Volo's Guide to Monsters

(Nancy Kaufman) #1

UNTI L VE' VE SEEN A l<ING's
SHOULDERS ANO HEAD TEAR OFF HIS
FLAP ALOFT
BLOOD, ONLY TO AMI D FOUNTAINING
TURN AND LAP
GORE AS HIS Boou H I S OWN DYING
' TOTTERS ANO
LIVED. AND IF FALLS, VE HAVEN'T
VE \VANT TO Go O
WANT TO STOP \uAT N LIVt"IG, VE MIGHT
' CHING INF AIIOR OF FLEEING.



  • ELMINST1cR.


VARGOUILLE


Shrieking, flapping, and hideous to behold- with a body
like a severed head and bat-like wings in place of ears-
vargouilles boil out of the Abyss to infest other planes
of existence, such as Carceri, where they are a menace.
Each vargouille carries a disease that creates more of
its kind; a flock of vargouilles on the wing is a plague of
chaos and evil waiting to happen.
Abyssal Nuisances. Swarms of vargouilles flap
through the caverns and skies of the Abyss. They are
given little regard by powerful and intelligent demons
since vargouilles can do them no harm. Even the
weakest demon, such as a manes or a dretch, fears
vargouilles only if they appear in great numbers. In the
Lower Planes, vargouilles rarely get the chance to eat
live prey other than vermin. More often, they lap up the
ichor left behind when one fiend kills another.
The World Awaits. Because of their instinctive hun-
ger for living prey, vargouilles are eager to escape the
Lower Planes. On rare occasions, the summoning of a
demon to another plane can bring a vargouille along for
the ride, attaching itself like a tick. The precautions a
mortal takes to contain and control a summoned demon
rarely account for a stowaway, and thus a vargouille en-
ters the world unbidden.
Ghastly Reproduction. Vargouilles that roam free on
the Material Plane are a dire threat to all creatures, es-
pecially humanoids. Their awful shrieking can paralyze
other creatures with fear, and such victims are helpless
to resist a vargouille's accursed kiss. ·
The kiss of a vargouille infects a humanoid with a
fiendish curse. If allowed to run its course, the curse
brings about a gruesome transformation as an abyssal
spirit invades the person's body. Over a period of hours,
the victim's head takes on fiendish aspects such as
fangs, tentacles, and horns. At the same time, the per-
son's ears grow larger, expanding and transforming into
wing-like appendages. In the final moments, the victim's
head tears away from the body in a fountain of blood,
becoming another vargouille, which often then eagerly
laps up its own life fluids. Sunlight or the brilliant illumi-
nation of a daylight spell can delay this transformation,
and vargouilles instinctively shun bright light as a result.

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VARGOUILLE
Tiny fiend, chaotic evil

Armor Class 12
Hit Points 13 (3d4 + 6)
Speed 5 ft., fly 40 ft.

STR
6 (-2)

DEX
14 (+2)

CON
14 (+2)

INT
4 (-3)

Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned

WIS
7 (-2)

Senses darkvision 60 ft., passive Perception 8

a

CHA
2 (-4)

Languages understands Abyssal, Infernal, and any languages it
knew before becoming a vargouille but can't speak
Challenge l (200 XP)

ACTIONS
Bite. Me/ee Weapon Attack: +4 to hit, reach 5 ft. , one target.
Hit: 5 (ld6 + 2) piercing damage plus 10 (3d6) poison damage.

Kiss. The vargouille kisses one incapacitated humanoid within
5 feet ofit. The target must succeed on a DC 12 Charisma sav-
ing throw or become cursed. The cursed target loses l point
of Charisma after each hour, as its head takes on fiendish as-
pects. The curse doesn't advance while the target is in sunlight
or the area of a daylight spell; don't count that time. When the
cursed target's Charisma becomes 2, it dies, and its head tears
from its body and becomes a new vargouille. Casting remove
curse, greater restoration, or a similar spell on the target before
the transformation is complete can end the curse. Doing so
undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and
beast within 30 feet of the vargouille and able to hear it must
succeed on a DC 12 Wisdom saving throw or be frightened un-
til the end of the vargouille's next turn. While frightened in this
way, a target is stunned. If a target's saving throw is successful
or the effect ends for it, the target is immune to the Stunning
Shriek of all vargouilles for l hour.
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