Vrock Chaos Squadron
Gargantuan swarm of large fiends, chaotic evil
Armor Class 15 (natural armor)
Hit Points 841 (58d20 + 232; bloodied 420)
Speed 40 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
17 (+3) | 15 (+2) | 18 (+4) | 8 (-1) | 13 (+1) | 8 (-1) |
Saving Throws Dex +10, Wis +9, Cha +7
Skills Acrobatics +10, Perception +9
Damage Resistances cold, fire, lightning; bludgeoning piercing and slashing that is nonmagical
Damage Immunities poison
Condition Immunities poisoned; see Swarm Resistance
Senses darkvision 60 ft., passive Perception 19
Languages Abyssal, telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Colossal. The swarm's space is 40-feet by 40-feet.
Legendary Spores. Any creature that starts their turn in the squadron or within 15 feet of the squadron is infected by spores. While infected the target is poisoned and takes 10 poison damage at the start of each of it turns, including the turn it was infected. The target can make a DC 19 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Swarm. The squadron can occupy another creature’s space and vice versa, and the squadron can move through any opening large enough for a Large vrock. If the squadron is reduced to 630 hit points or less change its space to 35-feet by 35-feet and it loses one use of its legendary actions and 1 reaction. If the squadron is reduced to 420 hit points or less change its size to 25-feet by 25-feet and it loses an additional use of its legendary actions and another reaction. If the squadron is reduced to 210 hit points or less, choose: 1) replace the squadron with two vrocks in unoccupied spaces within the former area of the swarm, or 2) reduce the size to Gargantuan and keep the current statistics, but remove the Swarm Resistance trait.
Swarm Reactions. The squadron does not have reactions. Whenever a creature moves inside the space of the squadron or out of the space of the squadron, the squadron makes one pike attack with advantage targeting the triggering creature.
Swarm Resistance. The squadron has advantage on saving throws against being blinded, paralyzed, petrified, prone, restrained, or stunned. Additionally, the squadron can use its legendary actions to immediately end one condition or effect it is suffering per legendary action spent.
Swarm Tactics. The squadron has advantage on attack rolls and saving throws against a creature if it is occupying the same space as the squadron.
Swarm Vulnerabilities. The squadron takes double damage from any attack that effects any area that is 15 feet by 15 feet or greater.
Unstoppable (3/Short Rest). The squadron can use a reaction to take 30 hit points of damage and end one condition or effect it is suffering.
ACTIONS
Multiattack. The squadron has the following attack options:
- four pike attacks.
- two beak and two talon
- two pike attacks and stunning shriek attack
- one beak and one talon attack and one stunning shriek attack
- two spores or stunning shriek attacks.
Beak. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 14 (2d10 + 3) slashing damage.
Pike. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 14 (2d10 + 3) piercing damage.
Stunning Shriek (8/Day). The squadron emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 19 Constitution saving throw or be stunned until the end of the squadron's next turn.
LEGENDARY ACTIONS
The swarm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The swarm regains spent legendary actions at the start of its turn.
Multiattack. The swarm uses its multiattack action.
Move. The swarm moves up to 15 feet.
Coordinate Shriek (Costs 3 Actions). The swarm makes a cacophonous Stunning Shriek attack. The range is increased to 60 feet and the targets have disadvantage on the saving throw. This attack requires six uses of its Stunning Shriek action.