Encounters by Locale: The Upperdark (Underground, Settled)
Vargouille (CR 2)
AC: 12 (+1 size, +1 Dex), touch 11, flat-footed 11
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +3, Will +3
Speed: Fly 30 ft. (good)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -3
Attack: Bite +3 melee
Full Attack: Bite +3 melee
Damage: Bite 1d4 and poison
Special Attacks: Shriek, poison, kiss
Abilities: Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Feats: Stealthy; Weapon Finesse
Skills: Hide +9, Intimidate +3, Listen +5, Move Silently +5, and Spot +5
Advancement: 2-3 HD (Small)
Climate/Terrain: Tarterian Depths of Carceri
Organization: Cluster (2-5) or swarm (6-11)
Source: Monster Manual
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 both hear the shriek and can clearly see the creature must succeed at a Fortitude save (DC 12) or be paralyzed with fear until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille's kiss. If the save is successful, that opponent cannot be affected again by that vargouille's shriek for one day.
Poison (Ex): Bite, Fortitude save (DC 12) or be unable to heal the bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing.
Kiss (Su): A vargouille can kiss a paralyzed target with a successful melee touch attack, beginning a terrible transformation. The affected opponent must succeed at a Fortitude save (DC 19) or begin to transform, losing all his or her hair 1d6 hours later. After another 1d6 hours, 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 suffers 1d6 points of permanent Intelligence and Charisma drain. 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.
Skills: +2 on Hide and Move Silently checks.