Vrocks: not exactly scary in the air

Give the vrocks greatswords since outsiders are "Proficient with all simple and martial weapons and any weapons mentioned in its entry."

Charge, swing, power attacking if they think they can land the hit, spores, next turn; swing, move away, eating the AoO since mirror image will probably still be going.

FWIW, the Hover feat wouldn't have helped; hovering in place is a move action, so still no full attacks.
The hover feat does allow one to full round attack, they just have to start the round hovering.

Hover [General]
Prerequisite Fly speed.
Benefit

When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.

If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.

If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

Those caught in the cloud must succeed on a Concentration check (DC 10 + ½ creature’s HD) to cast a spell.
Normal

Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.
 
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Owen K.C. Stephens said:
http://www.wizards.com/default.asp?x=dnd/tt/20070508a
A vrock's heroism is nice if time allows for it -- and it always should. A vrock can use the ability once a day, and it lasts 2 hours. When writing out a statistics block for the vrock, include the heroism bonuses (with the original numbers in place as well, in case the heroism is dispelled).

Similarly, a vrock that receives any hint of a forthcoming battle (and with +24 on their Listen and Spot checks, vrocks often hear trouble coming well in advance) should put up its mirror image. The spell may not last more than a round against foes ready to drop images quickly, but that's still a round of attacks blunted. This ability is at will, so a vrock need not worry about wasting it. If a lull in battle leaves a vrock no good targets, putting the mirror image effect back up is always worthwhile.


Telekinesis is real fun, target the flying combatants weapons with the disarm is a good choice. Though as DM there are some issues with Vrocks you need to decided how to rule on...

http://www.enworld.org/forum/d-d-3r...of-off-cliff-does-being-hurled-draw-aoos.html

http://www.enworld.org/forum/d-d-3rd-edition-rules/115846-nasty-vrock-demon-its-spores-ability.html
 


There's also at least one feat that improves their aerial maneuverability by one step to Good. Off the top of my head I don't know if you can stack the feat (probably not).

Yes, that would be Improved Flight. :)

(I do recall there being a second, near identical but with harsher defined prereqs, feat with a similar name and identical benefit. I think it was in Races of the Wild and the link I provided just clumped them together as the same thing, I can check later to be sure.)
 


Between a vrock's at-will telekinesis and mirror image SLAs, it should be able to give players fits. Granted, that makes it less of a melee beast and more of a flying spellcaster...:eek:
 

I did get the fighter's favourite weapon and dump it in the ocean. Heh! He'd just power-atacked and could barely muster a defense against the disarm! The vrocks did indeed do beter as flying spellcasters than vicious melee beasts!
 

I've found the best ability of Vrocks is to summon scores of carnage demons. However, that doesn't really help them in aerial combat.

TBH, I don't usually even try to use the aerial movement as written. The rules are way too complicated for my taste. I only use two categories: perfect maneuverability and average, _and_ I'm not following the implications of the latter to the letter ;)
 

#Improving maneuvers,

Pectoral of Maneuverability from Draconomicon is a magic item which improves one's maneuverability by one category. The greater version, though very expensive, improves by 2 categories.

Improved Flight feat is in Complete Adventurer. All the one need is flight speed.

#Using dace of ruin

Before the assault, let them use Mirror Image and Summon Tanar'ri. Let summoned dretches use stinking cloud. As a DM, maybe you can use DMG 2 mob rule and call 48+ dretches as a mob. A mob is like a big swarm and effective even against higher level PCs.
 

As a DM, maybe you can use DMG 2 mob rule and call 48+ dretches as a mob. A mob is like a big swarm and effective even against higher level PCs.
A little too effective IMNSHO... http://www.enworld.org/forum/genera.../241067-how-does-mob-template-work-3-5-a.html http://www.enworld.org/forum/d-d-3rd-edition-rules/159684-whirlwind-attack-swarms.html

But OP's group seems pretty heavy on flight, all the dretches will be doing will be blanketing the area with stinking clouds (which demons are not Immune to by RAW). Which still can be helpful to screw with line of sight.

Vrock Counters Abyssal schlub counters

 

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