D&D General Gargoyles need to be redone.

IFAIK "gargoyle" is an Onomatopoeia of the sound they make as rainspouts on buildings.
Gar'gylle perhaps?

No breath weapon that dazes, dazzles or confuses. 😉

===============
Wikipedia mentions that the term gargoyle originates from the French gargouille ("conduit for waterflow"). This is composed of the onomatopoeia root garg- and the old French goule ("Animal Mouth, Throat")

Etymology of the word Gargoyle

A watery breath weapon similar to the Hydropump ability of some Water-type Pokemon would suffice. ;) "Where is all that water coming from?" :p
 

log in or register to remove this ad

Pretty much last of the fluff, but still has crunch to post.

I added my own world: the elderberry tales: an actual medieval world inspired by the Norman invasion, the peasant rebellion and the Smurfs. :D

Gargoyles Across the D&D Multiverse​

Setting Integration Guide

Birthright​

On Cerilia, gargoyles are found near ancient Anuirean strongholds and elven barrows where divine or mebhaighl energies once surged. They act as territorial custodians of these sacred lands, enforcing borders with unwavering loyalty. Some awnsheghlien seek to enslave gargoyles, using them as living bulwarks, but most resist corruption fiercely. Conflicts with adventurers often revolve around rulership—who has the right to command an ancestral site, and whether the gargoyles recognize a new regent’s legitimacy.

Dark Sun​

On Athas, gargoyles are not carved—they are naturally occurring apex predators shaped by relentless psionic evolution. Their bodies resemble wind-sculpted basalt spires with ridges that function as heat sinks. These creatures disguise themselves as the eroded ruins of the Green Age, activating only when they sense movement through the psionic “pressure” of living minds. Wasteland tribes whisper that gargoyles hunt for memories as much as flesh, siphoning the life-story of their prey to maintain sentience despite the dying world. They fight adventurers not out of cruelty, but because intelligent minds are the strongest source of nourishment the desert provides.

Dragonlance (Krynn)​

On Krynn, gargoyles arise where strong moral or emotional forces have soaked the earth—temples to Paladine or Mishakal yield protective wardens, while abandoned shrines echoing with despair birth weeping-stone predators. During the Cataclysm, entire cities yielded clans of grief-carved gargoyles, some now roaming as tragic remnant species. They war bitterly with draconians, who mock them as “failed stonechildren,” and have a complex relationship with Knights of Solamnia, sometimes serving as hidden guardians of sacred ruins.

Eberron​

Gargoyles in Eberron fit naturally into the elemental ecosystem—often manifesting as hybrid earth-elementals bound into architecture. In Sharn, many towers host gargoyle clans who act as unofficial aerial wardens; some are tolerated as part of the city’s eclectic civic life. The Mror Holds produce rune-etched scholar-gargoyles that function as living archives. House Cannith experiments have created “designer gargoyles,” blending stone, magic, and artifice. In Khyber-touched regions, ruin-born beings soaked in madness stalk the winding depths like nightmares carved from stalactites.

The Elderberry Tales​

In Adamar, gargoyles are stone-born sentinels of divine and mortal sorrow, manifestations of the land’s broken Compact and the people’s collective fears. They first appeared in the wake of the Bastard’s treachery, when desecrated chapels, burned keeps, and ruined barrows wept grief into the stone itself. These emotions—paired with the Creator’s lingering, wounded magic—coalesced into waking forms that skulk along rooftops, cling to abbey walls, and prowl the ridges above pilgrim roads. Some act as unbidden protectors, watching over villages that still remember the old laws; others embody the rage or despair of massacred communities and hunt those who spill innocent blood. Their Stone Sleep is tied to the divine calendar: they stiffen at dawn on holy feast days and grow restless on days dedicated to martyrs wronged by the Bastard. Though feared by most peasants, gargoyles are sometimes treated as omens—stone shepherds who rise when the land itself demands justice. A brave few have even joined the rebellion, forming unlikely partnerships with hedge wizards, wandering monks, and pilgrims seeking relics beneath the great hill. In a world where even childbirth requires braving sacred barrows, gargoyles embody the land’s grief—and its last, stubborn hope.
The Elderberry Tales - Part 2 - The Folk and People Here

Forgotten Realms (Toril)​

Faerûn’s magical density results in gargoyles of immense variety—from cathedral clans atop Waterdeep’s temples to masqued emotion-born gargoyles haunting Cormyr’s ancient amphitheaters. Netherese ruins, Myth Drannor’s shattered wards, and the crypt-cities of Amn have each generated unique subspecies. Liches favor statue-embodying gargoyles for their ability to remain inert indefinitely. Scholarly gargoyles (mnemonics) are common in Candlekeep, where some scholars accept their silent companionship as part of the fortress’s living architecture.

