Varrangoins are foul denizens of the Abyss. Crafty, malevolent, and fiercely territorial, these batlike creatures form communities in dark caves away from any source of light.
Varrangoins resemble human-sized bats with emaciated bodies and skull-like, demonic faces. They have ragged wings and long tails; each tail sports a wicked barb on its end. Their skin tone is universally dark gray or black, and their bodies are hairless.
Their communities often serve as mercenaries for other denizens of the Abyss or even other planes. Varrangoin flocks can grow unchecked if unopposed by another predator. If left alone, they often number more than a hundred strong and claim up to several square miles of territory.
Varrangoins have their own language and are capable of knowing other languages as well.
All varrangoins choose their battles carefully and prefer to attack creatures obviously weaker than themselves. In a battle, arcanist varrangoins try to assume command of the anarchic flocks, but usually have little success. Lesser varrangoins are herded forward in battle, little more than chaff the superior varrangoins use to prolong their own survival. Ragers love the thrill of ripping into an opponent with their claws, though, and follow their lesser kin quickly into combat with spell support from arcanists. Usually, no individual leads a flock or community for long due to the innate chaos of varrangoin society.
One tactic preferred by the arcanists is to use their proficiency with illusion magic to make a flock appear twice or three times as big as it actually is, plunging the ranks of their opponents into chaos as they try to discern which varrangoin is real and which is not.
Sunlight Vulnerability (Ex): Exposure to bright light (such as sunlight or a daylight spell) blinds varrangoins for 1 round. Even after recovering from being blinded, they take a −1 circumstance penalty on all attack rolls, saves, and skill checks while operating in bright light.
The statistics block below contains details for more than one type of varrangoin. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Arcanist Varrangoin ⬇️ Medium Magical Beast (Extraplanar) |
Lesser Varrangoin ⬇️ Medium Magical Beast (Extraplanar) |
Rager Varrangoin ⬇️ Medium Magical Beast (Extraplanar) |
|
|---|---|---|---|
| Hit Dice: | 8d10+16 (60 hp) | 5d10+5 (32 hp) | 8d10+16 (60 hp) |
| Initiative: | +3 | +3 | +2 |
| Speed: | 20 ft. (4 squares), fly 50 ft. (good) | 20 ft. (4 squares), fly 40 ft. (average) | 20 ft. (4 squares), fly 50 ft. (good) |
| Armor Class: | 20 (+3 Dex, +7 natural), touch 13, flat-footed 17 | 19 (+3 Dex, +6 natural), touch 13, flat-footed 16 | 20 (+2 Dex, +8 natural), touch 12, flat-footed 18 |
| Base Attack/Grapple: | +8/+9 | +5/+7 | +8/+12 |
| Attack: | Claw +9 melee (1d4+1) | Bite +7 melee (1d6+2) | Claw +13 melee (1d6+4) |
| Full Attack: | 2 claws +9 melee (1d4+1) and bite +7 melee (1d6) and tail sting +7 melee (1d4 plus poison) | Bite +7 melee (1d6+2) and 2 claws +5 melee (1d4+1) and tail sting +5 melee (1d4+1 plus poison) | 2 claws +13 melee (1d6+4) and bite +10 melee (1d6+2) and tail sting +10 melee (1d4+2 plus poison) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | Poison, spell-like abilities, spells | Breath weapon, death throes, poison | Poison, rage, rend 2d4+6, spell-like abilities |
| Special Qualities: | Darkvision 60 ft., damage reduction 10/cold iron, immunity to spells, low-light vision, spell resistance 22, resistance to acid, cold, electricity, and fire 10, sunlight vulnerability | Darkvision 60 ft., damage reduction 10/cold iron, immunity to breath energy, low-light vision, spell resistance 12, resistance to acid, cold, electricity, and fire 10, sunlight vulnerability | Darkvision 60 ft., damage reduction 10/cold iron, extra action, immunity to mind-affecting effects, improved uncanny dodge (12th), low-light vision, spell resistance 22, resistance to acid, cold, electricity, and fire 10, sunlight vulnerability |
| Saves: | Fort +8, Ref +9, Will +3 | Fort +5, Ref +7, Will +1 | Fort +8, Ref +8, Will +2 |
| Abilities: | Str 12, Dex 16, Con 15, Int 17, Wis 13, Cha 12 | Str 14, Dex 16, Con 13, Int 11, Wis 11, Cha 8 | Str 18, Dex 15, Con 14, Int 13, Wis 11, Cha 10 |
| Skills: | Concentration +13, Hide +8, Knowledge (arcana) +14, Knowledge (the planes) +14, Move Silently +9, Spellcraft +16 | Hide +11, Listen +2, Move Silently +11, Spot +2 | Hide +13, Listen +6, Move Silently +13, Spot +5 |
| Feats: | Combat Casting, Craft Wand [bonus], Multiattack [bonus], Scribe Scroll [bonus], Spell Focus (Evocation), Spell Focus (Illusion) | Alertness [bonus], Flyby Attack, Multiattack | Multiattack, Power Attack, Snatch [bonus], Weapon Focus (claw) |
| Environment: | Any land or underground (Abyss) | Any land or underground (Abyss) | Any land or underground (Abyss) |
| Organization: | Solitary or flock (2–6) | Solitary or flock (2–12) | Solitary or flock (2–6) |
| Challenge Rating: | 11 | 6 | 10 |
| Treasure: | Standard | Standard | Standard |
| Alignment: | Always chaotic evil | Always chaotic evil | Always chaotic evil |
| Advancement: | 9–10 HD (Medium); 11–16 HD (Large); or by character class ♊ | 6–10 HD (Medium); 11–15 HD (Large); or by character class ♊ | 9–10 HD (Medium); 11–16 HD (Large); or by character class ♊ |
| Level Adjustment: | — | — | — |
Arcanist Varrangoin • Lesser Varrangoin • Rager Varrangoin
If the chaotic varrangoin flocks have leaders, they are typically members of the arcanist subrace. Arcanist varrangoins are just as cruel as their fellows; they simply rely more on magic than brute force.
