D&D General Gargoyles need to be redone.

Here are a trio of Stoneborn Gargoyles pictures from the World of Warcraft MMORPG:

999765-stoneborn-rebel.jpg


640px-Stoneborn_Executor.png


1200px-A_Plea_to_the_Harvesters.jpg


They almost look like the Gargoyles from the 90's TV series. :) They just need a noticeable tail. And in the case of the female Stoneborn (who is standing in the foreground in the third pic), wings. :p

Hmm...I wonder if YouTube has any clips of a Stoneborn Gargoyle in motion. ;) That would be the icing on the stone cake.
 

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will have to respond in more detail on the weekend to a couple of things.

but will keep posting for now.

Relationships with Adventurers​

How Gargoyles perceive—and clash with—the classes and peoples who roam their domains

Gargoyles measure other beings not by species, alignment, or creed, but by how they treat the places that birthed the gargoyles themselves. A gargoyle's loyalty is always to a structure—its stone, its purpose, its history—and thus their relationships with adventurers are shaped by what each class or heritage does to architecture, memory, and emotional pressure.

Below is how gargoyles generally react to the standard adventuring world.

By Class​

Barbarians​

Opinion: Wary respect
Gargoyles admire primal passion (strong humors) but dislike uncontrolled destruction. Ruin-born gargoyles especially relate to warriors of instinct.

Conflict Trigger: Barbarians smashing doors, walls, or ancient statuary.
Positive Bonds: “Guardian duos” where the barbarian provides fury and the gargoyle provides discipline.

Bards​

Opinion: Deep affection
Bards fill structures with story, sound, and emotional resonance—all things gargoyles feed on. A bard performing in a hall with gargoyles will almost always gain watchers.

Conflict Trigger: Satire or songs mocking the place’s history.
Positive Bonds: Bards can “awaken” dormant gargoyles with powerful performances.

Clerics​

Opinion: Reverence to outright devotion
Cathedral-born gargoyles often view clerics as cousins or co-workers. They communicate well through ritual, symbolism, and purpose.

Conflict Trigger: Clerics desecrating rival temples or using radiant powers to obliterate stone undead.
Positive Bonds: Clerics can bless a gargoyle’s stone sleep, speeding healing.

Druids​

Opinion: Mutual respect, mild distance
Gargoyles are the “spirits of stone,” which druids acknowledge even if they don’t fully understand. Stone circles may house gargoyle watchers.

Conflict Trigger: Druids reshaping stone or dissolving old buildings to “return it to nature.”
Positive Bonds: Shared respect for ancient places.

Fighters​

Opinion: Professional courtesy
Fighters see gargoyles as stalwart allies or brutal obstacles. Gargoyles respect martial discipline.

Conflict Trigger: Fighters breaking into keeps or fortresses.
Positive Bonds: Sparring partners—gargoyles enjoy testing their granite against steel.

Monks​

Opinion: Quiet fascination
Monks understand stillness and discipline—two traits gargoyles admire. Stone monasteries often “grow” gargoyles of particularly serene demeanor.

Conflict Trigger: Almost none; monks rarely disrupt architecture.
Positive Bonds: Some monasteries teach forms inspired by gargoyle postures.

Paladins​

Opinion: Reverence and instinctive trust
Gargoyles instinctively recognize oaths and divine purpose in paladins.

Conflict Trigger: Unintentional—paladins sometimes believe gargoyles are evil constructs.
Positive Bonds: Paladins who guard a gargoyle’s home gain a lifelong ally.

Rangers​

Opinion: Respect, often allied
Rangers who patrol ruins, outposts, or watchtowers may form a “stone-and-flesh” partnership with local gargoyles.

Conflict Trigger: Rangers specializing in “monstrosity slaying.”
Positive Bonds: Rangers who treat abandoned places with reverence are beloved.

Rogues​

Opinion: Distrust
Rogues break into places; gargoyles exist to defend places. Enough said.

Conflict Trigger: Trespassing
Positive Bonds: Rare—except for rogues who protect a neighborhood or district.

Sorcerers​

Opinion: Awe mixed with concern
Sorcerers radiate innate emotion—exactly what gargoyles absorb to grow. This makes them fascinating and dangerous.

Conflict Trigger: Wild magic interacting unpredictably with stone.
Positive Bonds: Arcane-blood gargoyles may adopt sorcerers as “warm, moving lodestones.”

Warlocks​

Opinion: Deep suspicion
Gargoyles dislike pacts that distort natural emotional resonance. However, some warlocks draw their power from forgotten places, which gargoyles can respect.

Conflict Trigger: Eldritch energies warping stone or sigils.
Positive Bonds: Patrons tied to architecture (Ruin, Memory, Secrets, Vaults) yield strong alliances.