Greyhawk​

Gargoyles in Greyhawk are born from the ancient stones of Oerth’s oldest citadels, temples, and battlements, shaped by centuries of warfare and superstition. Cathedral-born gargoyles perch over Veluna’s spires, while ruin-born ferals stalk the shattered keeps of the Great Kingdom. Their presence in places like Castle Greyhawk creates living hazards in a dungeon already steeped in magical residue and emotional imprinting. Some clans, especially fortress-born bulwarks, have ancient pacts with dwarven masons or Baklunish wizards—while others serve demon cults, taking on ever more grotesque forms in imitation of their patrons.

Mystara​

Gargoyles in Mystara are believed to descend from early Immortal experiments—stone servitors meant to watch the world evolve. Over the centuries, many broke free of their original programming, fragmenting into clans tied to old Nithian ruins, decadent Alphatian wizard-towers, and volcanic Blackmoor vaults uncovered by tectonic upheaval. Mystaran gargoyles are unusually diverse due to magical radiation, often showing crystalline, volcanic, or coral growths specific to their region. They serve as guardians of lost civilizations, attacking only when they believe ancient secrets are threatened. Adventurers who respect history may find allies; tomb-raiders are treated as existential threats.

The Nentir Vale​

The Vale’s gargoyles are survivors of Nerath’s decline, created as sentinels for ancient fortresses and border-keeps. Those that remain tend to be solitary and philosophical, brooding on centuries of abandonment. When they attack adventurers, it is usually due to misinterpretation of their ancient commands or corruption by the Shadowfell’s encroaching gloom. Ruin-born clans, especially in the Gardbury Downs, are known to work alongside warlocks whose patrons promise to “restore the old empire,” though whether this is truth or manipulation varies from case to case.

Planescape​

Across the multiverse, gargoyles arise wherever belief coalesces into physical form. In Sigil, they populate forgotten façades, absorbing the philosophical arguments that echo through the streets; some even adopt personalities reflecting entire factions—bleak existentialists, zealous harmonizers, or cruel logicians. In the Outer Planes, gargoyles are literal embodiments of that plane’s nature: infernal gargoyles drip burning iron in the Nine Hells, while those of Bytopia carve themselves into communal halls with lively artistry. Conflicts with adventurers are often ideological—gargoyles challenge those whose actions threaten the stability of belief or reshape the landscape of thought that sustains them.

Ravenloft​

In Ravenloft, gargoyles are shaped foremost by fear and regret, making them deeply psychological predators. Many are statue-embodying horrors that move only when unobserved, stalking victims through fog-choked courtyards and decrepit baroque ruins. Cathedral-born gargoyles become ironically tragic—protectors shackled to corrupted faiths, compelled to defend temples that no longer serve the light. In Barovia, they echo the sorrow of Castle Ravenloft’s stones, becoming grief-born fiends who feed not on flesh but terror.

Ravnica​

Ravnican gargoyles are magically animated elements of urban infrastructure—chimneys, fountains, bridges, and tribunal façades brought to life through ancient guild pacts. Most answer to the Azorius Senate as watchful regulators, but centuries of neglect have left some free-willed. Gruul shamans prize gargoyle shards as omens, while Orzhov gargoyles collect debts on mortuary estates. Their conflict with adventurers tends to be political rather than instinctual; they enforce codes, protect architecture, and intervene when civic order (or valuable stonework) is threatened. Some have even joined guilds as unusual but respected members.

Spelljammer​

Across wildspace, gargoyles are living hull-spirits formed from centuries of trauma, battle memories, or devotion aboard spelljamming vessels. Some develop from decorative figureheads or prow sculptures, becoming fiercely protective guardians of their ship and crew. Dwarven citadels seed “bulwark gargoyles” into outer armor plates, where they awaken during boarding attempts. Emotion-mask gargoyles sometimes arise from the theatrics of Bardic Mantle ships, drifting between roles like cosmic performers made of stone and starlight.

Tal’Dorei / Exandria​

In Exandria, gargoyles originate from the Calamity—when the Betrayer Gods’ energies warped stone guardians into monstrous forms. Many dwell in forgotten Reliquaries of the Age of Arcanum, feeding on ambient magical radiation. A handful have regained sentience and purpose, forming clans beneath Whitestone’s bluffs or within the ruins of Draconia. Gargoyles distrust adventurers who wield unchecked magic, remembering the cataclysm that birthed them. Nevertheless, some may ally with heroes who respect ancient sites and oppose those who plunder relics carelessly.

