Size:
Large
Type:
Fiend
Form:
winged biped
Temper:
fiendish
# App:
1, 2, 1d8 + 2
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Beak
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Action
Multiattack
The vrock makes two attacks: one with its beak and one with its talons.
Action
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.
Action
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 14 Constitution saving throw or be stunned until the end of the vrock's next turn.
Action
Talons
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Special
Magic Resistance
The vrock has advantage on saving throws against spells and other magical effects.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Dance of Ruin|Spores|Stunning|Screech|Telepathy
A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 2d8 electricity damage to all creatures within 100 feet. A Breath save halves this damage. For each additional vrock that joins in the dance, the damage increases by and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing.
Special
|Dance of Ruin|Spores|Stunning|Screech|Telepathy
A vrock can release a cloud of spores from its body once every 3 rounds. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.
Special
|Dance of Ruin|Spores|Stunning|Screech|Telepathy
Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot radius spread must succeed on a Paralysis save or be stunned for 1 round.
Special
|Dance of Ruin|Spores|Stunning|Screech|Telepathy
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Cleave
Action
Feat 2
Combat Reflexes
Action
Feat 3
Improved Initiative
Action
Feat 4
Lightning Reflexes
Action
Feat 5
Power Attack
Action
Melee 1
2 claws +13 (2d6+5)
Action
Melee 2
bite +13 (1d8+5)
Action
Melee 3
2 talons +13 (1d6+5)
Special
1/day
heroism, mirror image, summon (level 3, 1 vrock 35%)
Special
At will
greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18)
Special
Dance of Ruin (Su)
A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.
Special
Spores (Ex)
A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.
Special
Stunning Screech (Su)
Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity
If the vrock is flying and a creature triggers an attack of opportunity, the vrock can make 2 Strikes with its talons against that creature instead of 1 Strike.
Ability
Dance of Ruin
(divine, electricity, evocation, manipulate, move) The vrock dances in flight and chants to create a ruinous explosion of electricity. If more vrocks within 30 feet want to join the dance, the vrock can delay the dance to wait for more vrocks; in that case, the effect occurs after the last vrock uses Dance of Ruin or one of the vrocks chooses to complete that round of the dance. Each non-demon creature in a 20-foot emanation from any of the dancing vrocks takes 2d12 electricity damage (DC 28 basic Reflex save). For each additional vrock that joins the dance, the damage increases by 1d12 and the save DC increases by 1 (to a maximum of four vrocks dealing 5d12 damage with a DC 31 save). The vrocks can continue dancing by using Dance of Ruin each round, for up to 3 rounds in total. The emanation's size increases by 20 feet each round, and the damage increases by 1d12 per vrock each round.
Ability
Divine Innate Spells
DC 26; 5th dimension door; 4th dimension door (at will); 2nd mirror image
Ability
Divine Rituals
DC 26; 1st abyssal pact
Ability
Peace Vulnerability
A vrock's wrath is the heart of their essence, and forcing peace upon them wrenches at their soul. If they fail a save against calm emotions or a similar effect forcing them to be peaceful, a vrock takes 4d6 mental damage.
Ability
Spore Cloud
(disease, poison) The vrock emits a cloud of spores from their body, dealing 2d8 poison damage to all adjacent creatures. Each creature damaged this way must succeed at a DC 28 Fortitude save or take 2d8 persistent piercing damage as the spores penetrate its skin and grow into thick, green vines. The vines cease growing after 10 rounds, and they wither away in 1d4 days if not shaved off before then. The vines can be destroyed if the creature is affected by a good spell or if holy water is applied to the vines (with an Interact action). Once the vrock uses Spore Cloud, the ability can't be used for 1d6 rounds.
Ability
Stunning Screech
Frequency: once per minute
Effect: The vrock emits a shrill screech. Each non-demon creature within a 30-foot burst must attempt a DC 28 Fortitude save. On a failure, the creature is stunned 2, and on a critical failure, it's stunned 3.
Offense
Melee
Circumstance: combat round (melee)
beak +21 [+16/+11] (evil, magical, reach 10 feet), Damage 3d8+9 piercing plus 1d6 evil
Trait
Demon
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Language
Abyssal
Celestial
Draconic
telepathy 100 feet
Perception
darkvision
Resistance
electricity 10
Weakness
cold iron 10
good 10
A cloud of spores and a trail of feathers surrounds this twisted cross between a man and a gigantic vulture.
5e SRD