Dungeons and Dragons Vargouille 3.5 PBP RPG

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Vargouille

Vargouille

Small Outsider (Evil, Extraplanar)

Hit Dice:

1d8+1 (5 hp)

Initiative:

+1

Speed:

Fly 30 ft. (good) (6 squares)

Armor Class:

12 (+1 size, +1 Dex), touch 11, flat-footed 11

Base Attack/Grapple:

+1/-3

Attack:

Bite +3 melee (1d4 plus poison)

Full Attack:

Bite +3 melee (1d4 plus poison)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Shriek, kiss, poison

Special Qualities:

Darkvision 60 ft.

Saves:

Fort +3, Ref +3, Will +3

Abilities:

Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8

Skills:

Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5

Feats:

Weapon Finesse

Environment:

An evil-aligned plane

Organization:

Cluster (2-5) or mob (6-11)

Challenge Rating:

2

Treasure:

None

Alignment:

Always neutral evil

Advancement:

2-3 HD (Small)

Level Adjustment:

-

A vargouille is slightly larger than a human head, about 18 inches high, with a wingspan of 4 feet. It weighs about 10 pounds.

Vargouilles speak Infernal.

Combat

Vargouilles attack by biting with their jagged teeth. Their special attacks make them even more dangerous. A vargouille's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Shriek (Su): Instead of biting, a vargouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille's kiss (see below). A creature that successfully saves cannot be affected again by the same vargouille's shriek for 24 hours. The shriek is a mind-affecting fear effect. The save DC is Constitution-based and includes a +1 racial bonus.

Kiss (Su): A vargouille can kiss a paralyzed target with a successful melee touch attack. An affected opponent must succeed on a DC 15 Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation).

First, over a period of 1d6 hours, all the victim's hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease. The save DC is Constitution-based and includes a +4 racial bonus.

Poison (Ex): Injury, Fortitude DC 12 or be unable to heal the vargouille's bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing. The save DC is Constitution-based and includes a +1 racial bonus.


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People don't need Velon's permission to go bring the kids or the body down when the King has already instructed us to do so. I doubt anyone was worried that Velon would suddenly suggest they go against what they just offered to do for the King. Until we had the platform, HOW we were going to get them down was more of an issue since Daishain said there was nowhere nearby to land. I stuck around in the conversation with the King to subtly get back to the part of the conversation where he asked what more he could do for us, since we hadn't received any reward to that point (And to be nice to Zarra).

People don't need Velon's permission to extract parts from the dragon, swim out and tell the castle the battle is won, heal an elven prisoner, etc. Either. I already post plenty and it just bogs the game down. We should save 'permission' and gathering opinions from everyone for when it's life or death to the party, or other major things like which cult to go after next. Rogues should not ask permission, or 'offer' even, to check for traps, nor a wizard detect magic (If our wizard can detect magic, that is). JUST DO IT. There is no harm that can be done. If one cannot tell the difference between an action that should just be done and poses little to no risk to the group versus waking a sleeping dragon, that's a separate issue.

With regard to PC's needing leadership before acting, I've never been in another Dungeons & Dragons party that had to elect a leader. I can see a need for it here to help break up debates and choose a path, but not for mundane tasks.

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