16 (natural armor)
350 (20d20 + 140)
30 ft., fly 120 ft.
poison
charmed, exhaustion, frightened, poisoned, prone
darkvision 120 ft.
-
17
The grim roc has advantage on Wisdom (Perception) checks that rely on sight.
The grim roc has advantage on saving throws against effects that turn undead.
While in sunlight, the grim roc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The grim roc makes three attacks: one with its beak and two with its talons.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 32 (5d8 + 10) piercing damage.
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.
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.