Arcanist varrangoins have thick, dark skin, narrow, glowing white eyes, and long, lanky limbs. They stand roughly 6 feet tall and have a wingspan of nearly 12 feet. Their long, pointed ears have a close similarity to those of a large bat, and their claws and sharp teeth are minute in comparison to their more physical cousins.
Arcanist varrangoins study powerful arcane mysteries much as wizards do. They guard their lore jealously, and arcanist varrangoin spellbooks are passed only to a few select members of the species who show promise in the arcane arts—as well as the appropriate level of groveling subservience toward their elders.
Arcanist varrangoins speak their own language, Abyssal, Common, and Undercommon.
Arcanist varrangoins are rarely encountered alone. When they venture out of their caves, they are nearly always accompanied by several lesser varrangoins and a few rager varrangoins. In a fight, they send their minions forward to engage opponents in melee while unleashing their spells from a safe distance. Arcanist varrangoins favor evocation and illusion spells over other sorts, since they tend to have a direct impact on a battle. They rarely prepare spells that increase the fighting effectiveness of others. Arcanists also typically keep an escape spell prepared, such as expeditious retreat or dimension door.
Poison (Ex): An arcanist varrangoin delivers its poison (Fort DC 16 negates) with each successful tail sting attack. Initial and secondary damage are the same (1d6 Dex).
Spell-Like Abilities: 2/day—dispel magic; 1/day—arcane eye, baleful polymorph, flesh to stone, mirror image, polymorph. Caster level 8th; save DC 11 + spell level.
Spells: An arcanist varrangoin can cast arcane spells as a 9th-level wizard (4/5/5/4/2/1; save DC 13 + spell level or 15 + spell level for Evocation and Illusion spells). A typical spell list: 0—detect magic (2), flare, ghost sound; 1st—color spray, magic missile (2), shield, shocking grasp; 2nd—blur, darkness, flaming sphere (2), minor image; 3rd—fireball (2), major image, vampiric touch; 4th—dimension door, ice storm; 5th—cone of cold.
Immunity to Spells (Su): Arcanist varrangoins ignore the effects of spells and spell-like abilities of 3rd level or lower, just as if the spellcaster had failed to overcome spell resistance. Arcanist varrangoins can deactivate or activate this ability as a free action.
An arcanist varrangoin’s favored class is wizard. If given wizard levels, assume the arcanist varrangoin already has the abilities of a 9th-level wizard. So, an arcanist varrangoin who takes one wizard level would gain the abilities of a 10th-level wizard. Its saves, spells per day, and spells in its spellbook would increase according to the difference in bonuses between a 9th-level and a 10th-level wizard, as would its base attack bonus.
Source: Fiend Folio, page 182. Changes applied as per the D&D® v.3.5 Accessory Update. Changed damage reduction 10/iron from that publication to 10/cold iron. Changed Varrangoin Traits to Sunlight Vulnerability and listed the energy resistances separately.
Lesser varrangoins are the most common variety of varrangoin. While not stupid, they are the lowest members of varrangoin society. They live in a nearly constant state of fear, despite their numbers, due to the constant barrage of heckling they receive from the rager and arcanist varrangoins.
Treated as little better than slaves by their stronger kin, lesser varrangoins have little sense of their own selfworth. They love battle, though, and attack any creature they think is weaker than themselves, even if unprovoked or if doing so proves detrimental to the flock or the varrangoin community.
Lesser varrangoins have long, pointed, batlike ears on the sides of their heads, and their eyes glow red, white, blue, or green depending on the individual’s breath weapon (cone of fire, cone of cold, line of lightning, or line of acid, respectively).This breath weapon is part of their makeup at birth and never changes. When they use their breath weapons, their skulls seem to glow from within as their bodies struggle to control the fierce energy. Lesser varrangoins are typically about 5 feet tall with a wingspan near 10 feet.
