Man, it’s amazing what the right adventure can do. I never gave vargouilles a second
thought when I first came across them in the 3.0 Monster Manual (though they’d apparently been flapping around the
world’s oldest role-playing game since the 1e Monster Manual II.)
But then came Russell Brown’s “Mellorn Hospitality” in Dungeon #107. In that adventure, the elves of that town are so used to
fighting off vargouilles that they actually wear alchemically treated scarves
to protect themselves from the creatures’ kisses. That one detail (and how badass Andrew How and Arnold Tsang
made the elves look) brought vargouilles instantly alive for me.
And what a monster!
A flapping head with a paralyzing shriek, poison bite, and the coup de grâce: a kiss attack that turns
the vargouille’s victims into vargouilles themselves. Sunlight or a mid-level light spell will pause the
transformation…but you’d better find a remove
disease stat.
These attacks plus their unique appearance make vargouilles flexible
monsters that can fit into almost any campaign play style or genre. In a straight-up generic European-based
fantasy campaign, they serve as scary low-level monsters from another plane. But if your campaign has more of an Irish
feel, you could serve them up as minor banshees based on their shrieks. In a Mediterranean campaign, they might
be the spawn of the beheaded Medusa.
They fit perfectly into an Asian-influenced setting right along with the
body-abandoning penanggalen and
manananggal. Gothic horror? They’re a vampire’s minions. Aliens-style
bug hunt? A vargouille-kissed
militiaman’s metamorphosis is arrested by dawn…but by nightfall he is back
among friends and family when the transformation hits. Steampunk or New Weird
fantasy? They nest under bridges
and near crematoriums, lapping up the entropic energies of the sparkrail power
stations. You get the idea. And since they’re from another plane,
following a vargouille back to its lair might take you to another realm
entirely…
Adventurers come across
a dark folk smuggling party.
The dark stalker leading the gang wastes no time with parley. Instead he hurls a wriggling bag of somethings at the interfering
adventurers and then flees. The
bag bursts as it lands, and out spills a cluster of enraged vargouilles who
attack the first creatures they see.
A hag is determined
to claim her changeling daughter, currently sweeping the floors of her foster
parents’ inn. On a blustery winter
night the hag strikes, unleashing vargouilles harvested from the local cemetery
to strike at the inn. With the
roads impassible and dawn far away, it’s a race against time as adventurers try
to stop the vargouilles before the entire household and its guests are
consumed. In the course of the
investigation, several of the guests turn out to be more than they appear as
well…
Gloomtown is a large
Shadow Plane settlement that borders the Realm of Despair. Populated by fetchlings, night gnomes,
and oracles and div callers of many races, it is a trading town where no deal
ever goes as smoothly as it should, and where the down and out are left behind
to drown their sorrows. Most never live long enough for said drowning to take
place—vargouilles are common in Gloomtown, nesting in carnivorous trees by day
and hunting by night. They make
short work of the unwary, and the Plane of Shadow offers little light to arrest
the transformation of those they kiss.
—Pathfinder Bestiary
272
That issue of Dungeon
I mentioned is worth tracking down, by the way—it has a Shackled City Adventure
Path installment, stats for the eponymous Evard (spoiler alert: black tentacles are involved), and a
Freeport bonus adventure in the Polyhedron
side of the mag. Even that issue’s
“Downer” is worth mentioning for a bit of Underdark surgery and a glimpse at
one of the coolest bars this side of the Mos Eisley Cantina.
A great discussion about psychopomps is going on in
yesterday’s comments (and is reminding me I need to get the delayed shinigami
entry up). See what folks are saying here.
Meanwhile, my pipes are frozen. Again. This
winter is a thing.
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