Monsters

Verrangoin

Varrangoin, or abyss bats, are creatures native to the Abyss (as their name suggests). They appear as giant bats with the leather of their wings (wingspan is typically twice the body length) rotted and hanging away from their skeletal frames. They possess long, forked tails. The head of each varrangoin is a skull-like horror with red glowing eyes and sharp talons and teeth. The V-VI types have barbed tails that can be used for effective melee attacks. The six identified types of abyss bat are physically indistinguishable, which makes countering their special attacks and defenses especially difficult. It is not certain that there are only six types of these horrors, although Oerth sages have only documented this number to date.

Verrangoin Type I, CR 4

XP 1200
CE medium outsider (chaotic, demon, evil, extraplanar, cold)
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 21, touch 12, flat-footed 18 (+8 natural, +2 dex, +1 dodge)
hp 38 (5d10+10)
Fort +1, Ref +4, Will +4
DR 10/magic or silver; Immune electricity, poison, cold; Resist acid 10, fire 10; SR 16
OFFENSE
Speed 10 ft., fly 50 ft.
Melee bite +8 (1d6+3), 2 claws +8 (1d4+3)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 11th)
3/day — cone of cold
STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 11
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes, Improved Initiative, Dodge
Skills Bluff +8, Craft +9, Knowledge (local) +9, Knowledge (planes) +9, Perception +8, Sense Motive +9, Stealth +10
Languages Abyssal, Infernal; telepathy 100 ft.
SQ Evasion
Weakness Light Vulnerability
ECOLOGY
Environment Lands of Iuz (Abyss)
Organization small groups (1-4)
Treasure standard

Special Abilities
Evasion (Ex): Like the rogue or barbarian ability. On a successful save they take no damage.

Weakness
Light Vulnerability (Ex): Creatures with light Vulnerability are damaged by intense light. They are automatically dazzled and suffer 1d4 points of damage per level of the caster if directly targeted with a light spell. Sunray spell inflicts 1d6 points of damage to the creature, who might use Spell Resistance to avoid such effects.

Verrangoin Type II, CR 4

XP 1200
CE medium outsider (chaotic, demon, evil, extraplanar, fire)
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 21, touch 12, flat-footed 18 (+8 natural, +2 dex, +1 dodge)
hp 38 (5d10+10)
Fort +1, Ref +4, Will +4
DR 10/magic or silver; Immune electricity, poison, fire; Resist acid 10, fire 10, cold 10; SR 16
OFFENSE
Speed 10 ft., fly 50 ft.
Melee bite +8 (1d6+3), 2 claws +8 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Fire Burst
STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 11
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes, Improved Initiative, Dodge
Skills Bluff +8, Craft +9, Knowledge (local) +9, Knowledge (planes) +9, Perception +8, Sense Motive +9, Stealth +10
Languages Abyssal, Infernal; telepathy 100 ft.
SQ Evasion
Weakness Light Vulnerability
ECOLOGY
Environment Lands of Iuz (Abyss)
Organization small groups (1-4)
Treasure standard

Special Abilities
Evasion (Ex): Like the rogue or barbarian ability. On a successful save they take no damage.
Fire Burst (Sp) The creature can create a burst of fire up to 90' away, 30' in diameter, which inflicts 1d6 points of damage per hit die.

Weakness
Light Vulnerability (Ex): Creatures with light Vulnerability are damaged by intense light. They are automatically dazzled and suffer 1d4 points of damage per level of the caster if directly targeted with a light spell. Sunray spell inflicts 1d6 points of damage to the creature, who might use Spell Resistance to avoid such effects.

