# Varrangoin, Lesser
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >bite: 1d6 (×2)
> >claws: 1d4 (×2)
> >sting: 1d4 (×2)
> >Melee/Ranged: +7/+8
> >Secondary: +2/+3
> >Multiattack: +5/+6
> >M/R_PA: +7/+8
> >2nd/PA: +2/+3
> >MA_PA: +5/+6
> >Itterative: 1
> > xDmg:: Str: +2; Str2: +3; StrOH: +1; StrPA: +2; StrPA2H: +3; StrPAOH: +1
> > xDCs:: Str: 14; Dex: 15; Con: 13; Int: 12; Wis: 12; Cha: 11
> > xFeat:: 2/3 (1)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Lesser Varrangoin</div>
<div class="CR">CR 6 (2,400 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** +0
#### defense
**AC** 19, 13 touch, 16 flat-footed (+3 Dex, +6 natural)
**hp** 30 (5d10+5)
**Fort** +5, **Refl** +7, **Will** +1
**Feint** 15, **Demoralize** 15
**DR** 10/iron; **SR** 17
#### offense
**Speed** 20 ft., fly 40 ft. (average)
**Melee** bite +7 (1d6+2), 2 claws +5 (1d4+1), tail sting +5 (1d4+1 plus poison)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** breath weapon, death throes, poison, varrangoin traits
#### statistics
**Str** 14, **Dex** 16, **Con** 13, **Int** 11, **Wis** 11, **Cha** 8
**BAB** +5, **CMB** +7, **CMD** 20, **TA** +7, **RTA** +8
**Skills** Fly +11, Perception +0, Stealth +11
**Languages**
#### special abilities
### Breath Weapon (Su)
Each lesser varrangoin has one of four breath weapon types: a 30-foot cone of fire, a 30-foot cone of cold, a 50-foot line of acid, or a 50-foot line of electricity. Creatures in the area must succeed at a DC 13 Reflex save or take 3d6 points of damage of the appropriate energy type.
### Death Throes (Ex)
A lesser varrangoin explodes when it dies. All creatures within 20 feet of the creature take 3d6 points of damage (DC 13 Reflex for half). The damage type is the same as the varrangoin's breath weapon. The save DC is Constitution-based.
### Poison (Ex)
Sting—Injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 2 consecutive saves. The DC save is Constitution-based.
### 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. 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. A lesser varrangoin nearly always begins a fight by attempting to use its tail sting in a flyby attack. It knows that if its poison takes hold, an opponent can't easily avoid its breath weapon, which it uses at the next available opportunity. Lesser varrangoins always attack an opponent from the air. Lesser varrangoin flocks rarely engage in complex tactics since they prefer to mob opponents at random and then break off singly to attack individual creatures.
#### ecology
**Advancement** 6–10 HD (Medium-size); 11–15 HD (Large); or y character class
Varrangoins are foul denizens of the Abyss. Crafty, malevolent, and fiercely territorial, these batlike crea- tures 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. Varrangoins have their own language and are capable of knowing other languages as well.