Free interactive D&D 5e SRD stat block

Vrock

Large Fiend, CR 6, AC 15, 152 HP. Chaotic Evil.

Large Fiend (Demon), Chaotic Evil

AC
15
Initiative
+2 (12)
HP
152 (16d10+64)
Speed
40 ft., Fly 60 ft.
ScoreModSave
STR 17 +3 +3
DEX 15 +2 +5
CON 18 +4 +4
INT 8 -1 -1
WIS 13 +1 +4
CHA 8 -1 +2
Resistances
Cold, Fire, Lightning
Immunities
Poison, Poisoned
Senses
Darkvision 120 ft.; Passive Perception 11
Languages
Abyssal, telepathy 120 ft.
CR
6 (XP 2,300; PB +3)

Traits

Demonic Restoration. If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

Magic Resistance. The vrock has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The vrock makes two Shred attacks.

Shred. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6+3) Piercing damage plus 10 (3d6) Poison damage.

Spores (Recharge 6). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. While Poisoned, the target takes 5 (1d10) Poison damage at the start of each of its turns. Emptying a flask of Holy Water on the target ends the effect early.

Stunning Screech (1/Day). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock (demons succeed automatically). Failure: 10 (3d6) Thunder damage, and the target has the Stunned condition until the end of the vrock's next turn.

How to run Vrock

A vrock is a vulture-shaped area-denial demon with a screech that breaks formations and spores that punish anyone who closes. CR 6, 152 HP, AC 15, fly 60. Pair them up against tier 3; one vrock alone bullies a level 5 party but evaporates against level 8 unless you give it terrain.

Open with Stunning Screech if the party is bunched. 20-foot emanation, DC 15 Con, 10 thunder on a fail and Stunned until the end of the vrock's next turn. Stunned removes actions and reactions and auto-fails Str and Dex saves, which pulls targets out of the next round. This is 1/Day, so use it round one on the cleric and a frontliner in the same emanation. After that, fly up 30 ft. and drop Spores (recharge 6) into the densest cluster: DC 15 Con, Poisoned and 1d10 poison per turn until they save out, ended early only by emptying a holy water flask on them. Most parties don't carry that. They will after this fight.

Multiattack is two Shred at +6 for 20 each (10 piercing and 10 poison). Use the fly speed to dive on whoever the party least wants to lose, then pull back up to 60 ft. by end of turn. Magic Resistance gives Advantage against Hold Monster and Banishment; make those rolls openly. At Bloodied, the vrock does not flee. Demonic Restoration means death is a setback, and it fights until it drops, screeching insults in Abyssal the whole way.

Tell the party, the first time Spores hit, that one PC's skin is now growing greenish patches that pulse. Don't roll the d10 silently. Roll it in front of them at the start of each of that PC's turns until somebody finds a holy water flask.

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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