# Varrangoin, Rager >[!rimg]+ > ![[Placeholder2.png]] <div class="grid-container"><div class="MON">Rager Varrangoin</div> <div class="CR">CR 10 (9,600 XP)</div> <div class="SOU">Fiend Folio</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Medium Magical Beast **Init** +2 **Senses** darkvision 60 ft., low-light vision; **Perception** +11 #### defense **AC** 20, 12 touch, 18 flat-footed (+2 Dex, +8 natural) **hp** 60 (8d10+16) **Fort** +8, **Refl** +8, **Will** +2 **Feint** 18, **Demoralize** 18 **Defensive Abilities** uncanny dodge **DR** 10/cold iron; **SR** 21 **Immune** mind-affecting #### offense **Speed** 20 ft., fly 50 ft. (good) **Melee** 2 claws +13 (1d6+4), bite +12 (1d6+4), tail sting +10 (1d4+2 plus poison) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** rage (20 rounds/day), rend (2 claws, 2d6+6) **Spell-Like Abilities** (CL 8th, Concentration +8) > **2/day**— _dispel magic_, _fear_ #### statistics **Str** 18, **Dex** 15, **Con** 14, **Int** 13, **Wis** 11, **Cha** 10 **BAB** +8, **CMB** +9, **CMD** 21, **TA** +12, **RTA** +10 **Feats** [[Alertness]]<sup>B</sup>, [[Flyby Attack]], [[Multiattack]], [[Power Attack]], [[Weapon Focus]] (claw) **Skills** Fly +17, Perception +11, Stealth +13 **Languages** Abyssal **SQ** adrenaline boost (2/day) #### special abilities ### Adrenaline Boost (Ex) A rager varrangoin can take an extra move action or attack action once during a round. This ability cannot be used to move if the creature has already taken a 5-foot step. This ability can be used a number of times each day equal to his Constitution modifier. ### Poison (Ex) Sting—Injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 2 consecutive saves. The save DC is Constitution-based. #### ecology **Terrain** Abyss **Organization** Solitary or flock (2–6) **Treasure** Standard **Advancement** 9–10 HD (Medium); 11–16 HD (Large); or by 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. Rager varrangoins are the equivalent of shock troops. Volatile in personality and in combat, rager varrangoins are arrogant and cruel. The joy they get out of tormenting their lesser brethren is surpassed only by the thrill of combat. Slightly larger than lesser varrangoins, ragers are also significantly more muscular. Their rough, black skin covers thick layers of ropy muscle. Ragers measure 6 to 7 feet in length with a wingspan of 12 to 14 feet. Their ears are pointed, but smaller and set more on top of their gaunt heads than those of other varrangoins. In addition, their claws are much larger than those of either of the other varieties of varrangoin. Rager varrangoins thoroughly enjoy sinking their large, heavy claws into an opponent’s body and ripping it limb from limb before dropping it to splatter on the ground from a great height. Their cruelty knows no limits, and they revel in the fear inspired by their presence.