# Varoot
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<div class="grid-container"><div class="MON">Varoot</div>
<div class="CR">CR 1 (400 XP)</div>
<div class="SOU">Fiend Folio</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Medium Outsider
**Init** +2
**Senses** darkvision 60 ft.; **Perception** +6
#### defense
**AC** 15, 12 touch, 13 flat-footed (+2 Dex, +3 natural)
**hp** 7 (1d10+1)
**Fort** +1, **Refl** +4, **Will** +4
**Feint** 16, **Demoralize** 13
**Defensive Abilities** mirrored visage, reflective spell resistance
**SR** 12
**Resist** cold 5, electricity 5, fire 5
**Weakness** vulnerable to sonic
#### offense
**Speed** 30 ft.
**Melee** +2 wounding longsword +3 (1d8+2)
**Ranged** +2 shard dagger +5 (1d4+2 plus wounding)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** shardblade expertise
**Spell-Like Abilities** (CL 12th, Concentration +15)
> **3/day**— _alter self_
> **1/day**— _mirror image_
#### statistics
**Str** 10, **Dex** 15, **Con** 12, **Int** 11, **Wis** 14, **Cha** 17
**BAB** +1, **CMB** +1, **CMD** 13, **TA** +1, **RTA** +3
**Feats** [[Weapon Finesse]]
**Skills** Bluff +7, Diplomacy +7, Disguise +7, Perception +6, Sense Motive +6, Sleight of Hand +6
**Languages** Common
**SQ** mirror jump
#### special abilities
### Mirror Jump (Su)
Nerra can move through mirrored and reflective surfaces at will. This effect is similar to shadow walk, but the nerra travels along the Plane of Mirrors.
As a standard action, the nerra may touch a mirror or other highly reflective surface. The nerra then exits from another mirror that is no farther than 1 mile away. If a nerra touches a regular mirror, the mirror jump happens automatically. A nerra can also touch a highly reflective surface, such as a polished metal shield or armor. This surface must be clear glass, a still pool of water, or shiny metal. There is a 50% chance that the surface is reflective enough for the nerra to make the mirror jump. While a nerra can enter a merely reflective surface, it can return only through a mirror. If another mirror is not within the range of the mirror jump, the nerra must wander the Plane of Mirrors and exit through another random mirror portal.
### Mirrored Visage (Ex):
Nerra are immune to gaze attacks, and such an attack is reflected back to its origin.
### Reflective Spell Reistance (Su)
A nerra has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. Any spells whose area of effect is centered on the nerra is instead centered on the caster. Any spell that targets the nerra instead targets the caster. Any ranged weapon-like spell aimed at the nerra instead automatically strikes the caster. Spells that include the nerra in its area of effect but are not centered on the nerra are not reflected (though are resisted normally)
### Shard Spray (Su)
Three times per day, a kalareem can release a spray of mirrorlike shards from its hands that can flay flesh and cause massive lacerations. The spray is a 30-foot cone, and it deals 1d4 points of slashing damage per level of the kalareem, up to a maximum of 5d4. This is treated as magic for purposes of bypassing damage reduction. Creatures damaged by the shard spray attack take 2 points of bleed damage, as if by a wounding weapon. Multiple wounds from such attacks result in cumulative bleeding loss. Bleeding can be stopped by a successful DC 15 heal check, or the application of a spell that heals hit point damage.
### Shardblade Expertise (Ex)
Any one-handed slashing weapon wielded by a nerra is treated as a light weapon if it advantageous to do so. Such weapons are also treated as if it had the *wounding* property.
#### Ecology
**Terrain:** Any land and underground (Plane of Mirrors)
**Organization:** Company (2–4 3rd-level rogues plus 2 7th-level rogues)
**Treasure:** Standard
**Advancement:** By character class
Varoots are the most common nerras to be found both on the Plane of Mirrors and the Material Plane. They are experts at spying, infiltration, and subterfuge.
In their natural form, varoots have a basic humanoid shape that is covered with a mirrorlike sheen that reflects everything around them. Their facial features are smooth and rather indistinct. Varoots wear clothing only when they are mimicking a target.
When wandering the Material Plane on one of their missions, varoots move about while under an _alter self_ effect, and they typically take the form of their target or someone close to them.
### Combat
Varoots dislike getting into combat since they see it as a failure to be stealthy or deceptive enough. When they do have to fight, they prefer to create a mirror image to confuse their
opponent or use change self to mimic an opponent’s ally.
Varoots wield razor-sharp shard weapons. A typical tactic involves striking with a shard weapon, then retreating for a few rounds while the opponent bleeds.
A varoot can be summoned using a _summon monster II_ spell.