sacred beast of destruction and rebirth, its rampages a dire omen of subterranean unrest.

Though slow in its waking form, Vulkarok can roll into a blazing sphere and rocket across the battlefield like a living meteor, flattening structures and foes alike. When wounded, it vents blasts of scalding steam from its body to escape or reposition. Even in death, its obsidian corpse radiates heat for weeks, birthing pockets of new volcanic life.

Wfx

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