My PCs ran from this guy abandoning treasure in fear. Posted here for reference.
Varrangoins resembled emaciated man-sized humanoids with huge leathery bat wings, terrifying skull-like faces, and dark grey or black skin. Their tails were barbed on their ends and filled with a potent poison.Varrangoins were extremely sensitive to sunlight. Each varrangoin had an elemental breath weapon they were born with: acid, fire, cold, or electricity. Upon the creature’s death, it would explode with the same energy that was their’s breath weapon element.
Sutolore the Outcast Varrangoin
Medium fiend (demon), chaotic evil
AC 15; HP 96 (8d8 + 32); Speed 30 ft., fly 40 ft.
Saving Throws STR +6, CON +7, CHA +1
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities Cold, Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft. , Passive Perception 11
Languages Common, Abyysal; telepathy 120 ft.
CR 6 (2,300 XP); Proficiency Bonus +3
Flyby. The varrangoin doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Stolen Devil’s Sight. Magical darkness doesn’t impede the varrangoin’s darkvision.
Magic Resistance. The varrangoin has advantage on saving throws against spells and other magical effects.
Magic Weapons. The varrangoin’s weapon attacks are magical.
Reckless. At the start of its turn, the varrangoin can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Death Throes. When the varrangoin dies, it explodes, and each creature within 20 feet of it must make a DEX saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried.
Light Blindness. While in sunlight or exposed to an equivalent light source, the varrangoin is blinded until the end of his next turn and thereafter has -1d4 on attack rolls, as well as on Wisdom (Perception) checks that rely on sight so long as he is exposed to sunlight.
Innate Spellcasting. The varrangoin’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
Multiattack. The varrangoin makes two attacks: one with its bite and one with its claw or makes two claw attacks. It may use its breath weapon if available and may substitute its sting attack for one of its other melee attacks.
Tail Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d8 + 3 piercing damage and 1d8 + 3 poison damage. If the target takes any poison damage, it must make a CON save or become poisoned for 1 minute.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage plus 1d6 + 3 poison damage. If the target takes any poison damage, it must make a CON save or become poisoned for 1 minute.
Sonic Fire (Recharge 5–6). The varrangoin exhales fire in a 30-foot cone. Each creature in that line must make a DEX saving throw, taking 6d6 fire and thunder damage on a failed save, or half as much damage on a successful one.
Vicious Reprisal. In response to taking damage, the varrangoin makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the varrangoin moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
To bright! The varrangoin can cast darkness as a reaction to a sunlight spell or equivalent. This does not count against its reaction limit.
Treasure. Idol of Thanatos – ruby eyes, silver mohawk, gold body. A cleric can make a religious knowledge check to note that though this is Thanatos he has features of another being incorporated into it. For example, the mohawk is not associated with Thanatos. It is worth 2,500 gp and the archaeologist will gladly buy it from them to add it to the Academy’s collection.