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#vargouille
dnd-smash-pass-vs · 12 days
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These fiends are basically like zombie vampires. They bite you, transfer the curse, and your head pops off to turn into one of them! They can also stun you with a shriek! Hey, sometimes the head's all you want anyway. They're also... Look, this is the line. They're on the correct side of the sentient/sapient line, they are fluent in a language. and they can consent. I even checked other editions to confirm, they've always been able to speak. I guess they changed it to "understands but can only scream" because someone noticed they don't have vocal cords. Still, to my knowledge, they are the lowest intelligence of any sentient creature. I just thought I'd mention this for you loremasters, they are able to consent. But I'm aware some get iffy when they're close to the line, so I thought I'd mention.
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ailustrarte · 4 months
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Beware the many dangers of the Undersigil! "Vargouille" illustration for @Wizards_DnD's Planescape: Adventures in the Multiverse. (Hardcore fans might recognize someone familiar 😉)
AD: Emi Tanji
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thefriendinthenight · 2 years
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A quick, lazy approximation of a vargouille. Not 100% accurate, but at least I had fun.
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probablyfunrpgideas · 2 months
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Idea: a series of Call of Cthulhu adventures where the PCs encounter the violent aftermath and found-footage style evidence of summoning rituals. It seems that the government tried to cover up and study the eldritch activity, but their laboratory was similarly overwhelmed by creatures beyond our comprehension, which they couldn’t contain.
One such creature - one of many - is a frighteningly intelligent shapeshifter, and it seems to understand human culture fairly well despite having a language and mindset that appears to revolve around texture. It hunts by ambush, using static electricity to grab its prey with impossible force and then absorbing fluids and nutrients through its skin. Currently, its goals include gaining access to more important places and shapes, so it can learn and feed more easily. It also wishes to eliminate anyone who might recognize its existence and similarity to the classic D&D Mimic.
What other old-school monsters could be truly frightening in the right context? Aboleths are pretty eldritch already, but I think there’s some good mileage in the Xill, which hops between dimensions and puts its terrible eggs inside of people, Alien-style. Or what about finding a lab full of headless bodies, victims and hosts of the vicious Vargouille?
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monstersdownthepath · 2 years
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Monster Spotlight: Chon Chon
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CR 1/2
Chaotic Neutral Tiny Aberration
Adventure Path: Jade Regent: Tide of Honor, pg. 82~83
One of the more bizarre inhabitants of Golarion’s forests and Earth’s myths, the Chon Chon are creatures of madness and hatred whose every interaction with creatures besides themselves tends to end in swift hostility. Seemingly plagued by madness they cannot alleviate, Chon Chon babble to no one in random strings of language that, to an uneducated listener, seem to be profoundly confusing arcane formula, but any actual caster listening in can quickly piece together that they’re reciting meaningless gibberish.
And yet, this Jabbering is almost hypnotic in how closely it sounds like actual mystic recitations. Any creature within 15ft of a Chon Chon as it mutters and mumbles finds themselves compelled to follow along in their mad litanies; while this isn’t especially dangerous for non-casters, actual casters have to succeed a DC 11 Will save each time they cast a spell or some of the flighty creature’s chattering makes its way into their own incantation and they flub it, losing the spell slot entirely. Swarms of these creatures can potentially drain low-level casters of all their slots quickly, as the save against the Jabber must be made for each individual Chon Chon and there’s no 24-hour immunity clause against its effect. While their low AC, no resistances, and pittance of HP means that impatient Wizards and Sorcerers can simply pull out their emergency crossbows to shoot them down, this isn’t entirely feasible if, say, Chon Chon suddenly attack while the party is already engaged with another, far fiercer foe.
The disembodied Aberrations are too consumed with hatred to work willingly with other creatures (even “working” with their own kind boils down to wallowing in their own misery until it compels them to attack another being over it), but their Tiny size makes them easy for other creatures dwelling in their forests and ruins to capture them and keep them contained until they’re needed. Their mad jabber wasting caster spell slots is more or less all they’re good for, as their ability to cause damage is laughable even at low levels; their meager bite struggles to deal lethal damage (1d3-2), though their nasty spit may actually catch some players by surprise with its potency. Not damage-wise, mind, as 1d4 Acid isn’t anything to write home about, but anything that fails a DC 11 Fortitude save is nauseated by the experience for 1 round, keeping them from fighting back. Once more there’s no immunity clause on this ability, meaning an especially unlucky enemy might get stun-locked by the spit until that 1d4 damage slowly grinds them to nothing, and it’s all the worse if there’s multiple Chon Chon in the area.
