Vrock’dakar

Huge • Fiend (Demon) • Chaotic Evil

Armor Class 18

Hit Points 175 (14d12 + 84)

Speed 40 ft., fly 60 ft.

Initiative +8 (18)

STRDEXCONINTWISCHA
21 (+5)18 (+4)22 (+6)10 (+0)15 (+2)9 (-1)

Saving Throws Wis +6, Cha +3

Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned, unconscious

Senses darkvision 120 ft., passive Perception 12

Languages Abyssal, telepathy 120 ft.

CR 12 (XP 8,400; PB +4)

A towering three-headed winged demon with talons, fangs, and massive dark wings.

Aura of Spores. Constitution Saving Throw: DC 18, each creature starting its turn in a 30-foot emanation originating from the vrock’dakar (demons succeed automatically). Failure: The target becomes poisoned until the start of its next turn. While poisoned, the target is blinded and has disadvantage on saving throws. Emptying a flask of holy water on the target ends the effect early.

Magic Resistance. The vrock’dakar has advantage on saving throws against spells and other magical effects.

Multiple Heads. The vrock’dakar can’t be surprised and can take two reactions per round.

ACTIONS

Multiattack. The vrock’dakar makes three Shred attacks.

Shred. Melee Weapon Attack: +9, reach 10 ft. Hit: 14 (2d8 + 5) slashing damage plus 13 (3d8) poison damage.

BONUS ACTIONS

Unending Screech (2/Day). Constitution Saving Throw: DC 18, one creature within 15 feet of the vrock’dakar. Failure: The target is stunned until the vrock’dakar concentration ends (as if concentrating on a spell) or until the vrock’dakar is further away than 20 feet from the target. The vrock’dakar can maintain concentration on this ability to keep up to two creatures stunned at the same time. If it loses concentration in that case, the effect ends for both targets.

REACTIONS

Wing Strike (Recharge 5-6). Trigger: A creature the vrock’dakar can see moves within 5 feet of the vrock’dakar. Response - Strength Saving Throw: DC 17, the attacker. Failure: The target is knocked prone. Failure or Success: The vrock’dakar moves up to half its speed without provoking opportunity attacks from the target.

Vrock’dakar

Huge • Fiend (Demon) • Chaotic Evil

Armor Class 16

Hit Points 126 (11d12 + 55)

Speed 40 ft., fly 60 ft.

Initiative +7 (17)

STRDEXCONINTWISCHA
19 (+4)16 (+3)20 (+5)10 (+0)13 (+1)9 (-1)

Saving Throws Wis +5, Cha +3

Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned, unconscious

Senses darkvision 120 ft., passive Perception 12

Languages Abyssal, telepathy 120 ft.

CR 9 (XP 5,000; PB +4)

A towering three-headed winged demon with talons, fangs, and massive dark wings.

Aura of Spores. Constitution Saving Throw: DC 17, each creature starting its turn in a 20-foot emanation originating from the vrock’dakar (demons succeed automatically). Failure: The target becomes poisoned until the start of its next turn. While poisoned, the target is blinded and has disadvantage on saving throws. Emptying a flask of holy water on the target ends the effect early.

Magic Resistance. The vrock’dakar has advantage on saving throws against spells and other magical effects.

Multiple Heads. The vrock’dakar can’t be surprised and can take two reactions per round.

ACTIONS

Multiattack. The vrock’dakar makes three Shred attacks.

Shred. Melee Weapon Attack: +8, reach 10 ft. Hit: 9 (1d10 + 4) slashing damage plus 10 (3d6) poison damage.

BONUS ACTIONS

Unending Screech (2/Day). Constitution Saving Throw: DC 17, one creature within 10 feet of the vrock’dakar. Failure: The target is stunned until the vrock’dakar concentration ends (as if concentrating on a spell) or until the vrock’dakar is further away than 20 feet from the target. The vrock’dakar can maintain concentration on this ability to keep up to two creatures stunned at the same time. If it loses concentration in that case, the effect ends for both targets.

REACTIONS

Wing Strike (Recharge 5-6). Trigger: A creature the vrock’dakar can see moves within 5 feet of the vrock’dakar. Response - Strength Saving Throw: DC 16, the attacker. Failure: The target is knocked prone. Failure or Success: The vrock’dakar moves up to half its speed without provoking opportunity attacks from the target.

Vrock’dakar

Huge • Fiend (Demon) • Chaotic Evil

Armor Class 19

Hit Points 229 (17d12 + 119)

Speed 40 ft., fly 60 ft.

Initiative +10 (20)

STRDEXCONINTWISCHA
23 (+6)20 (+5)24 (+7)10 (+0)17 (+3)11 (+1)

Saving Throws Wis +8, Cha +6

Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned, unconscious

Senses darkvision 120 ft., passive Perception 12

Languages Abyssal, telepathy 120 ft.

CR 15 (XP 13,000; PB +5)

A towering three-headed winged demon with talons, fangs, and massive dark wings.

Aura of Spores. Constitution Saving Throw: DC 20, each creature starting its turn in a 30-foot emanation originating from the vrock’dakar (demons succeed automatically). Failure: The target becomes poisoned until the start of its next turn. While poisoned, the target is blinded and has disadvantage on saving throws. Emptying a flask of holy water on the target ends the effect early.

Magic Resistance. The vrock’dakar has advantage on saving throws against spells and other magical effects.

Multiple Heads. The vrock’dakar can’t be surprised and can take two reactions per round.

ACTIONS

Multiattack. The vrock’dakar makes three Shred attacks.

Shred. Melee Weapon Attack: +11, reach 10 ft. Hit: 14 (2d8 + 5) slashing damage plus 18 (3d8) poison damage.

BONUS ACTIONS

Unending Screech (2/Day). Constitution Saving Throw: DC 20, one creature within 20 feet of the vrock’dakar. Failure: The target is stunned until the vrock’dakar concentration ends (as if concentrating on a spell) or until the vrock’dakar is further away than 20 feet from the target. The vrock’dakar can maintain concentration on this ability to keep up to two creatures stunned at the same time. If it loses concentration in that case, the effect ends for both targets.

REACTIONS

Wing Strike (Recharge 4-6). Trigger: A creature the vrock’dakar can see moves within 5 feet of the vrock’dakar. Response - Strength Saving Throw: DC 19, the attacker. Failure: The target is knocked prone. Failure or Success: The vrock’dakar moves up to half its speed without provoking opportunity attacks from the target.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.