# Grue, Vardigg (Water Grue) >[!rimg]+ > ![[Placeholder2.png]] *This foul creature resembles a loose, frigid mass of tainted water encased in a dripping membrane. Streams and pseudopods of liquid flail away from its shapeless body, while dark malignant eyespots drift across its surface.* <div class="grid-container"><div class="MON">Vardigg (Water Grue)</div> <div class="CR">CR 2 (600 XP)</div> <div class="SOU">Complete Arcane pg. 155</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Medium Outsider (elemental, evil, water) **Init** +1 **Senses** darkvision 60 ft.; **Perception** +8 **Aura** spell disruption (40 ft.) #### defense **AC** 14, 11 touch, 13 flat-footed (+1 Dex, +3 natural) **hp** 23 (3d10+6) **Fort** +5, **Refl** +6, **Will** +1 **Feint** 18, **Demoralize** 13 **Immune** cold, elemental traits #### offense **Speed** 30 ft., swim 60 ft. **Melee** slam +5 (1d4+3) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** water jet (2d6, DC 13) #### statistics **Str** 14, **Dex** 12, **Con** 14, **Int** 7, **Wis** 11, **Cha** 8 **BAB** +3, **CMB** +5, **CMD** 16, **TA** +5, **RTA** +4 **Feats** [[Alertness]], [[Lightning Reflexes]] **Skills** Perception +8, Sense Motive +8, Stealth +7, Swim +16 **Languages** Aquan #### special abilities ### Spell Disruption (Su) The very presence of an elemental grue interferes with spells that affect the grue's associated element. Any spellcaster within 40 feet of a chaggrin who casts a spell with the same descriptor as the grue's element (earth, fire, air, or water) must succeed on a DC 15 caster level check or have the spell fail. Within the same area of any such spell currently in effect, a grue has a chance to dispel the effect as a free action, as if casting a targeted dispel magic (caster level 10th). ### Water Jet (Su) As a standard action, a water grue can create a tremendously powerful 30-foot line of water. Any creature in the area of the line takes 2d6 points of damage (Reflex DC 13 negates). A creature failing the saving throw must succeed on a Strength check or a Acrobatics check (DC 5 + damage dealt) or be knocked prone by the force of the blast. The save DC is Constituion-based. #### ecology **Terrain** Elemental Plane of Water **Organization** Solitary **Treasure** Spell object or none **Advancement** 4–6 HD (Medium); 7–9 HD (Large) Vardiggs (or water grues) are brutish and cruel creatures created from the corruption of elemental water, and they systematically seek out and attack any other being that enters a body of water they have claimed as their own. Vardiggs are about 4 feet in diameter and weigh about 400 pounds. To determine the type of spell-object inside a vardigg, roll d%: 01–70, resist energy; 71–100, sleet storm. ### Combat Vardiggs usually hide below the surface of a body of water, waiting to attack any who approach.