Varrdig [Elemental Grue]

A translucent green jelly bristling with hoses and clawed legs, the varrdig blinds and drowns victims with jets of water, and three of them can fuse into a single hulking horror.

Setting: Al-Qadim · Sources: ALQ4 Secrets of the Lamp; Planescape I

Appearance

A varrdig can pass for a fountain, a puddle or pool, or a patch of a larger body of water, though an alert observer may notice its faint green tint. Its real body is a round, gelatinous, see-through blob ringed below with little clawed legs, with flexible pipe-like tubes jutting from its middle. In water, these tubes shoot out jets that drive it along.

Combat

On land a varrdig is slow and fights by spraying water. The jet is strong enough to blind a target up to 6 feet away; an alert, moving foe is blinded for 1-4 rounds only on a roll of 1 on 1d6. The blast also deals 1-4 stunning damage, and anyone brought to 0 hit points this way is knocked out. A helpless air-breather can be drowned in one round simply by pushing a tube into its nostril.

In the water it moves with a speed nobody expects from such an ungainly thing, ramming its whole body into a foe for 4-16 and always following with a second ram, for two attacks per round.

Water magic fails against it: part water, ice storm, purify water, water breathing, create water, obscurement, wall of ice, lower water, purify food and drink, airy water and create food and water all have no effect. When such an enchantment comes within 30 feet of a varrdig it is dispelled, permanent or not, but magical items are unaffected.

Three varrdigs can merge over 1-3 rounds into a three-lobed shape like a snowman and then act as one creature. The triad has the combined hit points of all three, a THAC0 of 5 and Champion morale (15-16), and its pooled jets carry it along smoothly. The middle lobe, sprouting odd cilia and stalks, seems to hold whatever senses it has, and the top grows 3-6 tubes. Out of water, each tube can fire a 10-foot stream at its own target, up to six per round, dealing 1-6 stunning damage with the usual chance to blind. Beneath the surface it instead delivers one ram for 4d6 (4-24).

Habitat and Society

Varrdigs usually travel in threes so they can fuse when a dangerous threat appears. No one knows whether only such trios can fuse or whether others can join, and the merging may be a religious rite as well as a way to hunt and defend. A triad stakes out territory and defends it against all comers until its huge appetite empties the area, then moves on to fresh water.

Ecology

Varrdigs are scavengers but readily kill weak, sick or aged creatures they come across. Marids wipe them out whenever the two meet, yet varrdigs are friendly with the other races of the water plane and with creatures such as sahuagin and the evil ray-folk of the deep.

More: Monsters starting with V · Al-Qadim monsters · All monsters A-Z
Related: Chaggrin [Elemental Grue] · Harginn [Elemental Grue] · Ildriss [Elemental Grue]

Statistics

Climate/TerrainAny
FrequencyVery rare (uncommon)
OrganizationTriad
Activity CycleNight
DietOmnivore
IntelligenceSemi- to Average (2 to 10)
TreasureNil (F×½)
AlignmentNeutral evil
No. Appearing1-3 (2-5)
Armor Class5
Movement6, Sw 18
Hit Dice6+6
THAC013
No. of Attacks2
Damage/Attack1-4/1-4 or 4d4/4d4
Special AttacksBlinding, drowning
Special Defenses+1 or better weapon to hit, immune to water attacks
Magic ResistanceNil
SizeM (L)
MoraleElite (13-14)
XP Value2,000
Triad: 8,000