# Varrangoin, Arcanist
>[!rimg]+
> ![[Placeholder2.png]]
<div class="grid-container"><div class="MON">Arcanist Varrangoin</div>
<div class="CR">CR 11 (12,800 XP)</div>
<div class="SOU">Fiend Folio</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Medium Magical Beast
**Init** +3
**Senses** darkvision 60 ft., low-light vision; **Perception** +14
#### defense
**AC** 20, 13 touch, 17 flat-footed (+3 Dex, +7 natural)
**hp** 60 (8d10+16)
**Fort** +8, **Refl** +9, **Will** +3
**Feint** 19, **Demoralize** 19
**DR** 10/cold iron; **SR** 22
**Immune** magic; **Resist** acid 10, cold 10, electricity 10, fire 10
#### offense
**Speed** 20 ft., fly 50 ft. (good)
**Melee** bite +11 (1d6+1), 2 claws +11 (1d4+1), tail sting +9 (1d4 plus poison)
**Space** 5 ft., **Reach** 5 ft.
**Spell-Like Abilities** (CL 8th, Concentration +9)
> **2/day**— _dispel magic_
> **1/day**— _arcane eye_, _baleful polymorph_, _flesh to stone_, _mirror image_, _polymorph_
**Wizard Spell Prepared** (CL 9th; Concentration +12)
> **0 (At-will)—** _detect magic_, _ghost sound_, _mage hand_, _ray of frost_
> **1st—** _color spray_, _magic missile_ (2), _shield_, _shocking grasp_
> **2nd—** _blur_, _darkness_, flaming sphere (2), _minor image_
> **3rd—** _fireball_ (2), _major image_, _vampiric touch_
> **4th—** _dimension door_, _ice storm_
> **5th—** _cone of cold_
#### statistics
**Str** 12, **Dex** 16, **Con** 15, **Int** 17, **Wis** 13, **Cha** 12
**BAB** +8, **CMB** +9, **CMD** 22, **TA** +9, **RTA** +11
**Feats** [[Alertness ]]<sup>B</sup>, [[Craft Wand]]<sup>B</sup>, [[Combat Casting]], [[Flyby Attack]], [[Multiattack]], [[Scribe Scroll]]<sup>B</sup>, [[Spell Focus]] (Evocation), [[Weapon Finesse]]
**Skills** Fly +18, Knowledge (arcana) +11, Perception +14, Spellcraft +11, Stealth +14
**Languages** Abyssal, Common, Undercommon
#### special abilities
### Immunity to Spells (Su)
An iron golem is immune to spells or spell-like abilities of 3rd level or lower that allow spell resistance. Arcanist varrangoins can deactivate or activate this ability as a free action.
### Poison (Ex)
Sting—Injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 2 consecutive saves. The DC save is Constitution-based.
#### ecology
**Terrain** Abyss
**Organization** Solitary or flock (2–12)
**Treasure** Standard
**Advancement** 9–10 HD (Medium-size); 11–16 HD (Large); or by character class
Varrangoins are foul denizens of the Abyss. Crafty, malevolent, and fiercely territorial, these batlike creatures form communities in dark caves away from any source of light.
Varrangoins resemble human-sized bats with emaciated bodies and skull-like, demonic faces. They have ragged wings and long tails; each tail sports a wicked barb on its end. Their skin tone is universally dark gray or black, and their bodies are hairless.
Their communities often serve as mercenaries for other denizens of the Abyss or even other planes. Varran- goin flocks can grow unchecked if unopposed by another predator. If left alone, they often number more than a hundred strong and claim up to several square miles of territory.
Arcanist varrangoins are just as cruel as their fellows; they simply rely more on magic than brute force.
Arcanist varrangoins have thick, dark skin, narrow, glowing white eyes, and long, lanky limbs. They stand roughly 6 feet tall and have a wingspan of nearly 12 feet. Their long, pointed ears have a close similarity to those of a large bat, and their claws and sharp teeth are minute in comparison to their more physical cousins.
Arcanist varrangoins study powerful arcane mysteries much as wizards do. They guard their lore jealously, and arcanist varrangoin spellbooks are passed only to a few select members of the species who show promise in the arcane arts—as well as the appropriate level of groveling subservience toward their elders.
### Combat
All varrangoins choose their battles carefully and prefer to attack creatures obviously weaker than themselves.
In a battle, arcanist varrangoins try to assume command of the anarchic flocks, but usually have little success. Lesser varrangoins are herded forward in battle, little more than chaff the superior varrangoins use to prolong their own survival. Ragers love the thrill of ripping into an opponent with their claws, though, and follow their lesser kin quickly into combat with spell support from arcanists. Usually, no individual leads a flock or community for long due to the innate chaos of varrangoin society.
One tactic preferred by the arcanists is to use their proficiency with illusion magic to make a flock appear twice or three times as big as it actually is, plunging the ranks of their opponents into chaos as they try to discern which varrangoin is real and which is not. Arcanist varrangoins are rarely encountered alone. When they venture out of their caves, they are nearly always accompanied by several lesser varrangoins and a few rager varrangoins. In a fight, they send their minions forward to engage opponents in melee while unleashing their spells from a safe distance. Arcanist varrangoins favor evocation and illusion spells over other sorts, since they tend to have a direct impact on a battle. They rarely prepare spells that increase the fighting effectiveness of others. Arcanists also typically keep an escape spell prepared, such as expeditious retreat or dimension door.