Vrock (Tanar'ri) of Possession
Large Outsider (Chaotic, Evil)
6th Fiend of Possession
Hit Dice: 16d8+128 (200 hp)
Initiative: +1 (Dex)
Speed: 30 ft., fly 50 ft. (average)
AC: 21 (-1 size, +1 Dex, +11 natural) touch 10, flat-footed 20
Base Attack/Grapple: +13/+23
Attack: Claw +18 melee (2d6+6)
Full Attacks: 2 claws +18 melee (2d6+6 plus 1 vile) and bite +16 melee
(1d8+3 plus 1 vile), 2 talons +16 melee (1d6+3 plus 1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spores, screech, dance of ruin,
summon demon
Special Qualities: Damage reduction 10/good, SR 17, poison and electricity immunity,
cold, fire, and acid resistance 10, telepathy 100 ft., ethereal form, hide presence,
possess object, curse, magic item, control object, animate object, possess creature,
ally or enemy, possess noncontinuous object, control creature
Saves: Fort +27, Ref +15, Will +19
Abilities: Str 23, Dex 13, Con 27, Int 18, Wis 18, Cha 21
Skills: Bluff +19, Concentration +21, Diplomacy +14, Disguise +11,
Intimidate +18, Hide
+18, Knowledge (arcana) +17, Listen +15, Move Silently +14, Search +17, Sense
Motive +17, Spellcraft +17, Spot +25, Survival +3 (+5 following tracks)
Feats: Cleave, Combat Reflexes, Dark
Speech, Multiattack, Power Attack, Vile Natural Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary, gang (2-4), or squad (6-10)
Challenge Rating: 14
Treasure: Standard
Alignment: Chaotic evil
Advancement: 11-14 HD (Large); 15-30 HD (Huge)
Spell-Like Abilities: At will: mirror image, telekinesis (DC
20), and greater teleport (self
plus 50 pounds of objects only). 1 per day - heroism. These abilities are as the spells cast by a
12th-level sorcerer.
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
23) or be stunned for 1 round.
Dance of Ruin (Su): To use this ability, a group of three 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 nondemon
creatures within the radius take 2d20 points of damage (Reflex half DC 20).
Forcing the vrocks to break the circle stops the dance.
Summon Demon (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.
Ethereal Form (Su): At will, she can become ethereal, as though using
etherealness as cast by an 18th level sorceress.
Hide Presence (Ex): When in possession of an object or creature, she
can attempt to hide her presence by making special Hide check, using Int instead
of Dex as the modifier. She can pass through magic circle against evil,
avoid detect evil, and even pass through a forbiddance.
Possess Object (Su): When ethereal, she can possess an object on the
material plane so long as it is at least Tiny and no larger than Gargantuan.
See Fiend Folio, page 205 for more details.
Curse (Su): Anyone touching the object possessed by this fiend must make
a Will save or fall under the effect of a bestow curse spell.
Magic Item (Su): This fiend can make a possessed weapon or armor function
as a magic item, with a value of up to +2. If it is already magical, then she
can add +2 to its bonuses. This can help her possess mortals that own the item,
for every day the creature uses or keeps the item, the save DC against possession
increases by one, to a maximum of +10. A character can make a search check
(DC 25) while examining the item to tell that there is "something strange"
about it.
Control Object (Su): When possessing an object with some inherent mobility,
a fiend of possession can control the object's movement, if it has moving parts.
Exerting control is itself a free action, though actually moving an object requires
a move action.
Animate Object (Su): A fiend of possession can force an object with no
inherent moving parts to animate, effectively animating it as with the animate
objects spell. See the description of animated objects in the Monster
Manual.
Possess Creature (Su): The fiend can possess creatures as well as objects.
The fiend must be in ethereal form and adjacent to its target, and must use
a standard action to attempt possession.