Grim Roc

Gargantuan undead, chaotic evil

Armor Class

16 (natural armor)

Hit Points

350 (20d20 + 140)

Speed

30 ft., fly 120 ft.

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, poisoned, prone

Senses

darkvision 120 ft.

Languages

-

Challenge

17

Keen Sight

The grim roc has advantage on Wisdom (Perception) checks that rely on sight.

Turn Defiance

The grim roc has advantage on saving throws against effects that turn undead.

Sunlight Sensitivity

While in sunlight, the grim roc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The grim roc makes three attacks: one with its beak and two with its talons.

Beak

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 32 (5d8 + 10) piercing damage.

Talons

Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 27 (5d6 + 10) slashing damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the grim roc can't use its talons on another target.

Evil Eye from the Sky (Recharge 2-3)

The roc shoots green rays out of its eyes in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.