Lesser varrangoins speak their own language and Abyssal.
A lesser varrangoin nearly always begins a fight by attempting to use its tail sting in a flyby attack. It knows that if its poison takes hold, an opponent can’t easily avoid its breath weapon, which it uses at the next available opportunity. Lesser varrangoins always attack an opponent from the air. Lesser varrangoin flocks rarely engage in complex tactics since they prefer to mob opponents at random and then break off singly to attack individual creatures.
Breath Weapon (Ex): Each lesser varrangoin has one of four breath weapon types: a 30-foot cone of fire, a 30-foot cone of cold, a 50-foot line of acid, or a 50-foot line of electricity. A lesser varrangoin’s breath weapon deals 3d6 points of damage (Reflex DC 13 half) of the appropriate energy type.
Death Throes (Ex): When slain (reduced to −10 hit points), a lesser varrangoin explodes in a 20-foot burst of energy. This explosion deals 3d6 points of damage (Reflex DC 13 half) of the same energy type as the varrangoin’s breath weapon.
Poison (Ex): A lesser varrangoin delivers its poison (Fort DC 13 negates) with each successful tail sting attack. Initial and secondary damage are the same (1d6 Dex).
Immunity to Breath Energy (Ex): A lesser varrangoin is immune to damage of the same energy type as its breath weapon.
A lesser varrangoin’s favored class is fighter. If given fighter levels, assume the lesser varrangoin already has the abilities of a 9th-level fighter. So, a lesser varrangoin who takes one fighter level gains the abilities of a 10th-level fighter. Its base save bonuses would increase according to the difference between a 9th-level and a 10th-level fighter, as would its base attack bonus.
Source: Fiend Folio, page 183. Changes applied as per the D&D® v.3.5 Accessory Update. Changed damage reduction 10/iron from that publication to 10/cold iron. Changed Varrangoin Traits to Sunlight Vulnerability and listed the energy resistances separately.
Rager varrangoins are the equivalent of shock troops. Volatile in personality and in combat, rager varrangoins are arrogant and cruel. The joy they get out of tormenting their lesser brethren is surpassed only by the thrill of combat.
Slightly larger than lesser varrangoins, ragers are also significantly more muscular. Their rough, black skin covers thick layers of ropy muscle. Ragers measure 6 to 7 feet in length with a wingspan of 12 to 14 feet. Their ears are pointed, but smaller and set more on top of their gaunt heads than those of other varrangoins. In addition, their claws are much larger than those of either of the other varieties of varrangoin.
Rager varrangoins thoroughly enjoy sinking their large, heavy claws into an opponent’s body and ripping it limb from limb before dropping it to splatter on the ground from a great height. Their cruelty knows no limits, and they revel in the fear inspired by their presence.
Rager varrangoins speak their own language and Abyssal. Some have been known to speak Undercommon or even Common.
A rager varrangoin typically begins a battle with its dispel magic spell-like ability. Ragers then begin to rage and charge from the air with their tail stings in the hopes of catching an enemy flat-footed. In the following rounds, they trigger their fear ability, then attack opponents with their claws and teeth.
Rage (Ex): Three times per day a rager varrangoin can fly into a frenzy, raging like a barbarian. For 7 rounds, the rager varrangoin gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a −2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 8d10+32 (76 hp); AC 18, touch 10, flat-footed 18; Base Attack/Grapple +10/+14; Full Attack 2 claws +15 melee and bite +12 melee and tail sting +12 melee; Damage claw 1d6+6, bite 1d6+3, tail sting 1d4+3; SV Fort +10, Will +4; Str 22, Con 18. After its rage ends, a rager varrangoin is fatigued until the end of the encounter. A rager varrangoin can choose to end its rage prematurely.
Poison (Ex): A rager varrangoin delivers its poison (Fort DC 16 negates) with each successful tail sting attack. Initial and secondary damage are the same (1d6 Dex).
Rend (Ex): If a rager varrangoin hits a single target with both claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals 2d4+6 points of damage.
Spell-Like Abilities: 2/day—dispel magic, fear. Caster level 8th; save DC 10 + spell level.
Extra Action (Su): A rager varrangoin can take an extra move or single attack action each round.
Immunity to Mind-Affecting Effects (Ex): A rager varrangoin is immune to mind-affecting spells and effects.
A rager varrangoin’s favored class is barbarian. If given barbarian levels, assume the rager varrangoin already has the abilities of a 9th-level barbarian. So, a rager varrangoin who takes one barbarian level gains the abilities of a 10th-level barbarian. Its base save bonuses would increase according to the difference between a 9th-level and a 10th-level barbarian, as would its base attack bonus.
Source: Fiend Folio, page 184. Changes applied as per the D&D® v.3.5 Accessory Update. Changed damage reduction 10/iron from that publication to 10/cold iron. Changed Varrangoin Traits to Sunlight Vulnerability and listed the energy resistances separately. Changed uncanny dodge special quality to improved uncanny dodge.