Before we end, though, there’s one more interesting bit of lore about these things that I think is worth bringing up: No one knows how the hell these things reproduce. Even in-depth examinations of their corpses yield no biological explanation for how more of them are formed. Near as anyone can tell, new Chon Chon merely show up, perhaps formed from echoes of madness and magic in the same way cobwebs form from dust and stray spider silk, or perhaps breeding in dark and secret locales no one has yet found. Whatever the case, there are at least some Chon Chon that used to be people.
No, this isn’t a curse cast upon them. This isn’t the action of some fiend or ancient Fleshwarper turning innocents into insane bat-headed monsters, or even a rare side-effect of being kissed by a Vargouille; this is something someone does to themselves. For whatever dark reasons they may have, depraved sorcerers called kalkus can craft Chon Chon Elixirs provided they have about 1,300gp laying around and took the Craft Wondrous Item feat. Any creature drinking this draught sees their head twisting from their body as their ears grow into leathery, bat-like wings. These elixir-born Chon Chon do not possess the insanity of the “natural-born” Aberrations, granting them the Tiny size and flight of their targeted form while retaining all of their normal powers, potentially making them quite dangerous if they’re powerful casters... but their bodies remain vulnerable to damage, and the transformation lasts for an unpredictable amount of time (anywhere from 1 minute to several hours to several days to permanently). If their flying head isn’t within 5ft of their helpless body when the transformation ends--and they are alerted to the transformation ending no sooner than 1 minute before it simply shuts off--they die immediately.
An especially sadistic kalku can force this mixture into an unwilling victim’s mouth and trap their flying head in a cage, threatening their victim with a swift and unavoidable end if they refuse to cooperate, but most kalku use this power on themselves to turn into wicked flying, spying beasts. One wonders, though, if especially powerful or tenacious kalku simply refuse to change back or even die if their body is destroyed, clinging tenaciously to a new diminutive form to continue surviving, their magic keeping them alive in this shape even as madness begins to set in, their mind slowly melting away as the trauma of holding this form causes them to forget their previous power, and then their previous life as a whole, reducing them to babbling half-remembered formula and spells...
You can read more about them here.
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othernaut · 1 month
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The dungeon ecologist druid would be insufferable in the sewer level. You're just trying to concentrate on breathing through your mouth and keeping your spell components unbefouled, and all the while...
"You know, it's a common misconception that otyughs are inherently hostile. They're territorial, but they'll back down once they sense that their nest isn't threatened. It takes a lot of energy for an otyugh to move around, actually. They prefer picking a spot with plentiful sewage flow and would ideally remain inanimate their entire lives."
"It's weird that we've been seeing so many vargouilles down here. They're infernal creatures, yeah, but they're opportunistic parasitoids and they don't survive well outside of the hellish ecology. Without a constant source of humanoid bodies to kiss, a colony typically dies out within a few weeks. Wonder if the Thieves' Guild has been dumping corpses down here again."
"Oh, hey, don't let your crawling hand familiar back on your shoulder just yet. He's caught rot grubs, I'd say about ten minutes back. Fascinating creatures, really. They're harmless to the undead, but once they sense body heat, they instinctually burrow towards a heartbeat. Just get him to stand still for a minute while I heat up this dagger. You know that most reports of zombification passing through bites are actually mislabeled rot grub infestations?"
"Oh, haha, yeah, don't mind the dire rats, just keep moving. We're in their house right now, they just want to know that we're not moving in. Did you know that there averages seven rats for every person in any given city? Just think: Ten feet under any street it's just solid rats. It's a credit to the Sanitation Guild that they don't come up the privy more often, really."
"A cave fisher! That's a rare one for this environment. They're Underdark creatures - they usually don't like environments with as much noise and flowing water as this. This little guy must be so confused, either that or most of the way to deaf. Try not to snap the filament when you wriggle free. Poor little guy is probably hunting by sense of touch alone."
"You know, you'd be surprised how much cultists contribute to the local ecology. Having a reliable source of heat and light, like devotional candles, can provide crucial energy to the lower level flora which are the backbone of the entire ecosystem. It's easy to think of the cultist as an invasive species, but they're part of the nutrient exchange between the sewer and the surface world. Oh, don't worry about killing them, a den is rarely left uninhabited for long. Look, you can still see the old hate-sigils of the Ravening Darkness! The cycle of nature is a beautiful thing."
"Ooh, that's a carrion crawler! Hold still, I... Ah, guess you don't have much of a choice in the matter. But look on her underside. She's carrying eggs! And quite a large crop of them, at that. These guys are scavengers, actually, they rarely actively hunt, but once those eggs hatch they're going to consume her for nutrients, so she's under a real evolutionary pressure to bulk up as much as she can right now. Once you regain use of your arms, try to aim away from the thorax. The eggs will do just fine if she's already dead a little."
