AC 15 (natural armor)
HP 104 (11d10 + 44; bloodied 52)
Speed 40 ft., fly 60 ft.
Proficiency +3; Maneuver DC 14
Saving Throws Dex +6, Int +2, Wis +5, Cha +3
Damage Resistances cold, fire, lightning; damage from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, telepathy 120 ft.
Chaotic Evil. The vrock radiates a Chaotic and Evil aura.
Magic Resistance. The vrock has advantage on saving throws against spells and magical effects.
ACTIONS
Multiattack. The vrock attacks with its beak and its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the vrock has advantage on the attack roll, it deals an additional 7 (2d6) damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Spores (1/Day). A 15-foot-radius cloud of spores emanates from the vrock, spreading around corners. Each creature in the area makes a DC 14 Constitution saving throw , becoming poisoned for 1 minute on a failure. While poisoned in this way, the target takes ongoing 5 (1d10) poison damage. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
BONUS ACTIONS
Stunning Screech (1/Day). The vrock screeches. Each non-demon creature within 20 feet that can hear it makes a DC 14 Constitution saving throw . On a failure, it is stunned until the end of the vrock’s next turn.
Combat
The vrock uses Stunning Screech early in the battle to ground flying enemies. It attacks a stunned enemy with its beak and talons. It uses Spores when it is within range of three or more foes (ignoring devil foes, which are immune to its spores). The vrock retreats only if ordered to by a more powerful demon.
Demon Names
Abigor, Aborag, Agoraxas, Algalar, Ana-Sepiya, Arcanax, Argenthrixus, Ashban, Brezremith, Caim, Carn, Carnifex, Gall, Hacari, Ignax, Ildramath, Iritra, Lachirax, Maggoth, Malfias, Milviash, Moloth, Morza, Namazeu, Razortail, Sarzan, Serechor, Suroth, Tehezu, Uzuzzu, Velavis, Velgizich, Wreak, Zugor, Zuthis
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Demons are fiends spawned from the Abyss. They are creatures of pure chaos: even the most intelligent demon can’t be reasoned with.
DC 15 Poison can’t adversely affect a demon’s alien physiology. They shrug off much of the damage caused by cold, fire, lightning, and mundane weapons.
DC 20 The most powerful demons are even more resilient. They entirely ignore the effects of many magic spells.
Part humanoid, part enormous vulture, the demons known as vrocks circle the skies above the Abyss like flocks of carrion birds. Their screeching is loud enough to stun opponents, and their feathers are infested with spores that mortals find toxic. In battle, vrocks are often dispatched to engage flying enemies, such as erinyes, horned devils, or devas. Vrocks cooperate with one another in a manner unusual for demons. This harmony collapses, however, at the first sight of a jewel or other treasure, as the greedy vrocks turn against each other to claim the shiny bauble for themselves.
1–3 Committing acts of mindless destruction (setting a fire, uprooting trees, defiling a holy site)
4 Trapped in an abandoned summoning circle
5 Pacing the far side of a magic mirror or planar gate, waiting to be released
6 Mangling the corpse of a recent kill
7 Guarding or patrolling, under the control of a summoner
8 Using napkins and rusted cutlery to dine on humanoid corpses
9 Drawn to you by the secret holy or unholy power of one of your magic items
10 if you let it live, it promises to harm one of your enemies
1 Pained screams accompanied by guttural laughter
2 Residual negative emotions (envy, paranoia, rage) subtly influence the area’s inhabitants
3 Horribly misshapen animals, born with extra legs, eyes, or heads
4 The remains of another monster, torn limb from limb
5 A human corpse; its face is frozen in an expression of horror
6 Clawed footprints
Demons are native to the Abyss but can threaten any part of the world if summoned or by bursting through poorly-sealed arcane gates.
CR 3–4 horde demon ; shadow demon ; quasit with 1 to 3 death dogs
CR 5–10 glabrezu ; hezrou ; vrock ; 2 or 3 horde demons ; 2 shadow demons ; shadow demon with 1d4 shadows
Treasure 1 warhammer (named Night Terror; its wielder is rattled while in darkness)
CR 11–16 horde demon band ; marilith ; nalfeshnee ; glabrezu with 1 or 2 horde demons ; hezrou with 1d6 + 2 ghouls ; 3 or 4 shadow demons
Treasure 2 scimitar (named Wrath; intelligent, Lawful Evil, with Intelligence, Wisdom and Charisma scores of 12)
CR 17–22 balor ; 2 glabrezu ; 3 vrocks ; horde demon band with cambion , hezrou , or vrock
Treasure gold demon idol (7,500 gp), 2 bottles containing invisible wine that act as potions of invisibility , spell scrolls of contact other plane and dominate person , demon armor
CR 23–30 balor general ; balor or marilith with horde demon band ; marilith with 2 spirit nagas
Treasure massive ruby (25,000 gp) that contains a soul trapped by the magic jar spell, spell scrolls of magic jar and plane shift , 3 arrows of celestial slaying , 2 longsword (named Storm Claw; its wielder can cast lightning bolt with no components once per long rest, saving throw DC 18)
CR 31+ balor general with horde demon band , marilith , or nalfeshnee ; balor with 1d4 + 1 vrocks ; marilith with 3 or 4 hezrous
Treasure gemmed black iron war horn (25,000 gp), gemmed dragonbone crown (25,000 gp), 4 elemental gems (water) , Ioun stone of leadership , vorpal sword
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.