Vrock’dakar
Huge • Fiend (Demon) • Chaotic Evil
Armor Class 18
Hit Points 175 (14d12 + 84)
Speed 40 ft., fly 60 ft.
Initiative +8 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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.