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Vargouille - Dragon Fire
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parasite-core · 5 months
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A vargouille is one of the first monsters I ever fought in pathfinder nearly a decade ago. My ranger Vespa shot it through the mouth and it died before it could do any real damage.
The next time I fought a vargouille, it got smashed into a door like an egg.
Tonight my PC got paralyzed straight out of the door against a vargouille and almost died to its transformative kiss.
Oh how the turn tables.
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roll-a-d3 · 6 months
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Rise of the Runelords - Modo Part 3
Rotar is the Dwarf Barb/Fighter of the group. A fun quirk of this player was that he would copy Grendel's characters and play worse versions of them the next game.
It seemed apparent now that the Goblin attacks were a distraction for more than just grave robbery. As we continued on, we discovered Ameiko unconscious in the cellar of the Glass works. We had heard another person run from us in the cellars, but we decided Ameiko’s safety came first. Aioda and Rotar took her to the church as Modo and Gill made haste to Baalor Hemlock. At the guard barracks, Gill and Modo received news that Baalor was out of a town for some time. Taking a chance, Modo wanted to write a letter informing Baalor and have it sent by carrier pigeon. The party regrouped at the cathedral and went with Ameiko to the mayor. While we were told to keep our finding hush-hush, it seemed that time had passed. The mayor instructed us to head back into the Glasswork cellars and put a stop to whatever is happening. We received a scroll of Send Message to contact him if needed.
We moved back into the Glassworks and moved further in underground tunnels. Before long we found Wrath Spawns, demonic beings of some nature. In a fit of confusion at their discovery, Modo foolishly ordered the mayor to seal the tunnel, with them inside. As they ventured on, they encountered more Spawns and an elaborate cell block. Aioda recognized some writing on a Spawn’s armor in particular. It seemed to be written in Thessalonian. The party ventured on through small hallways and caves. They came across a spiral staircase leading up, but not before they were attacked by a vargouille. Upon closer examination the spiral staircase was blocked off by collapsed pillars and rubble. The party opted to venture on. Heading back to the cellblock to get a bigger overview of their location. The party stumbled upon a mutated goblin in a dark under passage. After a fierce battle which almost costs Gill his life, another problem arose. Rotar’s beard had begun to fall out. In this moment, the party’s wellbeing outweighed the towns safety, one could almost say. In a rush the party ventured back into the tunnels that lead them here. Finding a split in the road unseen from when they entered, the party came across an odd wall. In his hurry and with his uncanny sense for stonework, Rotar slammed his weapon into the wall and discovered the outside again. Finding themselves at the edge of town on a cliff, Rotar wasted no time to find a cure for his beard troubles. While running through the city, Rotar lost his composure and wept. While Ameiko and Rotar headed to a magical shop, Modo and Gill opted to head back to the barracks and hope for a word back from Baalor Hemlock. While Rotar received a potion to cure his ailment, Gill and Modo were told Baalor has returned and was setting up the incoming Goblin raids. The party regrouped at the Rusty Dragon inn after taking care of some minor shopping. Rotar was still upset by his loss of part of his beard. Ameiko was able to give him some respite by giving him a ‘prosthetic’ beard made from his lost hair. While we are a ways away from fixing his beard, Rotar did feel better.
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gazelleculturelle · 2 years
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FRISSONS D’HALLOWEEN
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Au moment d’Halloween, les frimas pointent le bout de dans la Grande serre du Jardin botanique! Espace pour la vie invite les enfants (et leurs parents!), du 1er au 31 octobre, à venir en aide à Kalbacius. Il doit en effet retourner dans son monde avant le 31 octobre à minuit! Une longue quête l’attend et toute aide est la bienvenue. 
La Grande serre – Tous les jours de 9 h à 21 h Animation entre 9 h et 17 h. La Grande serre est sens dessus dessous! L’Ensorceleur Kalbacius l’a transformée pour y installer ses pénates et son bestiaire de créatures uniques. Le tunnel des vargouilles donne le frisson, le potager et son étrange épouvantail végétal donnent envie de rester bien sage, la toile des charaignées surprend! Et c’est sans compter les folles cucurbaticées, le spectaculaire Arbre-fantôme et Kalbacius lui-même! 
