![[Varrangoin pic.png|250]]
| | Lesser <br>Types I |
| ----------------- | ---------------------- |
| Climate/Terrain: | The Abyss |
| Frequency: | Very rare |
| Organization: | Small groups |
| Activity Cycle: | Any |
| Diet: | Carnivore |
| Intelligence: | Very (11-12) |
| Treasure: | See below |
| Alignment: | Chaotic evil |
| No. Appearing: | 1-4 |
| Armor Class: | 0 |
| Movement: | 3, Fl 18 ([[Class C]]) |
| Hit Dice: | 5+5 |
| THAC0: | 15 |
| No. of Attacks: | 3 |
| Damage/Attack: | 1d4/1d4/1d6 |
| Special Attacks: | See below |
| Special Defenses: | See below |
| Magic Resistance: | 25% |
| Size: | M (4-5') |
| Morale: | Fanatic (17-18) |
| XP Value: | 2,000 |
Varrangoin, or abyss [bats](https://www.completecompendium.com/appendix/bat), are creatures native to the Abyss (as their name suggests [[The Abyss, (Lower Planes)]]). They appear as giant bats with the leather of their wings (wingspan is typically twice the body length) rotted and hanging away from their skeletal frames. They possess long, forked tails. The head of each varrangoin is a skull-like horror with red glowing eyes and sharp talons and teeth. The V-VI types have barbed tails that can be used for effective melee attacks.
The six identified types of abyss bat are physically indistinguishable, which makes countering their special attacks and defenses especially difficult. It is not certain that there are only six types of these horrors, although Oerth sages have only documented this number to date.
| Type |
| ------------------------------- |
| [[Varrangoin Lesser Types I]] |
| [[Varrangoin Lesser Types II]] |
| [[Varrangoin Lesser Types III]] |
| [[Varrangoin Lesser Types IV]] |
| [[Varrangoin Greater Types V]] |
| [[Varrangoin Greater Types VI]] |
## Lesser Varrangoin (Types I-IV)
**Combat:** All lesser varrangoin use two claw attacks and one bite. Each type of varrangoin also possesses its own unique special attacks and defenses.
_Type I_ varrangoin can breathe a [[Cone of Cold]] (size as per an 5th level wizard) for 5d8 points of damage three times per day. They are immune to cold-based spells and suffer half damage from electrical attacks.
_Type II_ varrangoin can breathe a cloud of fire (10 yard diameter, range 30 yards) three times per day. Damage inflicted is 5d6 hit points. Type II creatures are immune to fire-based spells and suffer half damage from acid attacks.
_Type III_ varrangoin can spit a bolt of lightning (5 feet wide by 60 feet long, three times per day, with damage 5d6 hit points). They are immune to electrical attacks and suffer half normal damage from cold-based attacks.
_Type IV_ varrangoin can spit a glob of acid (5-foot radius, three times per day, maximum range of 30 yards, damage 5d6). They are immune to acid attacks and suffer half normal damage from fire attacks.
In addition, all Lesser Varrangoin are harmed only by silver or magical weapons. They are vulnerable to [[Light]] and [[Continual Light]] spells, which inflict 2 hp damage on them per level of the spellcaster. They suffer -2 penalties to their hit rolls and saving throws if within the radius of either spell. A _sunray_ spell (or a _sunburst_ from a _wand of illumination_) inflicts 6d6 hp of damage on a lesser varrangoin. Lesser varrangoin are allowed a magic resistance roll to negate such effects, but if this roll fails, they do not receive any saving throw against the effects of these spells. Note finally that they are allowed a saving throw against all breath weapons for half damage.
**Habitat/Society:** Lesser varrangoin flock in caves and caverns of the [[The Abyss, (Lower Planes)]] (and also Tarterus/Carceri). They fear [tanar'ri](https://www.completecompendium.com/appendix/tanarri) and more powerful denizens of the Outer Planes ([[Outer Planes Guide]]), avoiding them whenever possible. They are intelligent enough to recognize weaker denizens, such as [[Manes, Least Demon (Tanar'ri)]] and [[Rutterkin Least Demon (Tanar'ri)]] , and will attack them in flocks. Within each small flock, there is no acknowledged leader, and social organization is very anarchic.
**Ecology:** Lesser varrangoin are primarily scavengers and opportunists, picking off the weak and enfeebled wherever they can. They are sometimes forced into service by one tanar'ri when it seeks to oppose another.
**Treasure Note:** Lesser varrangoin collect treasure that is “pretty”; a nest will contain 3d6 gems of random denomination ([[Gem Random Generator]]) and 1d4 items of jewelry ([[Jewelry Random Generator]]) . There is a 10% chance per varrangoin in the lair for a magical item, excluding any weapons, armor, or anything else too heavy for a varrangoin to carry in its beaked mouth (DM determination).
## Varranioin on the Prime Material Plane
It is certain that Iuz has the ability to bring varrangoin, both lesser and greater, to his domain in some way. The existence of gates to the Abyss, in Dorakaa if not elsewhere also, is proven by the appearance of these infernal creatures in the central Flanaess. The nature of the bargain that Iuz strikes with these creatures is unknown; that some form of bargain must he involved with at least the greater varrangoin is certain.
Both types of varrangoin are used as guards in major cities and citadels, including castles, within luz's realm. Occasionally, one or more varrangoin will he used as a “fly-by” sight to cow and intimidate inhabitants. The use of a breath weapon from a lesser varrangoin is a typical element of such displays. Varrangoin are also used as remorseless trackers and hunters of those fleeing the wrath of Iuz.