Wizards​

Opinion: Intellectual caution
Wizards reshape the world with methodology, which gargoyles admire… until spells start altering stone.

Conflict Trigger: Stone Shape, Transmute Rock, Disintegrate
Positive Bonds: Wizards who treat structures as sacred sites may find gargoyles as research assistants (and test subjects).

By Adventuring Species​

Aarakocra & Other Fliers​

Gargoyles consider them “air rivals,” especially when territorial around roofs and towers.

Dragonborn​

Gargoyles mistrust breath weapons but admire draconic pride and ancient lineage.

Dwarves​

Mutual admiration. Dwarves carve stone; gargoyles are stone. They speak the same geological language.

Elves​

Elves maintain elegant architecture with emotional resonance—perfect for gargoyle formation. Many ancient elven citadels host deeply wise, melancholic gargoyles.

Gnomes​

Gnomes fascinate gargoyles—especially tinkerers or illusionists who accidentally awaken dormant guardians.

Halflings​

Halflings rarely disrupt architecture; gargoyles often treat them as harmless, friendly “little tenants.”

Humans​

Gargoyles see humans as builders and breakers. They can become beloved keepers or hateful despoilers depending on how they treat the gargoyle’s structure.

Orcs​

Gargoyles respect physical strength. Ruin-born gargoyles often ally with orcs who have claimed old fortresses.

Tieflings​

Tieflings arrive with emotional intensity—an excellent catalyst for gargoyle growth. They’re often welcomed as “living humors.”

Patterns in Gargoyle–Adventurer Interaction​

They Respect:​

  • Builders
  • Protectors
  • Historians
  • Storytellers
  • Anyone who leaves a place better than they found it

They Despise:​

  • Vandals
  • Looters
  • Tomb robbers
  • Adventurers who assume every statue is an enemy
  • Spellcasters who reshape stone carelessly

Why They Fight Adventurers​

Gargoyles rarely pick fights simply because they are evil. Instead, conflict typically arises from territorial instinct, protective compulsion, or emotion-hunger.

1. They are Protectors by Design​

A gargoyle is sculpted with purpose, and many will fight to protect:
  • shrines
  • graves
  • archives
  • ancient vaults
  • cursed sites
  • wizard laboratories
  • abandoned fortresses
Adventurers who intrude into such places activate their drive to defend the story and memory of the stone.

2. Adventurers Are Emotional Buffets​

A cluster of adventurers radiates:
  • courage
  • fear
  • greed
  • hope
  • anticipation
This emotional “heat” can draw gargoyles like food attracts predators.
Some clans call the adventuring party a “warm feast” — not because of flesh, but because of high-quality emotions.

3. Misidentification​

Gargoyles “read” emotions, not context.
Adventurers sneaking around, prying open doors, or carrying cursed relics may be interpreted as:
  • desecrators
  • thieves
  • hunger-bearing spirits
  • emotional threats
A gargoyle’s instinct is simple: Stop the disturbance.

4. They Are Guardians of Regimes Long Dead​

Many gargoyles still protect:
  • tyrants
  • demon kings
  • forgotten cults
  • ancient noble houses
When adventurers come to dismantle old evil, gargoyles may stand in the way out of misplaced loyalty.

Gargoyle Hunting & Combat Tactics​

Even CR 2 gargoyles are clever and adaptive; high-CR variants are terrifying.

Stealth & Stillness​

Their greatest weapon is perfect camouflage:
  • Freeze in plain sight
  • Assume broken poses
  • Flatten into bas-relief on walls
  • Shatter wings into rubble to appear destroyed
  • Stand among other statues to mask numbers
Skilled gargoyles can remain perfectly still for days.

Vertical Ambush​

Classic gargoyle maneuvers:
  • silent drop from above
  • grapple and lift
  • drop prey from lethal height
  • glide between rafters to strike and vanish
Low-level parties especially fear the Grapple → Ascend → Let Go combo.

Pack Pincer Attacks​

Gargoyles rarely hunt alone:
  • one distracts with noise
  • one drops debris
  • one silently circles behind
  • one waits hidden as a “statue” to jump fleeing victims
Disney’s clan behavior + D&D pack tactics = nightmare fights.

Emotion-Harvest Tactics​

Some variants deliberately provoke:
  • fear (to feed)
  • anger (to energize flame-humor)
  • sorrow (ruin-born gargoyles absorb it like wine)
They may stalk adventurers for hours to “ripen” an emotion before striking.

Stone Sleep Defense

If injured beyond comfort:
  • a gargoyle may immediately lock into stone sleep
  • appearing to be a simple statue
  • regenerating rapidly
Parties may think they “won” only for the gargoyle to wake later, hunting them in earnest.

