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. šŸ˜‰

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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
 

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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 ā€œpressureā€ 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 ā€œfailed 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 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 ā€œdesigner 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 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)​

FaerĆ»n’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 ā€œrestore 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 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 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 ā€œbulwark 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.

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.

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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 (–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 ā€œhumours.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 5–6).

The gargoyle expels an alchemical gout—vomited fluid, steam through carved ribs, or a burst from its ā€œorgan vents.ā€
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 ā€œimmune responsesā€ for medical institutions: studying intruders, dissecting threats, or purging corruption.

Why They Fight Adventurers.
  • They interpret intrusion as ā€œinfection.ā€
  • Casters with necromancy or poison spells trigger defensive protocols.
  • Violence, shouting, or wounded patients can rouse them.
  • They target whoever seems ā€œcontagiousā€ or ā€œstructurally unsound.ā€
Behavior.

Medical-Grotesques are curious, methodical, and disturbingly calm. They watch people move, studying locomotion and anatomy. Some try to ā€œcorrect flawsā€ in living creatures—often violently.
 
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now I got time to respond

@dave2008

I need to explain.

I am an old greybeard, anthropologist by training (if not by trade), and amateur historian.
I have been gaming for a long time.

when you say "But I see no reason to so thoroughly change 50 years of D&D tradition", where is the break off?

Do we go back to Castle Blackmoor, which had a stupid amount of modern anachronisms, including a gift shop?

Do we go back to kobolds, which changed from dog people to little dragon dudes (started in Dragon Mountain)?

I absolutely love the 2024 redesign of Cyclops that adds a heavy Krull element to the monsters, and for the first time, I have so many ideas of doing fun things.

That being said.

I will be open to all alternative names to avoid complications, but I will also have them refer to them as gargoyles and include any alternative names you suggest.
Barrowfaces
Cradlestone Folk
Choirkin
Craglings
Grotesqueries
Mortarchs
Nightwardens
Spitecarved
Wardenstones
Watchborn
Vigilants

Any of these work?

@Corinnguard
1. for starters, one of my favorite posts from the merged disney universe at rpg.net

Tony: Wait, so Gizmoduck actually is an employee of yours, not you? What, you afraid you'd bust a hip grandpa?
Scrooge: Its called Delegatin ya great lush. Pokes Tony in the chest with his Arc reactor. Besides, unlike you, I don't need a fancy suit to be a threat.
Tony: Gotta tell you moneybags, you're beak is writing some checks your tail can't cash.
Scrooge: Oh is that a challenge? Cause we can throw down right here.
Xanatos: Um, Tony, I really wouldn't. You don't want any of that.
Tony: No no, I think I do want some of this. Come on Grandpa, show me what you got.
Scrooge: Alright Stark, cricks neck Let me show ya how we did it in the old days.

Five minutes later, Tony is laying at the bottom of a crater with his armor busted.

Tony: What... What just happened?
Scrooge: Adjusts hat Gotta admit Stark, that is an impressive suit you got there, almost made me break a sweat.
Xanatos: I warned you Stark. You okay?
Tony: Nothing hurt but my pride. And my spine. And my ribs. Seriously what just happened?
Scrooge: Seriously what part of "Tougher than the toughies" eludes people?

I'll dm you the thread if you want it. :D

2. I can add more specific info for the forgotten realms if you want (I did a paragraph on them, but would love feedback).

@AnotherGuy
@Shades of Eternity link to your Monster Manual - Redone kickstarter please

this one requires a special explanation.

I have been tittering on the edge of doing a Kickstarter for years now for a great many projects <looks at my link tree account>, but I always get cold feet. I tried to run a company a long time ago, and it didn't go well.

I kinda stink at numbers, which are a necessity (I always go bug-eyed when looking at number crunching), and know I need to overhaul the pictures (AI art doesn't cut it, but I can't draw, nor do I want to screw with any future artists or end up taking a serious financial hit). I'm open to any coaching on this one, as I've built a considerable portfolio and am ready to move on to the next stage.

I think I would absolutely love to follow the pointy hat/Ginny d/pancreas no worky route and start a YouTube channel showing off my crazy ideas, but I'm unsure of the details.

@Brendan Byrd & @Corinnguard
1. Man, you are right, it should make them susceptible with echolocation and tremorsense.
also serious lol for your ankhegs Brendan Byrd. I love stuff like this.

2. Treasure as food is absolutely brilliant. Do you guys mind if I add it to the blog?

@Stormonu and @Tonguez . Keep being awesome. 8-)
 
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I will be open to all alternative names to avoid complications, but I will also have them refer to them as gargoyles and include any alternative names you suggest.
Barrowfaces
Cradlestone Folk
Choirkin
Craglings
Grotesqueries
Mortarchs
Nightwardens
Spitecarved
Wardenstones
Watchborn
Vigilants

Any of these work?
Thinking on it, I suspect the original irritation was more about the "redone" in the thread title.

My suggestion for naming:
Gargoyle (Sub-type)
Ie. Gargoyle (Ruin-born)
@Brendan Byrd & @Corinnguard
1. Man, you are right, it should make them susceptible with echolocation and tremorsense.
also serious lol for your ankhegs Brendan Byrd. I love stuff like this.

