Free interactive D&D 5e SRD stat block

Roc

Gargantuan Monstrosity, CR 11, AC 15, 248 HP. Unaligned.

Gargantuan Monstrosity, Unaligned

AC
15
Initiative
+8 (18)
HP
248 (16d20+80)
Speed
20 ft., Fly 120 ft.
ScoreModSave
STR 28 +9 +9
DEX 10 +0 +4
CON 20 +5 +5
INT 3 -4 -4
WIS 10 +0 +4
CHA 9 -1 -1
Skills
Perception +8
Senses
Passive Perception 18
Languages
None
CR
11 (XP 7,200; PB +4)

Actions

Multiattack. The roc makes two Beak attacks. It can replace one attack with a Talons attack.

Beak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12+9) Piercing damage.

Talons. Melee Attack Roll: +13, reach 5 ft. Hit: 23 (4d6+9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends.

Bonus Actions

Swoop (Recharge 5-6). If the roc has a creature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature.

How to run Roc

A roc is a kidnapping with wings. CR 11, 248 HP, fly speed 120 ft., and a beak that hits for 28 average per swing. The encounter is not a fight; it is a chase scene in three dimensions, and the prize is whichever party member the roc grabs first.

Open from above and out of sight. Passive Perception 18 lets the roc see the caravan from a thousand feet up and dive. Initiative 18 means it almost always goes first. Round one is a Talons attack on the heaviest-looking armored target: +13 to hit, 23 slashing, escape DC 19, and the target is now Grappled by both talons plus Restrained. Then Multiattack lets the roc take a Beak attack on a second target nearby: +13, 28 piercing. That's 51 average damage on round one before the party has acted.

Swoop is the win condition. Bonus action when the roc has someone Grappled, fly half speed (60 ft.) without provoking opportunity attacks, drop the creature. From 60 ft. up that's 6d6 falling damage, around 21 bludgeoning. From 200 ft. it's killing damage on most characters. Recharge 5-6 means the roc gets to do this most rounds it has someone in the talons. The party's only realistic answer is to break the grapple before the bonus action lands, which means a turn spent making a DC 19 Strength check or being dragged into the sky.

Rocs are unaligned animals, not strategists. If the roc grabs one PC and gets to 200 ft. without losing the grapple, the roc is leaving with that PC, and the party has a new quest. The encounter is over and the campaign just changed shape. That is the correct outcome. Do not let the roc fly back down for a fairer fight.

Pick the grappled PC's player and tell them, quietly: "You're being lifted." Don't roll for the camera angle. The other players should look up from their sheets and see it happening.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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