Gargoyle, Fortress-Born Bulwark

CR 6 (2,300 XP)
Medium elemental (gargoyle), lawful neutral


Fortress-Born Bulwarks are the defensive champions among gargoyle-kind. Sculpted from ramparts and kill-zones, they have the instincts of siege tacticians and the durability of stone walls. When battle begins, they plant themselves between danger and their charge, turning the tide through immovable defense. Their bodies are layered like masonry: slabs of shale, basalt ribs, and reinforced elbows and knuckles meant to break blades.

Where other gargoyles glide or stalk, Bulwarks hold the line.

Fortress-Born Bulwark

Armor Class
18 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 30 ft., climb 20 ft.

STR 20 (+5)
DEX 12 (+1)
CON 18 (+4)
INT 8 (–1)
WIS 12 (+1)
CHA 7 (–2)

Saving Throws Con +7, Wis +4
Skills Athletics +8, Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities petrified, poisoned
Senses darkvision 60 ft., tremorsense 20 ft., passive Perception 14
Languages Terran; understands Common but rarely speaks
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Traits

False Appearance (Rampart)


While the gargoyle remains motionless, it is indistinguishable from a section of fortress wall, broken battlement, or carved heraldic support stone. Creatures have disadvantage on Wisdom (Perception) or Intelligence (Investigation) checks to notice its true nature. Dwarves using Stonecunning ignore this disadvantage.

Siege Frame


The gargoyle deals double damage to objects and structures.

Bulwark Stance

If the gargoyle has not moved on its turn, it gains:
  • +2 AC (already included in the stat block when stationary)
  • Advantage on Strength checks and saving throws to resist being moved
  • Creatures of its choice within 5 ft gain half cover against ranged attacks
Immovable

The gargoyle has advantage on saving throws against being knocked prone or pushed.

Stone Sleep

When motionless for 1 minute, the gargoyle becomes magically indistinguishable from inanimate stone. While in this state, it regains 10 hit points at the start of its turn and is incapacitated.

Actions

Multiattack


The gargoyle makes two attacks: one with its Ram and one with its Hammerfist, or two Hammerfists.

Ram

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
If the gargoyle moved at least 10 ft. straight toward the target beforehand, the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Hammerfist

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 5) bludgeoning damage.

Fortification Shock (Recharge 5–6)

The gargoyle slams both fists into the earth or structure it stands upon.

Creatures within 15 feet must make a DC 15 Constitution saving throw or take:
  • 21 (6d6) thunder damage
  • Be shoved 10 feet and knocked prone
On a successful save, a creature takes half damage and is not moved.

Nonmagical structures in the area take double damage.

Reactions

Interposing Block


When a creature within 5 feet is hit by an attack, the gargoyle imposes disadvantage on the attack roll by interposing its armored body. The gargoyle must not be incapacitated.

Tactics

Fortress-Born Bulwarks fight like living strongpoints:

  • Begin combat in Bulwark Stance, forcing enemies to come to them.
  • Protect casters or leaders with Interposing Block.
  • Use Fortification Shock to break up clusters or shatter barricades.
  • Coordinate with other gargoyles as the “anchor unit” of a defense.
They are terrifying in sieges, bridge battles, and choke points.

Lore Hooks

Where They Are Found

  • Abandoned dwarven citadels
  • Haunted strongholds
  • Mage war ruins
  • Border keeps held for centuries
  • Ancient siege sites
  • Paladin or knightly fortresses
Adventure Seeds
  • A dormant Bulwark awakens during castle renovations.
  • A noble family claims their estate’s “guardian gargoyles” have begun selecting who may enter.
  • A fortress fallen to undead still has its Bulwark Gargoyles standing watch over the empty keep.
 


If I understand you correctly, you object to calling them "gargoyles" because it would cause confusion with the D&D "canon" version?

Do you have a new name that you could recommend?
No. not quite. I m just saying don't "redo," just create something new. If you want to call them gargoyles or "true" gargoyles that is finbe., Just don't get rid of th existing creatures - that is all. Now, i was speaking generally for D&D, you can do whatever you want for a specific setting.
 


Idea for several gargoyle variants:

Vampiric gargoyle - life-draining touch, additional powers when it's blood-draining blood hits (augmenting its humours), can become a bat or mist
Weregoyle - a humanoid cursed to become a rampaging gargoyle on the night of a full moon; can infect others with same disease
Dread gargoyle - made of adamantine, with an alchemical breath weapon
Fey gargoyle - made of petrified wood (from a dead dryad?), lacks wings and can teleport from place to place
Bestial gargoyle - animal shape, may have special abilities due to form (think foo lions)
Sorcerous gargoyle - gargoyle with spellcasting abilities (warlock or sorcerer) including meld with stone and stoneskin; lesser, greater and magnificent versions
 

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