Varrangoin, Rager (CR 10)

Medium Magical Beast (Extraplanar)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +6, and Spot +5
Languages: their own language and Abyssal

AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Hit Dice: 8d10+16 (60 hp); DR: 10/iron
Fort +8, Ref +8, Will +2
Speed: 20 ft., fly 50 ft. (good)
Space: 5 ft./5 ft.
Base Attack +8; Grapple +12
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee and bite +10 melee and tail sting +10 melee
Damage: Claw 1d6+4, bite 1d6+2, tail sting 1d4+2 plus poison
Special Attacks/Actions: Rage, poison, rend 2d4+6, spell-like abilities
Abilities: Str 18, Dex 15, Con 14, Int 13, Wis 11, Cha 10
Special Qualities: extra action, immunity to mind-affecting effects, SR 22, uncanny dodge, varrangoin traits
Feats: Multiattack; Power Attack; Snatch (B); Weapon Focus (claw)
Skills: Hide +13, Listen +6, Move Silently +13, and Spot +5
Advancement: 9-10 HD (Medium-size); 11-16 HD (Large); or by character class
Climate/Terrain: Any land or underground (the Abyss)
Organization: Solitary or flock (2-6)
Treasure: Standard

Source: Fiend Folio


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 (-2 Str, -2 Dex, can't charge or run) 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.

Uncanny Dodge (Ex): A rager varrangoin retains its Dexterity bonus to AC even when flat-footed or struck by an invisible attacker, and it cannot be flanked except by a rogue of at least 12th level.

Varrangoin Traits (Ex): Exposure to bright light (such as sunlight or a daylight spell) blinds varrangoins for 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. Varrangoins have acid, cold, electricity, and fire resistance 10.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.