Before claiming the swamps near the Keep of the Mages as their territory, Varags were no different than common trolls. But the heavy use of magic in this region, centuries prior, has corrupted and twisted them into the dreadful Varag. Twisted and brutal, the Varag find pleasure in killing, and unlike the common troll, Varags don’t need to eat as often. Still, they enjoy killing just as often. Taller and leaner than their cousins, Varags top off around 16 to 17 feet and weigh about 900 lbs. Patches of their skin have begun peeling away from their bodies as the corrosive magic eats away at their flesh, but their regeneration keeps them alive.
A keen eye will notice when travelling through territory claimed by a Varag, as patches of death and decay abound. Oddly circular patches of withered plants and black soil, or unusual pools of darkened water filled with dead fish, usually indicate that a Varag is actively defiling in the area. But by the time a traveller notices these characteristic markings, it is usually too late.
Challenge Rating: 5
Type: Humanoid (Giant)
Hit Points: 63 (6HD)
Armor Class: 15, touch 10, flat footed 14 (+1 Dex, +5 Natural Armor, -1 Size)
Saves: Fort +12 Ref +3 Will +3
Weaknesses: Acid, fire
Base Attack: +4
Melee: Bite +0 (1d8+6), 2 Claws +8 (1d6+6)
Special Attacks: Rend (2d6+9)
Sanity Effects: First Encounter 1/1d6
Abilities: STR 23, DEX 13, CON 23, INT 6, WIS 9, CHA 6
Skills: Acrobatics +1, Athletics +6, Awareness +2, Endurance +6, Knowledge -3, Persuasion -4, Spellcraft — , Survival -1, Thievery +1
Talents: 2 points or recommended: Iron Will, Alert
Special Qualities: Regeneration 5 (Acid and Fire), Regeneration 10 if actively ravaging
Environment: Forest, Swamp
Organization: Solitary or Gang (2-3)
Varags lie in wait for their food to come to them, or lie in wait to kill for sport. A Varag can hold its breath for a number of minutes equal to its Constitution score before it risks drowning.
When under heavy duress, or to slow down a number of foes in the immediate area, a Varag can begin actively ravaging, doubling its regeneration rate. Damage is first dealt to all vegetation and small insects/critters in a 10 foot radius. Once the area has been ravaged and there is no life force left to drain from the earth, the energy begins draining from larger creatures in the affected area, distributed evenly. A Varag can being ravaging in this manner by concentrating, which counts as a move action. This ravaging will continue as a free action as long as there are living creatures in the area of effect.
If a varag hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.