Verrangoin Type III, CR 4

XP 1200
CE medium outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 21, touch 12, flat-footed 18 (+8 natural, +2 dex, +1 dodge)
hp 38 (5d10+10)
Fort +1, Ref +4, Will +4
DR 10/magic or silver; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16
OFFENSE
Speed 10 ft., fly 50 ft.
Melee bite +8 (1d6+3), 2 claws +8 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Bolt of Lightning
STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 11
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes, Improved Initiative, Dodge
Skills Bluff +8, Craft +9, Knowledge (local) +9, Knowledge (planes) +9, Perception +8, Sense Motive +9, Stealth +10
Languages Abyssal, Infernal; telepathy 100 ft.
SQ Evasion
Weakness Light Vulnerability
ECOLOGY
Environment Lands of Iuz (Abyss)
Organization small groups (1-4)
Treasure standard

Special Abilities
Evasion (Ex): Like the rogue or barbarian ability. On a successful save they take no damage.
Bolt of Lighning (Sp) Creatures with this ability can breath a bolt of lightning 5' wide, 60' long, that inflicts 1d6 points of damage per hit die.

Weakness
Light Vulnerability (Ex): Creatures with light Vulnerability are damaged by intense light. They are automatically dazzled and suffer 1d4 points of damage per level of the caster if directly targeted with a light spell. Sunray spell inflicts 1d6 points of damage to the creature, who might use Spell Resistance to avoid such effects.

Verrangoin Type IV, CR 4

XP 1200
CE medium outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 21, touch 12, flat-footed 18 (+8 natural, +2 dex, +1 dodge)
hp 38 (5d10+10)
Fort +1, Ref +4, Will +4
DR 10/magic or silver; Immune electricity, poison, acid; Resist cold 10, fire 10; SR 16
OFFENSE
Speed 10 ft., fly 50 ft.
Melee bite +8 (1d6+3), 2 claws +8 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Glob of Acid
STATISTICS
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 11
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes, Improved Initiative, Dodge
Skills Bluff +8, Craft +9, Knowledge (local) +9, Knowledge (planes) +9, Perception +8, Sense Motive +9, Stealth +10
Languages Abyssal, Infernal; telepathy 100 ft.
SQ Evasion
Weakness Light Vulnerability
ECOLOGY
Environment Lands of Iuz (Abyss)
Organization small groups (1-4)
Treasure standard

Special Abilities
Evasion (Ex): Like the rogue or barbarian ability. On a successful save they take no damage.
Glob of Acid (Sp) Creatures with this ability can breath a glob of acid 5' radius, up to 90' away, that inflicts 1d6 points of damage per hit die.

Weakness
Light Vulnerability (Ex): Creatures with light Vulnerability are damaged by intense light. They are automatically dazzled and suffer 1d4 points of damage per level of the caster if directly targeted with a light spell. Sunray spell inflicts 1d6 points of damage to the creature, who might use Spell Resistance to avoid such effects.

Greater Abyssal Bat, CR 6

CE medium outsider (chaotic, demon, evil, extraplanar)
Init +?; Senses darkvision 60 ft.; Perception +?

Defense

AC 23, touch 12, flat-footed 21 (+11 natural, +2 dex)
hp 76 (8d10+32)
Fort +, Ref +, Will +
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 19

Offense

Speed 30 ft., swim 30 ft.
Melee bite + (1d6+5), 2 claws + (1d4+5)
Space 10 ft.; Reach 10 ft.
Special Attacks nausea
Spell-Like Abilities (CL 13th)
At will—chaos hammer (DC 18), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 18)
3/day—gaseous form
1/day—blasphemy (DC 21), summon (level 4, 1 hezrou 35%)

Statistics

Str 20, Dex 14, Con 18, Int 14, Wis , Cha
Base Atk +10; CMB +19 (+23 grapple); CMD 29
Feats Blind-Fight, Cleave, Great Cleave, Improved Initiative, Power Attack
Skills Climb +21, Escape Artist +10, Intimidate +14, Knowledge (arcana) +15, Perception +23, Spellcraft +15, Stealth +9, Swim +29; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ amphibious

Ecology

Environment Lands of Iuz (Abyss)
Organization solitary
Treasure standard

Special Abilities

Nausea (Ex) The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first. The save DC is Constitution-based.

Oroginally appears in From The Ashes

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License