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.
The King is Dead, and the Bastard Reigns Supreme It was not supposed to be this way. Our King fought well, but he was already tired before ...
breadthofpopsanity.blogspot.com
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 rulershipāwho has the right to command an ancestral site, and whether the gargoyles recognize a new regentās legitimacy.
Dark Sun
On Athas, gargoyles are
not carvedāthey 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 āpressureā 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 earthātemples 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 āfailed stonechildren,ā 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 ecosystemāoften 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 cityās eclectic civic life. The Mror Holds produce rune-etched scholar-gargoyles that function as living archives. House Cannith experiments have created ādesigner gargoyles,ā 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 landās broken Compact and the peopleās collective fears. They first appeared in the wake of the Bastardās treachery, when desecrated chapels, burned keeps, and ruined barrows wept grief into the stone itself. These emotionsāpaired with the Creatorās lingering, wounded magicācoalesced 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 omensā
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 landās griefāand its last, stubborn hope.
The Elderberry Tales - Part 2 - The Folk and People Here
Forgotten Realms (Toril)
FaerĆ»nās magical density results in gargoyles of immense varietyāfrom cathedral clans atop Waterdeepās temples to masqued emotion-born gargoyles haunting Cormyrās ancient amphitheaters. Netherese ruins, Myth Drannorās 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 fortressās living architecture.
Greyhawk
Gargoyles in Greyhawk are born from the ancient stones of Oerthās oldest citadels, temples, and battlements, shaped by centuries of warfare and superstition. Cathedral-born gargoyles perch over Velunaās 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 wizardsāwhile 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 experimentsāstone 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 Valeās gargoyles are survivors of Nerathās 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 Shadowfellās encroaching gloom. Ruin-born clans, especially in the Gardbury Downs, are known to work alongside warlocks whose patrons promise to ārestore the old empire,ā 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 faƧades, absorbing the philosophical arguments that echo through the streets; some even adopt personalities reflecting entire factionsābleak existentialists, zealous harmonizers, or cruel logicians. In the Outer Planes, gargoyles are literal embodiments of that planeās 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 ideologicalāgargoyles 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 tragicāprotectors shackled to corrupted faiths, compelled to defend temples that no longer serve the light. In Barovia, they echo the sorrow of Castle Ravenloftās stones, becoming grief-born fiends who feed not on flesh but terror.
Ravnica
Ravnican gargoyles are magically animated elements of urban infrastructureāchimneys, fountains, bridges, and tribunal faƧades 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 ābulwark gargoylesā 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.
TalāDorei / Exandria
In Exandria, gargoyles originate from the Calamityāwhen the Betrayer Godsā 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 Whitestoneās 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 godās 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.
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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 (ā2)
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-Grotesqueās body contains roiling symbolic āhumours.ā 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 5ā6).
The gargoyle expels an alchemical goutāvomited fluid, steam through carved ribs, or a burst from its āorgan vents.ā
Each creature in a 15-ft. cone must make a
DC 14 Constitution save, taking
14 (4d6) damage of the current humourās 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 gargoyleās claws are shaped like exaggerated surgical implements.
A Medium or smaller creature hit by the gargoyleās 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 gargoyleās 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 institutionās 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 devicesāsometimes correctly, sometimes nightmarishly distorted.
Role in Ecologies.
They function like āimmune responsesā for medical institutions: studying intruders, dissecting threats, or purging corruption.
Why They Fight Adventurers.
- They interpret intrusion as āinfection.ā
- Casters with necromancy or poison spells trigger defensive protocols.
- Violence, shouting, or wounded patients can rouse them.
- They target whoever seems ācontagiousā or āstructurally unsound.ā
Behavior.
Medical-Grotesques are curious, methodical, and disturbingly calm. They watch people move, studying locomotion and anatomy. Some try to ācorrect flawsā in living creaturesāoften violently.