Vargouille

MapTool Token

NameVargouille
Sorted NameVargouille
FamilyVargouille
Size and TypeSmall Outsider (Evil, Extraplanar)
Hit Dice Count1
Hit Dice1d8+1 (5 hp)
Random Hit Points1d8+1 - 1
Initiative+1
SpeedFly 30 ft. (good) (6 squares)
Armor Class12 (+1 size, +1 Dex), touch 11, flat-footed 11
Base Attack/Grapple+1/-3
Attack

Bite +3 melee (1d4 plus poison)

Full Attack

Bite +3 melee (1d4 plus poison)

Space/Reach5 ft./5 ft.
Special AttacksShriek, kiss, poison
Special Qualities

Darkvision 60 ft.

SavesFort +3, Ref +3, Will +3
AbilitiesStr 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills

Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5

Feats

Weapon Finesse

EnvironmentAn evil-aligned plane
Challenge Rating2
Organization

Cluster (2-5) or mob (6-11)

TreasureNone
AlignmentAlways neutral evil
Advancement2-3 HD (Small)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Vargouille; CR 2; Small outsider (evil, extraplanar); HD 1d8+1; hp 5; Init +1; Spd Fly 30 ft. (good) (6 squares); AC 12 (+1 size, +1 dex), touch 11, flat-footed 11; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus poison, bite); Full Atk +3 melee (1d4 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Shriek, kiss, poison; SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8

Skills and Feats: Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5; Weapon Finesse

Vargouille

Vargouille
Small Outsider (Evil, Extraplanar)
Hit Dice:
1d8+1 (5 hp)
Initiative:
+1
Speed:
Fly 30 ft. (good) (6 squares)
Armor Class:
12 (+1 size, +1 Dex), touch 11, flat-footed 11
Base Attack/Grapple:
+1/-3
Attack:
Bite +3 melee (1d4 plus poison)
Full Attack:
Bite +3 melee (1d4 plus poison)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Shriek, kiss, poison
Special Qualities:
Darkvision 60 ft.
Saves:
Fort +3, Ref +3, Will +3
Abilities:
Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills:
Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5
Feats:
Weapon Finesse
Environment:
An evil-aligned plane
Organization:
Cluster (2-5) or mob (6-11)
Challenge Rating:
2
Treasure:
None
Alignment:
Always neutral evil
Advancement:
2-3 HD (Small)
Level Adjustment:
-

A vargouille is slightly larger than a human head, about 18 inches high, with a wingspan of 4 feet. It weighs about 10 pounds.

Vargouilles speak Infernal.

Combat

Vargouilles attack by biting with their jagged teeth. Their special attacks make them even more dangerous. A vargouille's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Shriek (Su): Instead of biting, a vargouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille's kiss (see below). A creature that successfully saves cannot be affected again by the same vargouille's shriek for 24 hours. The shriek is a mind-affecting fear effect. The save DC is Constitution-based and includes a +1 racial bonus.

Kiss (Su): A vargouille can kiss a paralyzed target with a successful melee touch attack. An affected opponent must succeed on a DC 15 Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation).

First, over a period of 1d6 hours, all the victim's hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease. The save DC is Constitution-based and includes a +4 racial bonus.

Poison (Ex): Injury, Fortitude DC 12 or be unable to heal the vargouille's bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing. The save DC is Constitution-based and includes a +1 racial bonus.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Bite +3 melee (1d4 plus poison), or Bite +3 melee (1d4 plus poison)

feats: WEAPON FINESSE, ,