Vrock (CR 9)
AC: 22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20
Hit Dice: 10d8+70 (115 hp); DR: 10/good
Fort +14, Ref +9, Will +10
Speed: 30 ft., fly 50 ft. (average)
Space: 10 ft./10 ft.
Base Attack +10; Grapple +20
Attack: Claw +15 melee
Full Attack: 2 claws +15 melee and bite +13 melee and 2 talons +13 melee
Damage: Claw 2d6+6, bite 1d8+3, talon 1d6+3
Special Attacks/Actions: Spell-like abilities, spores, stunning screech, dance of ruin, summon Tanar'ri
Abilities: Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Special Qualities: immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, SR 17
Feats: Cleave; Combat Reflexes; Multiattack; Power Attack
Skills: Concentration +20, Diplomacy +5, Hide +11, Intimidate +11, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, and Survival +3 (+5 following tracks)
Advancement: 11-14 HD (Large), 15-30 HD (Huge)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary, gang (2-4), or squad (6-10)
Spell-like Abilities: At will-darkness, desecrate, detect good, detect magic, mass charm, mirror image, telekinesis, and teleport without error (self plus 50 pounds of objects only). These abilities. are as the spells cast by a 12th-level sorcerer (save DC 11 + spell level).
Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds. The spores automatically deal 1d8 points of damage to all creatures within 5 feet of the vrock. They then penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. A delay poison spell stops the spores' growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. Every creature within a 30-foot radius must succeed at a Fortitude save (DC 17) or be stunned for 1 round.
Dance of Ruin (Su): To use this ability, a group of five or more vrocks join hands in a circle, dancing wildly and chanting. If they dance for 3 rounds, a wave of crackling energy flashes outward in a 100-foot radius. All non-demon creatures within the radius take 2d20 points of damage (Reflex half DC 15). Forcing the vrocks to break the circle stops the dance.
Summon Tanar'ri (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success.
Skills: Vrocks receive a +8 racial bonus to Listen and Spot checks.
Immunities (Ex): Tanar'ri are immune to poison and electricity.
Resistances (Ex): Tanar'ri have cold, fire, and acid resistance 20.
Telepathy (Su): Tanar'ri can communicate telepathically with any creature within 100 feet that has a language.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.