Vargouille

Vargouille

Tiny fiend
Challenge

STR
−2
DEX
3
CON
2
INT
−3
WIS
−2
CHA
−4

22
5d4+10
15
Fort
+3
Ref
+1
Will
−3
Damage resistances cold, fire, lightning
Damage immunities poison
Condition immunities poisoned

Speed 1 m., fly 8 m.
Skills Athletics −1 (10), Nimbleness +4 (15), Perception −1 (10), Stealth +4 (15)
Senses darkvision 10 m.
Languages understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can’t speak

Maneuvers. The vargouille uses maneuvers (maneuver save Difficulty 13). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: dive attack, spring attack, tear flesh

Actions (1)

Bite. Melee Weapon Attack: +4 to hit. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.

Kiss. The vargouille kisses one incapacitated humanoid within 1 meter of it. The target must succeed on a Difficulty 12 Will saving throw or become cursed. The cursed target loses 1 Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes −5, it dies, and its head tears from its body and becomes a vargouille. Casting remove curse, the restoration spell augmented to greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.

Stunning Shriek. The vargouille shrieks. Each humanoid and animal within 5 meters of the vargouille and able to hear it must succeed on a Difficulty 12 Will saving throw or be frightened until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.

Desert, Lower planes, Swamp, Underdarkvgtm

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.