2. Treasure as food is absolutely brilliant. Do you guys mind if I add it to the blog?
No problem on my part. 😁

Treasure as candy has the advantage of opening up the question: what happens to a gargoyle who overconsumes?
I'd suggest about a month for a gargoyle to dissolve a gp worth of chewing gum, and another month for the gilding to be absorbed off the teeth fangs.
Nasty looks from the greedy could be rewarded by having the gargoyle spit the wad of metal at the offender. (1hp subdual damage?) The greedy should be torn between scrambling for the gold and being offended. 😁
ETA: an in-game reason for the idea that throwing coins in a fountain is good luck (keeps the gargoyles friendly).
 

keen

here's my rough draft to viable gargoyle pcs

Gargoyle (Player Species)​

Play as a living statue touched by faith, fear, or memory.

Ability Score Increase

Increase one ability by +2 and a different ability by +1, or three different skills by +1.

Creature Type

Monstrosity and Elemental (choose both).
You count as both for spell effects, resistances, and abilities.

Size Medium.

Speed 30 ft., climb 20 ft.

Stone Form

Your body is living stone.
  • Natural Armor: When not wearing armor, your AC equals 13 + Dex mod.
  • Damage Resistances: You have resistance to poison and cold, and advantage on saves against petrification.
  • Vulnerabilities: You take double damage from thunder (resonance-shattering) and have disadvantage on Stealth checks when moving across quiet stone surfaces.
Stone Sleep

You enter a stone-still metamorphic state during a short or long rest.

While in Stone Sleep:
  • You are incapable of movement, but not unconscious (you perceive your surroundings).
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You do not eat, breathe, or dream.
  • When you finish a long rest, you gain temporary hit points equal to your proficiency bonus + your Constitution modifier.
This state can mimic a statue perfectly, giving advantage on any check to pass as inanimate stone.

Glide Wings

You have wings that cannot produce full flight.
  • You can glide 2 ft horizontally for every 1 ft you fall.
  • You take no falling damage.
  • As a bonus action, you may begin gliding if you are at least 10 ft above the ground.
  • At 10th level, you may take the Gargoyle Flight feat (see below).
Place-Imprinted Subspecies

Choose one imprint at character creation, gaining its features.

Cathedral-Born (Warden)
  • Radiant Resistance
  • Sanctuary Glow: Once per long rest, cast sanctuary without components.
  • Sacred Visage: You gain proficiency in Persuasion or Intimidation.
Medical-Grotesque (Anatomist)
  • Humor Burst: Once per long rest, force a creature within 10 ft to make a Con save or suffer disadvantage on its next attack or saving throw.
  • Medical Insight: Proficiency in Medicine and one healer’s kit always refills itself during Stone Sleep.
Fortress-Born (Bulwark)
  • Your AC from natural armor becomes 14 + Dex mod.
  • Siege Instinct: You deal double damage to objects and structures.
  • Stoic: Advantage on saves against being shoved or knocked prone.
Scholar-Carved (Mnemonic)
  • Living Archive: Advantage on Intelligence checks to recall lore.
  • Glyphsense: Once per long rest, cast comprehend languages.
  • Rune Spark: When you succeed on a saving throw, you can shed runic light; one creature of your choice has disadvantage on its next attack against you.
Ruin-Born (Feral)
  • Darkvision 90 ft
  • Claws: Your unarmed strikes deal 1d6 slashing damage.
  • Rubblemeld: Advantage on Stealth checks made in ruins or rocky terrain.
False Appearance

While motionless, you are indistinguishable from an inanimate stone statue.
Creatures suffer disadvantage on Perception/Investigation checks to identify you—
except dwarves using Stonecunning, who roll normally.

Languages

You speak Common and one additional language.
Gargoyles ā€œspeakā€ through grinding stone, resonant hums, or echo-voices.

Gargoyle Feats (Optional Advancement Feat Tree)

Gargoyle Flight


Prerequisite: Gargoyle, level 10+

Your wings fully awaken.
  • Gain a 30 ft flying speed.
  • You cannot fly in medium or heavy armor.
  • Thunder vulnerability doubles again to quadruple damage while flying (sonic shatter risk).
Adamantine Heart

Your humor-core crystallizes into a nearly indestructible state.
  • Gain resistance to nonmagical bludgeoning, piercing, and slashing even when not stone-sleeping.
  • You count as adamantine for overcoming resistances.
Memory Siphon

Prerequisite: Scholar-Carved
  • Once per long rest, touch a stone surface or statue to absorb emotional resonance.
  • Gain advantage on your next attack, save, or ability check within 1 minute.
Humor Alchemy

Prerequisite: Medical-Grotesque

You can weaponize your humors.
  • As an action, exhale alchemical vapor in a 15-ft cone.
  • Creatures must succeed on a Con save or take 2d8 poison, psychic, or radiant (your choice) and be slowed until the end of your next turn.
  • Use once per long rest.
Living Siege Engine

Prerequisite: Fortress-Born
  • You count as one size larger for carrying, pushing, pulling, and shoving.
  • Your unarmed strikes deal 1d8 bludgeoning damage.
  • As a bonus action, grant yourself half-cover until the start of your next turn.
Predator of Ruins

Prerequisite: Ruin-Born
  • You have advantage on all melee attacks against surprised creatures.
  • Once per long rest, move up to your speed without provoking opportunity attacks and make one attack with advantage at the end.
Deep Stone Sleep

You can enter an amplified metamorphosis.
  • When you begin a long rest, choose to undergo Deep Stone Sleep.
  • You become immune to all damage while motionless.
  • You reduce exhaustion by 2 instead of 1.
  • You cannot end the rest early without taking 3d6 force damage as your body cracks.
Echo Voice

Harness your resonant harmonic chamber.

  • Your voice can mimic any sound or creature you've heard.
  • Once per long rest, as an action, emit a resonant shriek:
    Creatures within 10 feet must succeed on a Con save or take 2d6 thunder and be deafened for 1 minute (save ends early).
 

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