 L’atelier de potions Serre d’accueil – Tous les jours de 9 h a 17 h Pour aider Kalbacius, il faut maîtriser l’art des potions! Le cours d’ensorcellement végétal permet d’expérimenter des potions avec des végétaux qui ont de drôles de réactions! L’Ensorceleur Illustration : Mélanie Watt Frisson l’écureuil et la course aux bonbons – pour les 4 à 8 ans Pièce de théâtre – Auditorium – Du 1er au 14 octobre Lundi au vendredi : 11 h 30 | Samedi et dimanche : 11 h 30 et 13 h 30 À partir du 17 octobre, tous les jours à 11 h 30 et 13 h 30 
Frisson l’écureuil, créé par l’autrice Mélanie Watt, s’inquiète: comment se préparer à la fête la plus effrayante de l’année quand on a peur de tout? Sera-t-il prêt pour la course aux bonbons? Grâce à ses ami.e.s les enfants, peut-être! Laissez-passer disponible au Comptoir d’accueil. Réservations recommandées pour les groupes (514-868-3000). Activités extérieures De 10h à 21h Sans animation à partir de 17 h Courges poivrées, courges musquées, gourdes, citrouilles, pâtissons et potirons : les cucurbitacées forment une grande famille aux couleurs et aux formes variées, parfois drôles, parfois surprenantes. Au comptoir des courges, on s’intéresse au cycle de vie et de “mort’’ des courges avec nos animateurs et animatrices scientifiques. Où s’arrête la vie d’une citrouille? Que se passe-t-il quand elle pourrit? C’est aussi une autre occasion d’aider Kalbacius en récoltant une foule d’informations!Nos jeunes visiteurs et visiteuses, papier et crayon à la main, pourront participer à la chasse aux ensorcelés dans le Jardin pour retrouver les créatures qui se sont échappées des mains de Kalbacius et ont pris la poudre d’escampette ! Mais avant, il faudra que les apprentis chasseurs et chasseuses développent leur agilité dans le Parcours des pas sorciers.Dans le Jardin japonaisIl existe d’autres univers que celui de Kalbacius au Jardin botanique! Venez découvrir les personnages qui peuplent l’imaginaire japonais grâce au théâtre de papier. KOWAI ! 
Des histoires à faire peur… – pour les 4 à 8 ans Pavillon japonais — lundi au vendredi, 10 h 30 et 12 h 30 ; samedi et dimanche, 12 h 30 et 13 h
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comparativetarot · 3 years
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King of Swords. Art by Jon Sacha, from Goblins & Gardens.
The Vargouille: King of Kisses. This little pot of gold at the end of the rainbow has won many a beauty pageant in the infinite layers of the Abyss! But don’t let their good looks fool you, they’ve got the wit and the wisdom to back it up. In fact, one of the best kept secrets of the Vargouilles is the extensive system of libraries they manage in Tarterus. Over the ages their have been a few brave souls that journeyed to the Prime Material plane in order to do the dangerous job of topside research. But it’s all worth it when you consider the meticulous catalogs of information stored in the Vargouilles’ Infernal Libraries. Gorgeous little experts they are indeed!
Stand in your truth! It’s been a long journey and you’re finally here. A great accumulation of experience, knowledge, and compassion has brought you to this point. Your mind is a balanced piece of brilliant tempered steel but don’t forget to trust your intuition when the situation demands it.
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dnd-smash-pass-vs · 11 days
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The previous person probably didn’t consent to becoming a vargouille (or mind flayer or ghoul or whatever), but I feel like that’s kind of more the vargouille’s ethical problem than the hypothetical monsterfuckers’.
exactly. It's not you but in an altered state of mind/being, it's an entirely new creature being made from the victim's body.
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aketan · 5 years
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My pathfinder party and I are doing a little drawing challenge that DM has prepared for us; we used to do it monthly but then had to take a break. Now we’ve resumed that nice tradition, and this month’s challenge is Bestiary, so here’s my first week of the challenge: Medusa (accidentally made her an OC and her name is Amalthelia now) - Mimic - Dark Creeper - Goblin - Gargoyle - Troll - Vargouille.
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sunshinewarlock · 5 years
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My boy’s been having a bad time.
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iggipicaday · 6 years
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14 - 15.04.2018
Daily Art by Irina Goodwin
Anil’s Misadventures in Fort Saves:- turns out Vargouille bites result in terrible bleeding wounds that just won’t heal!
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lpbestiary · 7 years
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In Dungeons & Dragons, a vargouille is a type of vampiric creature. It resembles a fanged human head with tentacles and wings, usually red but found in several different colours.
Vargouilles live on evil-aligned planes, and can attack in several ways, including a poisonous bite and a terrible, paralysing screech. They can turn people into other vargouilles with a putrid kiss.
The vargouille may have been inspired by the legend of the penanggalan.
Image source.
Monster master list.
Suggest a spook.
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