Theros​

In Theros, gargoyles are born from devotion and dread: sculpted votive guardians that become animate when a god’s domain is strained. A temple of Heliod might birth radiant gargoyles with solar crests, while the necropolises of Erebos spawn sorrow-figures whose faces are eternally veiled. Gargoyles and adventurers often cross paths when heroes disturb sacred places or when divine omens twist the moral balance of a polis. Many Therosian gargoyles test mortals through riddles or ritual combat, seeking to determine whether they serve hubris or heroism.

***********************************
Gargoyle, Medical-Grotesque

Medium monstrosity (gargoyle), typically neutral
CR 4 (1,100 XP)

Armor Class 15 (natural armor)

Hit Points 68 (8d8 + 32)

Speed 30 ft., climb 20 ft.


STR 16 (+3)
DEX 12 (+1)
CON 18 (+4)
INT 11 (+0)
WIS 12 (+1)
CHA 7 (–2)

Saving Throws Con +6
Skills Medicine +5, Perception +3, Stealth +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands Terran and the languages of its parent institution (usually Common), but cannot speak
Proficiency Bonus +2

False Appearance (Statue).

While the gargoyle remains motionless, it is indistinguishable from a medical statue or anatomical grotesque carved into a building.
Creatures have disadvantage on checks to detect its true nature unless they possess stonecunning, which negates the false appearance.

Alchemical Humours.

A Medical-Grotesque’s body contains roiling symbolic “humours.” As a bonus action, the gargoyle may shift which humour dominates (Flame, Glass, Mortar, or Ink). Changing humour alters its Humour Burst damage type and rider effect.

Humour Burst (Recharge 5–6).

The gargoyle expels an alchemical gout—vomited fluid, steam through carved ribs, or a burst from its “organ vents.”
Each creature in a 15-ft. cone must make a DC 14 Constitution save, taking 14 (4d6) damage of the current humour’s type on a fail, or half on a success.

Humour Modes:
Flame Humor
(fire): Target that fails is ignited, taking 1d6 fire damage at the start of its turn (action: DC 12 Dex to extinguish).
  • Glass Humor (psychic): Target that fails has disadvantage on its next attack roll as its perceptions refract.
  • Mortar Humor (acid): Target that fails has speed reduced by 10 ft. until end of its next turn as the humour calcifies joints.
  • Ink Humor (necrotic): Target that fails leaves behind an ink-sigil visible to the gargoyle; gargoyle has advantage on attacks against that creature until end of its next turn.

Humour Leech.

When a creature within 5 ft. takes acid, fire, psychic, or necrotic damage, the gargoyle can use its reaction to siphon some of that energy, gaining 5 temporary hit points.

Surgical Grasp.

The gargoyle’s claws are shaped like exaggerated surgical implements.
A Medium or smaller creature hit by the gargoyle’s claw attack must succeed on a DC 13 Strength save or be grappled (escape DC 13).
While grappled, the creature takes 3 (1d6) additional damage of the gargoyle’s current humour at the start of each of its turns.

Actions
Multiattack.

The gargoyle makes two attacks: one with its bite and one with its claws, or two claws.

Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.

Claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage. If the target is Medium or smaller, it must save vs Surgical Grasp.

Stone Sleep.

During daylight (or at night, depending on the parent institution’s traditions), the gargoyle becomes inert stone.
In this state it:
• is incapacitated,
• gains resistance to all damage except thunder,
• regains 10 hit points per hour.

Lore: Medical-Grotesque Gargoyles

Origin.

These gargoyles arise from hospitals, medical colleges, plague wards, alchemist guilds, and anatomical theaters. Their bodies display stone carvings of organs, bones, and medical devices—sometimes correctly, sometimes nightmarishly distorted.

Role in Ecologies.

They function like “immune responses” for medical institutions: studying intruders, dissecting threats, or purging corruption.

Why They Fight Adventurers.
  • They interpret intrusion as “infection.”
  • Casters with necromancy or poison spells trigger defensive protocols.
  • Violence, shouting, or wounded patients can rouse them.
  • They target whoever seems “contagious” or “structurally unsound.”
Behavior.

Medical-Grotesques are curious, methodical, and disturbingly calm. They watch people move, studying locomotion and anatomy. Some try to “correct flaws” in living creatures—often violently.
 
Last edited:

Remove ads

Top